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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
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Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1699452 times)
JoTheShmo
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Posts: 214



« Reply #4340 on: February 22, 2011, 03:43:53 AM »

Yeah I used to, but I switched from SM+ULX to just Evolve.
Bad King Urgrain
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Posts: 12276



« Reply #4341 on: February 22, 2011, 10:08:30 AM »

Define spamming. There is already a delay on the radio commands.
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #4342 on: February 22, 2011, 10:28:42 AM »

Define spamming. There is already a delay on the radio commands.


Playing the same radio command over and Over. Maybe limit to 3 of the same, then a different radio command? So ttt_radio traitor will be understood, and theyd switch to help lol. Or whatever.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
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Posts: 12276



« Reply #4343 on: February 22, 2011, 12:48:54 PM »

Do any of the Lua admin plugins handle normal chat spamming of that sort? Would be convenient if I could replicate their approach, or even integrate with it.
JoTheShmo
Poster

Posts: 214



« Reply #4344 on: February 22, 2011, 09:53:46 PM »

I'm not sure, but I coded my own.

It basically will give every player a set number of time that they are allowed between chat messages.
If they say the same thing twice in a row within a certain amount of time, then their time will be lengthened by X amount.
Then every 10 seconds, their time will be lowered by Y (smaller than X) until it is back to the default.
Bad King Urgrain
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« Reply #4345 on: February 22, 2011, 10:17:09 PM »

I think I'll just add a serverside hook that's called when the server receives the radiocommand, which lets you return true to prevent the command from being sent on to the players. This should be sufficient for cooking up any kind of limitation.
JoTheShmo
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Posts: 214



« Reply #4346 on: February 22, 2011, 10:35:13 PM »

Alright, awesome!
Raneman
Poster

Posts: 219

Shitposter


« Reply #4347 on: February 23, 2011, 11:16:53 PM »

Could we limit the number of simultaneous C4s? I'm in a server where there are up to 7 traitors, so, provided the team is crazy enough, there's somewhere between 9-14 c4s at the start of each round on some maps. I play TTT for finding traitors, not an endurance test of trying to survive a mass bombing. 45 seconds can't pass without an explosion.
« Last Edit: February 23, 2011, 11:32:38 PM by Raneman »
JoTheShmo
Poster

Posts: 214



« Reply #4348 on: February 24, 2011, 12:07:32 AM »

The game wasn't designed for much more than 16 players.
If you choose to run it with more than that, you choose to ruin the balance.
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #4349 on: February 24, 2011, 12:11:08 AM »

The game wasn't designed for much more than 16 players.
If you choose to run it with more than that, you choose to ruin the balance.


I was thinking the same, 32 players is a hell of a lot. Mines 20, for a reason :|

I doubt BKU will implement this, since he has 16 players in mind, I don't think he'll cater for 32.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4350 on: February 24, 2011, 01:55:37 AM »

I'd really rather not be limited in planting c4s based on other people's c4s.
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #4351 on: February 24, 2011, 01:59:02 AM »

As would I, it seems rather limiting, other people could have planted in a stupid place.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
CrazyChicken
Poster

Posts: 604


Beep Beep Boop


« Reply #4352 on: February 24, 2011, 05:12:57 AM »

As would I, it seems rather limiting, other people could have planted in a stupid place.

Or planted one C4 for 20 minutes.

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Bad King Urgrain
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« Reply #4353 on: February 24, 2011, 08:13:51 AM »

All of the above applies, basically. If someone insists on a 32 player server they may have to mod some things, because they'll run into very different balance issues than servers with lower playercounts. And this one is rather difficult to solve, for reasons that have been posted.
Lieutenant McNugget
Poster

Posts: 21



« Reply #4354 on: February 26, 2011, 05:35:29 AM »

I've discovered a minor bug. If a box of ammo is right next to a health station, the health station wont work until you move the ammo box away. When I say right next to a health station, I mean touching it, or very close to touching it.
EpicBox
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Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #4355 on: February 27, 2011, 04:30:03 PM »

Hey guys, I just saw the new quick-chat animations today >.<

Could someone please tell me which binds = animation?

I.E: "Yes" = Wave
     
And so on.

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
Bad King Urgrain
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« Reply #4356 on: February 28, 2011, 10:04:58 PM »

SVN r878:
- Made Health Station easier to +use when ammo is lying near it.
- Added serverside hook TTTPlayerRadioCommand(ply, cmdname, cmdtarget). Return true from hook to prevent command from being sent.

I've discovered a minor bug. If a box of ammo is right next to a health station, the health station wont work until you move the ammo box away. When I say right next to a health station, I mean touching it, or very close to touching it.

This weird behaviour is caused by Source/gmod's +use being weird. The ammo has a larger (invisible) bounding box so you can pick it up easily, but it also causes it to "catch" your use key presses, thinking you're trying to +use the ammo. Seems there's no way to prevent this that won't affect other stuff.

I've made the health station's bounding box large so it's easier to +use (you won't have to point exactly at the station anymore), and the ammo's a little bit smaller so it interferes less. That's all I can do.

Hey guys, I just saw the new quick-chat animations today >.<

Could someone please tell me which binds = animation?

I.E: "Yes" = Wave
     
And so on.

yes = thumb up
no = finger waggle
see = wave
alivecheck = circle motion with hand
suspect = clenched fist
« Last Edit: February 28, 2011, 10:12:06 PM by Bad King Urgrain »
NaRyan
Poster

Posts: 98


Less QQ more Pew Pew


« Reply #4357 on: March 01, 2011, 04:28:40 PM »

Just noticed this when I joined my server (using TTT from r878)

Quote
[terrortown\gamemode\cl_voice.lua:400] attempt to call method 'AnimPerformGesture' (a nil value)


It's shown client side, no errors in server console.

Gimme a joint and 3 hours and I can come up with a logical system for karma :D
Bad King Urgrain
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« Reply #4358 on: March 01, 2011, 04:59:36 PM »

Not seeing it when I test (both listen and dedi server). You may have to update the gmod Lua/binaries to the SVN version if you're running the 112 ones.

Or just wait for 113, which is apparently coming out in a few hours.
NaRyan
Poster

Posts: 98


Less QQ more Pew Pew


« Reply #4359 on: March 01, 2011, 05:07:15 PM »

Ahh it only done it once as I joined.
I think it was right at the round end/Round start point.

So it might just have been a little bug with me joining at the exact point it went from round end to prep stage.

Also would it be possible to add some sort of colour to the radio messages?
As players have started making key binds to say playerx is a traitor. (due to them thinking it's fun or they don't like that player for whatever reason)
And it has at times caused that player to get killed.

Granted it really just comes down to players not paying attention, and believing everything they read.
But at times we do seem to get a few players in TTT who seem to have really low IQ...
« Last Edit: March 01, 2011, 05:16:08 PM by NaRyan »

Gimme a joint and 3 hours and I can come up with a logical system for karma :D
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