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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 1721757 times)
Bad King Urgrain
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Posts: 12276



« Reply #4420 on: March 20, 2011, 03:24:45 PM »

SVN r962 adds file consistency checking, which results in the following tag additions/changes:
- ttt:modded_knife -- Shown if knife (held or thrown) has been modified.
- ttt:modded_game -- Shown if any game script other than the knife ones has been modified.
- ttt:vanilla -- Now also requires an unmodded game (besides no custom weapons + haste mode + karma).

Modified = different in any way. Someone could add a space to a knife script and it would count as modified. This is also not some sort of secure verification, anyone who mods the game could also mod the code that adds the tags. There's no benefit to that though.

Why don't you have a donation box?

"lol why are u taking donatititoins u won fretta cotnset greedy bicth"
"lol i donaet & now u not addin stuff anymore"
"lol i donaet and u cloes my thred"

etc.
JoTheShmo
Poster

Posts: 214



« Reply #4421 on: March 20, 2011, 04:06:48 PM »

Is there any flag that you can add on an entity to prevent them from being able to be picked up with the magneto stick?
I feel like there was, but I don't know what it is. But I could be completely wrong.

Also if you were to accept donations, I would most likely donate to you, but those are pretty valid reasons not to want donations.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #4422 on: March 20, 2011, 04:30:12 PM »

ENT.CanPickup = false

Or a FVPHYSICS_NO_PLAYER_PICKUP gameflag on the entity's physobject (which is the standard Source method).
StormX
Poster

Posts: 69


« Reply #4423 on: March 20, 2011, 10:30:04 PM »

Is there any flag that you can add on an entity to prevent them from being able to be picked up with the magneto stick?
I feel like there was, but I don't know what it is. But I could be completely wrong.

Also if you were to accept donations, I would most likely donate to you, but those are pretty valid reasons not to want donations.


Accepting donations after the prize money he received is what I would consider pretty greedy.
Raneman
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Posts: 219

Shitposter


« Reply #4424 on: March 20, 2011, 10:39:46 PM »

But he spent all his prize money on hookers and blow.
JoTheShmo
Poster

Posts: 214



« Reply #4425 on: March 20, 2011, 11:58:54 PM »

Accepting donations after the prize money he received is what I would consider pretty greedy.


As long as he's not specifically asking for them, I don't see how that's greedy at all.
I play this gamemode a lot, and host a server for it, so I definitely would want to support the game, and the only way I can is really through reporting bugs or donating. And I can't do the latter.

And BKU, do you think there could be a timer counting down until round start? I know there are several instances where players have done things that they normally wouldn't have if they knew the round was going to start in a few seconds.
« Last Edit: March 21, 2011, 03:18:18 AM by JoTheShmo »
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #4426 on: March 21, 2011, 09:11:12 AM »

Accepting donations after the prize money he received is what I would consider pretty greedy.

And I see where that impression would come from, though it is inaccurate. If you divide the prize amount by the number of hours I've put in, I would've made far, far more money flipping burgers. And unless you're a real burger fan, that would've been of much less benefit to you.

And BKU, do you think there could be a timer counting down until round start? I know there are several instances where players have done things that they normally wouldn't have if they knew the round was going to start in a few seconds.

It's a hassle to make that work for people who join partway through the preparation phase, etc. Not worth it when most players are managing well enough.
JoTheShmo
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Posts: 214



« Reply #4427 on: March 21, 2011, 08:53:09 PM »

It's a hassle to make that work for people who join partway through the preparation phase, etc. Not worth it when most players are managing well enough.


I don't know how you use the current round timers, but that works for people joining.
You could just store the time serversided and send it to players when they join or when the preparation phase starts.
I'm only pushing this because I've been getting requests to either add this (but I want to keep it vanilla) or ask you to add this for a long long time.
Bad King Urgrain
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Posts: 12276



« Reply #4428 on: March 21, 2011, 09:19:51 PM »

I realised I could reuse certain existing round timer things to do it without using additional resources, so it's making its way into the SVN now.
Firespray
Build Tester
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Posts: 1447


:-(


« Reply #4429 on: March 27, 2011, 07:43:26 PM »

What was the command to make the voice chat icons on the bottom right instead of the top left again?

Quote
Z3RO: Tanners sister isnt bad looking :v
Firespray: New sig
Z3RO: noooo

holocalls traumatize worbat
Robin
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Posts: 54


« Reply #4430 on: March 27, 2011, 08:09:33 PM »

GM:Dontaskwhatyoudontknow='position.right'

Yo Yo Need Server Support? Your Host UKLame? PM Me and I shall "Help" you.
(FREE)
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4431 on: March 27, 2011, 08:19:45 PM »

There is a checkbox in the settings menu. If you're attached to convars, it's ttt_voicechat_topleft 0.
Firespray
Build Tester
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Posts: 1447


:-(


« Reply #4432 on: March 27, 2011, 08:55:54 PM »

There is a checkbox in the settings menu. If you're attached to convars, it's ttt_voicechat_topleft 0.

Thanks, that fixed it.  Couldn't access the menu on this Mac right now as all the F1-F15 buttons on it adjust brightness, etc.

Quote
Z3RO: Tanners sister isnt bad looking :v
Firespray: New sig
Z3RO: noooo

holocalls traumatize worbat
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4433 on: March 27, 2011, 09:01:13 PM »

F1 is bound to the concommand gm_showhelp, so that might also be useful.
Firespray
Build Tester
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Posts: 1447


:-(


« Reply #4434 on: March 27, 2011, 09:06:46 PM »

Thanks, going to bind that to another key. 

Quote
Z3RO: Tanners sister isnt bad looking :v
Firespray: New sig
Z3RO: noooo

holocalls traumatize worbat
JoTheShmo
Poster

Posts: 214



« Reply #4435 on: March 27, 2011, 09:26:09 PM »

All you have to do is press the function key and then F1.
Raneman
Poster

Posts: 219

Shitposter


« Reply #4436 on: April 02, 2011, 05:52:32 PM »

How do I stop the search body and c4 menus from popping up during a demo?
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #4437 on: April 02, 2011, 06:12:38 PM »

I never use demo files so I don't know, but I suppose there's one way that would require some Lua. You'd have to override the relevant usermessage hooks on the client with ones that do nothing.
eeny
Build Tester
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Posts: 10242


+1


« Reply #4438 on: April 02, 2011, 10:26:42 PM »

Today I discovered that it is possible to use the magneto stick to carry an armed c4 around the map.

How it is possible, I am unaware, as the gentlemen who did the deed would not divulge their secrets, but I thought you should know.

Nobody Expects the Malkavian Inquisition!
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4439 on: April 03, 2011, 08:23:08 AM »

Okay. I'll need an actual method before I can do anything about it though.
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