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Zombie Master
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Trouble in Terrorist Town
| Topic:
Trouble in Terrorist Town - a GMod gamemode
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Topic: Trouble in Terrorist Town - a GMod gamemode (Read 1719188 times)
Finparasite
Build Tester
Posts: 181
«
Reply #660 on:
October 05, 2009, 10:19:22 PM »
Quote from: eeny on October 05, 2009, 10:15:40 PM
I honestly think that the survivors should have no idea who is alive or not unless they talk, or see the person/body.
We have been sugesting that alot, and tGB awsered that I woud be allmost inpossibe to do. Cause people coud just check the console to see who died, or something like that.
eeny
Build Tester
Posts: 10242
+1
«
Reply #661 on:
October 05, 2009, 10:22:31 PM »
Quote from: Marphy Black on October 05, 2009, 10:18:38 PM
Hasn't this been described again and again as a limitation that can't be circumvented?
I thought that the idea was
"Make it so that you get no "blankidy has died!" messege, and then when you find a body there it is popping up."
whereas my idea is
"Scoreboard doesn't tell you shit."
Quote from: Finparasite on October 05, 2009, 10:19:22 PM
We have been sugesting that alot, and tGB awsered that I woud be allmost inpossibe to do. Cause people coud just check the console to see who died, or something like that.
Console just says when somebody dies, IIRC it doesn't tell you who.
Nobody Expects the Malkavian Inquisition!
me
Build Tester
Posts: 9251
The dumbest name of them all
«
Reply #662 on:
October 05, 2009, 10:30:09 PM »
Quote from: FBC on October 05, 2009, 08:32:49 PM
I believe the silenced pistol should do bonus damage from behind on the first shot, like a 20% bonus.
Just so I can assassinate dumbname silently in a murder hallway over and over again.
You evil, heartless bastard.
Quote from: Milo on April 28, 2009, 10:26:33 PM
I think if Sulkdodds and Marphy got into a fight the whole forum would explode.
Quote from: sulkdodds on March 03, 2009, 05:39:36 AM
I bung your mum.
Ajunk
Build Tester
Posts: 14000
ಠ_ಠ
«
Reply #663 on:
October 05, 2009, 10:51:39 PM »
Quote from: eeny on October 05, 2009, 10:22:31 PM
I thought that the idea was
"Make it so that you get no "blankidy has died!" messege, and then when you find a body there it is popping up."
whereas my idea is
"Scoreboard doesn't tell you shit."
Console just says when somebody dies, IIRC it doesn't tell you who.
I don't think you understand / have even bothered to read why it doesn't work, so I'll write the next line in italics.
Using the intrinsic nature of LUA and gmod, any person with the right knowledge can find out who has died and there' is no way to stop this ever.
I would, however, like it if they "someone died" message just didn't show up and mumbling was turned off.
Quote from: theGreenBunny on October 05, 2009, 05:12:02 PM
But eh, I'll consider adding it.
Oh god, please.
Quote from: worbat on October 05, 2009, 07:47:57 PM
The kick needs to be lowerd a tad.
Burst fire works miracles. MIRACLES.
Quote from: loli_melony on September 22, 2009, 01:31:31 AM
You're all the most fucking heartless people
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #664 on:
October 06, 2009, 12:24:17 PM »
I recently found when playing on Alters' server that ScriptEnforcer does block players from running their own Lua code* in the console (as well as in any autorun scripts).
Assuming ScriptEnforcer is not trivial to circumvent, that brings the concept (I'll refer to it as "death hiding" from now on) back into the realm of possibility. Of course, all current servers would have to be willing and able to run ScriptEnforcer as well. I want to know a bit more about both these things before I start getting positive about death hiding.
* Don't worry, I was just attempting to print the TTT version number without having to wait for a new round. Although considering how bad I am at the game I doubt anyone would accuse me of hacking.
UnInvincible
Build Tester
Posts: 4841
SANTA SHAMBLER SEIZURE!
«
Reply #665 on:
October 06, 2009, 01:17:41 PM »
Awesome news nonetheless.
Quote from: albert on July 28, 2010, 11:25:28 AM
my game keeps crashing as it loads, (i have all the expansion packs including the apartment life) and i am hearing that it might possibly be a custom content problem? how do i remove custom content?
Tyrant T100
Poster
Posts: 1725
The State sees all!
«
Reply #666 on:
October 06, 2009, 03:59:46 PM »
Sorry If this has been asked before, but I'm a little stumped. In Icarus I have started implementing blast doors, but crow baring them overrides them and opens them, how would I go about fixing this.
http://www.youtube.com/user/TyrantGrandburnin
eeny
Build Tester
Posts: 10242
+1
«
Reply #667 on:
October 06, 2009, 04:57:32 PM »
Quote from: Tyrant T100 on October 06, 2009, 03:59:46 PM
Sorry If this has been asked before, but I'm a little stumped. In Icarus I have started implementing blast doors, but crow baring them overrides them and opens them, how would I go about fixing this.
Quote from: Notary on October 03, 2009, 05:54:13 PM
Cover them with func_button that is one unit thicker, set don't move flag and parent it to the door.
Nobody Expects the Malkavian Inquisition!
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #668 on:
October 06, 2009, 05:40:00 PM »
Added that solution to the mapping post.
JossiRossi
Build Tester
Posts: 2351
Now touching you ever so slightly less.
«
Reply #669 on:
October 06, 2009, 06:48:58 PM »
Rifle does not seem to blow up barrels.
[edit]
Think it might be a downtown specific issue.
[edit2]
ok have a real one. you can toss nades through small brushes such as windows, closed doors, and walls.
[Edit3]
just tested this again and you can toss nades through significantly thick walls, I think it can only pass through a single brush but walls that are I'd assume around 50+ units did nothing to stop the nade.
«
Last Edit: October 06, 2009, 07:48:06 PM by JossiRossi
»
Get off my lawn you rotten kids!
Quote from: Shambie on
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.
Indy Game News: Thanks For Playing.
worbat
Santaman
Posts: 13027
Fnar Fnar Fnar
«
Reply #670 on:
October 06, 2009, 07:35:49 PM »
I had the same problem on DM_island
Shadow: Ben's secret name is ben
my god
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #671 on:
October 06, 2009, 08:11:53 PM »
You cannot damage explosives during the preparation phase.
edit:
I don't know about 50 units, but I was able to reproduce throwing a nade "through" the window of the antique shop in downtown if you put your face into it. That's fixed now.
«
Last Edit: October 06, 2009, 08:21:31 PM by theGreenBunny
»
Ajunk
Build Tester
Posts: 14000
ಠ_ಠ
«
Reply #672 on:
October 06, 2009, 08:25:25 PM »
Not like there's anything important in that shop anyway.
Quote from: loli_melony on September 22, 2009, 01:31:31 AM
You're all the most fucking heartless people
worbat
Santaman
Posts: 13027
Fnar Fnar Fnar
«
Reply #673 on:
October 06, 2009, 08:28:02 PM »
Quote from: theGreenBunny on October 06, 2009, 08:11:53 PM
You cannot damage explosives during the preparation phase.
It wasn't, not this time.
Also this works with walls as well as doors.
Shadow: Ben's secret name is ben
my god
me
Build Tester
Posts: 9251
The dumbest name of them all
«
Reply #674 on:
October 06, 2009, 08:35:38 PM »
Speaking of which, C4 doesn't seem to go through breakable walls, like the gun shop in Downtown.
Quote from: Milo on April 28, 2009, 10:26:33 PM
I think if Sulkdodds and Marphy got into a fight the whole forum would explode.
Quote from: sulkdodds on March 03, 2009, 05:39:36 AM
I bung your mum.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #675 on:
October 06, 2009, 09:36:19 PM »
Quote from: worbat on October 06, 2009, 08:28:02 PM
Also this works with walls as well as doors.
I was able to do it with a wall on a server, but not in a local game with the fix applied. We'll see if it fixes all cases in practice.
As for the rifle vs barrel thing, it always works for me every time in whatever situation. Not much more I can do there.
Quote from: me on October 06, 2009, 08:35:38 PM
Speaking of which, C4 doesn't seem to go through breakable walls, like the gun shop in Downtown.
Pretty sure that wall is scripted to only explode for a scripted event, nothing else can damage it.
darkhazz
Poster
Posts: 87
I just look like i'm interested.
«
Reply #676 on:
October 06, 2009, 09:47:45 PM »
i seriously think, that the killing at the end of the round sucks.
JossiRossi
Build Tester
Posts: 2351
Now touching you ever so slightly less.
«
Reply #677 on:
October 06, 2009, 09:48:08 PM »
the issue is not it blowing up but that damage does not pass through the wall.
Get off my lawn you rotten kids!
Quote from: Shambie on
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.
Indy Game News: Thanks For Playing.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #678 on:
October 06, 2009, 10:00:20 PM »
Are we still talking about the C4? Because the damage that "passes through walls" is 100% positional, and no wall, surface or anything can affect it. If you're within X units you take damage Y based on how far away you are. It only affects players though, maybe that makes it look like it did not work.
Rotinaj
Build Tester
Posts: 5107
the brave
«
Reply #679 on:
October 06, 2009, 10:11:28 PM »
The walls which are normally breakable by ZM trap completely block the explosion of C4.
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