Welcome, Guest. Please login or register.
Did you miss your activation email?
September 19, 2024, 11:55:29 PM
Home Help Login Register
News: Trouble in Terrorist Town? Site here, forum here.

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
Pages: 1 ... 93 94 95 [96] 97 98 99 ... 232
Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1700472 times)
Tyrant T100
Poster

Posts: 1725


The State sees all!


« Reply #1900 on: December 19, 2009, 08:20:39 PM »

Quick question, what are the sound filenames for the screams.
I want to replace them with the Wilhelm scream.

http://www.youtube.com/user/TyrantGrandburnin
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1901 on: December 19, 2009, 08:58:10 PM »

Here's a paste from the list in the code:
   Sound("player/death1.wav"),
  Sound("player/death2.wav"),
  Sound("player/death3.wav"),
  Sound("player/death4.wav"),
  Sound("player/death5.wav"),
  Sound("player/death6.wav"),
  Sound("vo/npc/male01/pain07.wav"),
  Sound("vo/npc/male01/pain08.wav"),
  Sound("vo/npc/male01/pain09.wav"),
  Sound("vo/npc/male01/pain04.wav"),
  Sound("vo/npc/Barney/ba_pain06.wav"),
  Sound("vo/npc/Barney/ba_pain07.wav"),
  Sound("vo/npc/Barney/ba_pain09.wav"),
  Sound("vo/npc/Barney/ba_ohshit03.wav"), --heh
  Sound("vo/npc/Barney/ba_no01.wav"),
  Sound("vo/npc/male01/no02.wav"),
  Sound("hostage/hpain/hpain1.wav"),
  Sound("hostage/hpain/hpain2.wav"),
  Sound("hostage/hpain/hpain3.wav"),
  Sound("hostage/hpain/hpain4.wav"),
  Sound("hostage/hpain/hpain5.wav"),
  Sound("hostage/hpain/hpain6.wav")


And progress report: among other things, I've added player spawn placement to the STOOL and am halfway through writing a short guide to using the tool (got nabbed by a friend [edit: no not a forumite] who wanted to play civ4, else you'd be looking at a new release right now).
« Last Edit: December 19, 2009, 10:13:18 PM by Bad King Urgrain »
Milo
Build Tester
*
Posts: 3488



« Reply #1902 on: December 19, 2009, 09:51:19 PM »

got nabbed by a friend who wanted to play civ4


Gee I wonder who that could be
forumites

EDIT: Thought - Can we have weapon placement scripts rotate?
« Last Edit: December 19, 2009, 11:21:40 PM by Milo »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1903 on: December 20, 2009, 09:12:11 AM »

Rotating weapon scripts is possible, but it would complicate things. Next version you can place random weapon entities, so using those you can add a bit of variation anyway.

edit:
I just realised I have to change the filename format of weapon scripts to avoid potentially clashing with other gamemodes/addons/etc. that might have gotten the bright idea of doing "mapname.txt".

So you might want to hold off uploading tons of new weapon scripts until the upcoming release is out. I should've realised this sooner, sorry about that.

It will probably be "mapname.ttt.txt", just need to verify whether that works.
« Last Edit: December 20, 2009, 09:29:00 AM by Bad King Urgrain »
Tyrant T100
Poster

Posts: 1725


The State sees all!


« Reply #1904 on: December 20, 2009, 10:21:43 AM »

Thanks for the list, I like hearing clichéd screams.

http://www.youtube.com/user/TyrantGrandburnin
Soduka
Poster

Posts: 680



« Reply #1905 on: December 20, 2009, 05:13:06 PM »

I'm not too familiar with source and scripts and such. Is there anything else possible with these kinds of scripts and placement tools that you haven't added?

Which reminds me, are you going to package final versions of replacement scripts of CS:S and HL2DM maps into the mod download itself for Fretta?
« Last Edit: December 20, 2009, 05:15:09 PM by Soduka »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1906 on: December 20, 2009, 05:36:26 PM »

I'm not too familiar with source and scripts and such. Is there anything else possible with these kinds of scripts and placement tools that you haven't added?

Which reminds me, are you going to package final versions of replacement scripts of CS:S and HL2DM maps into the mod download itself for Fretta?

1. I don't know, the question is a bit general. I don't think there's much more. Right now all the script is, is a list of entities and where TTT should put them. I can't think of other entities you'd want to do that with. Maybe physics props, but then you'd also have to include the model in the list, making everything more complex. And most maps have physprops.

2. Yes, for the maps that are included with CS:S and HL2DM. So not for dm_island17 for example. I've started the CS:S placement script "project" for those maps. HL2DM maps are usually quite playable without custom placements, but they might come later.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1907 on: December 20, 2009, 05:51:39 PM »

Oh man, serious facepalm.

Garry's Mod doesn't let you write files that aren't .txt files. No problem right? mapname.ttt.txt still ends in .txt. Except Garry did not consider filenames with more than one dot. So it can't export .ttt.txt files. And it doesn't give any error when it fails. So I never noticed.
« Last Edit: December 20, 2009, 05:52:58 PM by Bad King Urgrain »
Soduka
Poster

Posts: 680



« Reply #1908 on: December 20, 2009, 05:56:09 PM »

So can you just have it append "ttt" to the end of the filemap name without the dot?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1909 on: December 20, 2009, 06:14:18 PM »

Yeah, I just replaced the period with an underscore. The fix is easy, but it sucks that people have to rename/update/etc over something I really should have noticed.
Erscheinung
Poster

Posts: 685


« Reply #1910 on: December 20, 2009, 07:02:25 PM »

Does the new update require a server update too?
FF|NedStar
Poster

Posts: 1045


Look into my eyes.


« Reply #1911 on: December 20, 2009, 07:06:37 PM »

I also noticed weapons were not being spawned on v201209 with the weapon files.
Is this solved in B or was only the exporting issue fixed?

You're so buttmad faggot an admin who rdms and ghosts and lets his friends aimbot what a classy faggot, thank god half your server consists of asslickers otherwise nobody would play on your shitty server.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1912 on: December 20, 2009, 07:20:01 PM »

Does the new update require a server update too?

Yes, if you want to use weapon scripts created with the new version. If not then it's not necessary.

I also noticed weapons were not being spawned on v201209 with the weapon files.
Is this solved in B or was only the exporting issue fixed?

I have not seen the issue with my own scripts. I have not yet tested with HL2DM maps, so there could be something there. I believe it doesn't remove all HL2DM ammo entities yet for example.
JossiRossi
Build Tester
*
Posts: 2351


Now touching you ever so slightly less.


« Reply #1913 on: December 20, 2009, 07:28:59 PM »

"- Added auto ammo spawn to ttt_random_weapon. Mappers can now specify the number of matching ammo boxes to spawn."

I assume this feature is Hammer only at the moment. Is there anyway to let the STOOL have control over this as well, or maybe a way to manually edit it in the ttt.txt file?

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
FF|NedStar
Poster

Posts: 1045


Look into my eyes.


« Reply #1914 on: December 20, 2009, 07:49:15 PM »

The issue was indeed on dm_island17.

You're so buttmad faggot an admin who rdms and ghosts and lets his friends aimbot what a classy faggot, thank god half your server consists of asslickers otherwise nobody would play on your shitty server.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1915 on: December 20, 2009, 08:16:04 PM »

"- Added auto ammo spawn to ttt_random_weapon. Mappers can now specify the number of matching ammo boxes to spawn."

I assume this feature is Hammer only at the moment. Is there anyway to let the STOOL have control over this as well, or maybe a way to manually edit it in the ttt.txt file?

It is Hammer-only right now. I'll think about the manual editing option.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1916 on: December 21, 2009, 11:57:30 AM »

The issue was indeed on dm_island17.

Something that might be of use: if there is a problem with a weapon script, it will print lines like "Invalid line 166 in ../maps/dm_island17_ttt.txt" to the server's console.

I'll be posting a fixed version of Milo's dm_island script in Jossi's rearm thread.
TheCze
Global Moderator
******
Posts: 4664


O R'lyeh? Ia, R'lyeh!


« Reply #1917 on: December 21, 2009, 07:26:37 PM »

A small bug: If you join spectator and then undo it during the preparation phase you won't spawn and have to wait until the next round

Only then did the elves begin to suspect that the dwarves were not bringing any Amontillado.
Milo
Build Tester
*
Posts: 3488



« Reply #1918 on: December 22, 2009, 09:06:49 PM »

Would it be possible to "bet" points? As in, when you die, the game checks your markers, and if you had a "KILL" or "SUSPICIOUS" marker on a traitor, you get a point, having a "FRIEND" marker on an innocent would net you a point, so on and so forth.
ball2hi
Poster

Posts: 217


~Xbye, manipulation, deception, destruction.


« Reply #1919 on: December 22, 2009, 09:11:48 PM »

Would it be possible to "bet" points? As in, when you die, the game checks your markers, and if you had a "KILL" or "SUSPICIOUS" marker on a traitor, you get a point, having a "FRIEND" marker on an innocent would net you a point, so on and so forth.

And... what would one accomplish or do with these points exactly? I feel we already have a point system that is useless as it is since no one takes into consideration someone's points from time to time.
Pages: 1 ... 93 94 95 [96] 97 98 99 ... 232
Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.015 seconds with 18 queries.