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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 1699296 times)
Bad King Urgrain
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Posts: 12276



« Reply #2080 on: January 13, 2010, 09:46:43 PM »

It's worth a shot. I'll put it behind a cvar so it can be tested.
lynx
Poster

Posts: 34

[VD-Owner]


« Reply #2081 on: January 14, 2010, 01:08:33 AM »

I'm willing to throw it on one of my servers for testing if you want.

One thing I noticed, the scoreboard shows 10 rounds or x time before a change on the first round, when there is a max of 6 set in my config.

Venatus Defero Owner
Pulsar Effect Admin
lynx
Poster

Posts: 34

[VD-Owner]


« Reply #2082 on: January 14, 2010, 05:29:06 AM »

Just got an idea from an arguement that happened just now on my server:

In CSS, at round end the damage inflicted to and taken from each player is displayed to each person.  Could that be implemented into TTT?  Maybe 3 option convar, 0 for off, 1 for just names, and 2 for names and class (inno. or traitor)

Venatus Defero Owner
Pulsar Effect Admin
CrazyChicken
Poster

Posts: 604


Beep Beep Boop


« Reply #2083 on: January 14, 2010, 05:58:37 AM »

Hmm, while I'd love to have that since I've had some really dumb arguments over RDM where people claimed they never attack/killed you. It would make ghosting easier, and thats bad, m'kay. (I need to take a break from South Park >_>)

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
lynx
Poster

Posts: 34

[VD-Owner]


« Reply #2084 on: January 14, 2010, 06:03:19 AM »

Hmm, while I'd love to have that since I've had some really dumb arguments over RDM where people claimed they never attack/killed you. It would make ghosting easier, and thats bad, m'kay. (I need to take a break from South Park >_>)

Only after the round ended is what I am saying, was just using the css as an example since thats the only game I can think of that shows who did what to you.

Venatus Defero Owner
Pulsar Effect Admin
Bad King Urgrain
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Posts: 12276



« Reply #2085 on: January 14, 2010, 09:11:08 AM »

This is a massive amount of data though, if everyone has to see everyone else's info. Who is going to look through it and manage get something useful in the short time after a round, realistically?
lynx
Poster

Posts: 34

[VD-Owner]


« Reply #2086 on: January 14, 2010, 10:41:38 AM »

This is a massive amount of data though, if everyone has to see everyone else's info. Who is going to look through it and manage get something useful in the short time after a round, realistically?

Output to console just the info related to them.  For example:

Damage Taken
--------------------------------
39 in 6 shots from Lynx [inno.]
19 in 1 shot from Talas [inno.]

Damage Given
--------------------------------
150 in 1 shot to Talas [inno.]
316 in 1 shot to Lynx [inno.]

Venatus Defero Owner
Pulsar Effect Admin
Bad King Urgrain
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Posts: 12276



« Reply #2087 on: January 14, 2010, 10:55:48 AM »

Yeah, but that won't help verify situations. I can see someone attacked me, but I can't show it to anyone.
lynx
Poster

Posts: 34

[VD-Owner]


« Reply #2088 on: January 14, 2010, 10:58:45 AM »

Yeah, but that won't help verify situations. I can see someone attacked me, but I can't show it to anyone.


Would help with all the people yelling "He shot me!" and then realizing that he wasn't shot by them.

One question, is there a way to get the current karma of a player at the end of each round?  Trying to create a plugin to autokick/ban at 200 karma.
« Last Edit: January 14, 2010, 11:06:04 AM by lynx »

Venatus Defero Owner
Pulsar Effect Admin
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #2089 on: January 14, 2010, 01:07:41 PM »

You could do something like this:
function KarmaKick()
   for _, ply in pairs(player.GetAll()) do
      if ply:GetBaseKarma() <= 200 then
         ply:Ban(60, "Bad karma, 60 minute ban")
      end
   end
end
hook.Add("TTTEndRound", "KarmaKick", KarmaKick)


If you wanted to check periodically during a round for anyone under 200 to immediately kick them, you'd use GetLiveKarma instead.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #2090 on: January 14, 2010, 07:55:00 PM »

Could you make it so the end round report shows up until traitors are chosen for the next round? That way theres an extra 30 secs or whatever it is to look at it.
Blan21
Poster

Posts: 24


Tasteless wolf


« Reply #2091 on: January 14, 2010, 10:49:05 PM »

Traitor Perk: Cryogenics (Requires 2 credits) - You have a chance of respawning again after being killed.  Only can be used when there are 3 or more traitors.
Uses convars or a math function to control the credits (math + convar, based on how many total credits one can get) and the chance (a percent through convar)


I had an idea for this today. If you have ever played Team Fortress 2 you may know of the dead ringer. I was thinking having the same idea, except making it last 10 seconds, have no de-cloak sound, however only a 50% damage reduction instead of 90% like in tf2. You could make it toggleable like the diguise, and you could make it 2 credits if you like.

OR: just have button you could press to drop a fake body and cloak yourself for 10 seconds, no damage reduction, but only costs 1 credit.

it can only be used once like the knife, and it would need tweaks such as the fake body's properties

just an idea,
Dead ringer page: http://www.teamfortress.com/sniper_vs_spy/day04_english.htm (look at the top one)
« Last Edit: January 14, 2010, 10:50:43 PM by Blan21 »
FF|NedStar
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Posts: 1045


Look into my eyes.


« Reply #2092 on: January 14, 2010, 11:07:01 PM »

Could you make it so the end round report shows up until traitors are chosen for the next round? That way theres an extra 30 secs or whatever it is to look at it.


I 2nd this motion, some cvar for this would be great.

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.
lynx
Poster

Posts: 34

[VD-Owner]


« Reply #2093 on: January 14, 2010, 11:16:48 PM »

Could you make it so the end round report shows up until traitors are chosen for the next round? That way theres an extra 30 secs or whatever it is to look at it.


You know you can reopen it using your context menu (Default C) during the round end phase

Venatus Defero Owner
Pulsar Effect Admin
Qloos
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Posts: 203



« Reply #2094 on: January 15, 2010, 01:16:33 AM »

Yes, and then AFTER the round end phase there's another 30 second grace period for next round before traitors are chosen in which you can NOT read this page.  He's saying he'd like to be able to read it then.
« Last Edit: January 15, 2010, 01:17:59 AM by Qloos »
lynx
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Posts: 34

[VD-Owner]


« Reply #2095 on: January 15, 2010, 07:55:32 AM »

What are all the hooks that are in TTT?  Coding a few custom plugins.

Venatus Defero Owner
Pulsar Effect Admin
Bad King Urgrain
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Posts: 12276



« Reply #2096 on: January 15, 2010, 08:40:49 AM »

Leaving the round report available makes sense, I'll see what can be done.

Probably no updates for at least a week though, pretty busy right now.

What are all the hooks that are in TTT?  Coding a few custom plugins.

TTTPrepareRound
TTTBeginRound
TTTEndRound
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #2097 on: January 15, 2010, 06:39:01 PM »

The tutorial and the full help are now both available on the TTT site:
http://ttt.badking.net/tutorial
http://ttt.badking.net/help

I'm planning to add something about karma to the tutorial (will be tough to do in a few sentences), because I will most likely enable it by default next version.
« Last Edit: January 15, 2010, 06:40:33 PM by Bad King Urgrain »
JoTheShmo
Poster

Posts: 214



« Reply #2098 on: January 15, 2010, 10:41:23 PM »

Just saying, you could allow admins to check who shot who as well.

But anyway, sometimes it says that you were killed by a headshot if you were killed by a prop in the head. Just thought I'd let you know.
Nel
Poster

Posts: 1811



« Reply #2099 on: January 16, 2010, 12:05:09 AM »

A prop to the head is a headshot though...
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