Welcome, Guest. Please login or register.
Did you miss your activation email?
September 19, 2024, 11:51:29 PM
Home Help Login Register
News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Trouble in Terrorist Town - a GMod gamemode
Pages: 1 ... 105 106 107 [108] 109 110 111 ... 232
Author Topic: Trouble in Terrorist Town - a GMod gamemode  (Read 1700187 times)
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #2140 on: January 23, 2010, 03:17:36 AM »

I get those errors during map tests when I host a game on my computer, Firespray. Not sure why. It happened when I was doing what you did, too.

www.dnr-gaming.com
lynx
Poster

Posts: 34

[VD-Owner]


« Reply #2141 on: January 23, 2010, 07:43:55 AM »

I'm pretty sure the command is ttt_spectator_mode [0|1]

Issue was I had a little custom code which was failing

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



« Reply #2142 on: January 23, 2010, 08:52:18 AM »

I always thought about dying shots but im pretty sure its disabled cause ive never seen it happen. At least on Alters.

Yep, servers have to enable it. It's a bit unreliable in general, which is why I don't enable it by default.

weapons/weapon_zm_shotgun/shared.lua:130: attempt to compare nil with number

Yes, this has been fixed for next release. I had it happen to me by accident while testing something else. It only happens in kind of strange circumstances where the shotgun is reloaded/fired without the unholster code having run. You might wonder, "how can someone be holding a shotgun without unholstering?", and the answer is: welcome to Source.

Anyway the error is clientside and shouldn't affect much, so I won't push out an update

I had a thought but it sounds stupid but then again it doesnt but it would be really cool to be able to rotate props with your magneto stick leading to epic barricades and other things.

Probably not going to happen:
- control scheme awkwardness
- I can't just duplicate whatever gmod has on the physgun because that gun is not in Lua
- barricades are not that useful



In other news, I've done some work on a teleporter traitor weapon. Mark a location, walk somewhere else, teleport back to your last marked location. You're frozen for three seconds while the teleport happens (and you can get killed during that time), and some visual and sound effects happen at your current and destination locations.

Ideas about balance for this thing would be welcome. I'm considering a limit on the number of teleports, 5 or so.
Officer_BUlbock
Poster

Posts: 1802


oh god not the snorks nooo


« Reply #2143 on: January 23, 2010, 09:04:37 AM »

That's awesome- you should be able to telefrag people with it as well.

Maps:
zm_air  zm_powderkeg  zm_voodoo  zm_endgame ttt_airbus ttt_siege
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2144 on: January 23, 2010, 11:17:03 AM »

I was actually thinking it would kill the user if anyone or anything was in the destination. For objects this will be necessary, because things will likely break if a player suddenly exists inside a closed door. For people, seeing as there's a rather obvious three second long effect, anyone standing there should be able to leave, so it should probably kill them instead. I suppose an innocent who sees the effect happen next to him could quickly put a prop there for a reverse telefrag.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #2145 on: January 23, 2010, 04:51:21 PM »

5 uses sounds slightly overpowered. Maybe 3?

Anyways, I think that if you teleport, it should leave a distinct marking on the ground. That way detective innocents can figure out what happened in a crime scene.

You're all the most fucking heartless people
that guy
Build Tester
*
Posts: 1190



« Reply #2146 on: January 23, 2010, 05:02:45 PM »

That opens so many more tactics on alot of maps for the traitors shits going to be fun.

I want to know who was the first person to rub barrels, must of been an epic moment like discovering fire or your sisters vibrator.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #2147 on: January 23, 2010, 05:10:49 PM »

My favorite will be all the crazy things you can do with C4.

You're all the most fucking heartless people
Marauder8
Build Tester
*
Posts: 4639


Future Emperor of Antarctica


« Reply #2148 on: January 23, 2010, 06:15:10 PM »

Perhaps, when a body is burned, could it leave a scorch mark of something where it was burned? I think it's a little better for telling if it was a firefight and death, followed by burning. Or if it was just some guy that shot people at the preparing stage.

THIS RAINCOAT IS FROM THE DEVIL
Blitzy!
Poster

Posts: 55



« Reply #2149 on: January 23, 2010, 06:17:38 PM »

Oh wait, it's actually being implemented? I thought it was just brushed aside when I suggested it earlier in the topic. :)
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2150 on: January 23, 2010, 07:22:32 PM »

Everything goes on The List.

RE: ground marks for teleporter, would be nice, though Source decals are unreliable and sometimes refuse to draw and stuff. It'll be better than nothing though.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #2151 on: January 23, 2010, 09:55:03 PM »

Could you make it so when the round ends the living players get to see whos controlling what props?
FF|NedStar
Poster

Posts: 1045


Look into my eyes.


« Reply #2152 on: January 24, 2010, 12:00:33 AM »

That would cause so many issues with hinting and only confirmed death should show up. I'm pretty sure adding that would cause a bunch of problems.
« Last Edit: January 24, 2010, 02:52:22 AM by FF|NedStar »

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.
AndyTheGeeky
Build Tester
*
Posts: 3026


Wannabe Zoidberg


« Reply #2153 on: January 24, 2010, 01:46:02 AM »

when the round ends

Signature Pending...
FF|NedStar
Poster

Posts: 1045


Look into my eyes.


« Reply #2154 on: January 24, 2010, 02:52:03 AM »

Yeah I deserve a good face slap on that one.
Excuse my idiocy on this one.

In general I can't think of any specific situation where this would be very useful. I suppose it could be somewhat useful to see who was trying to prop kill you but its hardly solid as props tend to switch occupants.
« Last Edit: January 24, 2010, 02:53:26 AM by FF|NedStar »

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.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #2155 on: January 24, 2010, 04:20:57 AM »

Well i was just saying because some people tend to carry props around for entire rounds and guess at who they are, then they would actually know. Im not saying it would really do anything.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2156 on: January 24, 2010, 09:44:31 AM »

It's very easy to add, so we'll give it a shot.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #2157 on: January 24, 2010, 12:05:09 PM »

I wanted to try making a video from a Source demo, so I figured I'd use that to show the teleporter effects:
[youtube]http://www.youtube.com/watch?v=gTFcPcKV-qE[/youtube]
C.Mong
Poster

Posts: 280


DNR Owner


« Reply #2158 on: January 24, 2010, 01:08:20 PM »

Dude, that's badass.

www.dnr-gaming.com
Blan21
Poster

Posts: 24


Tasteless wolf


« Reply #2159 on: January 24, 2010, 04:52:02 PM »

damn king, that's friggen' sweet :D way better than what i imagined it to be.
Pages: 1 ... 105 106 107 [108] 109 110 111 ... 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 0.018 seconds with 18 queries.