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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 1718677 times)
Bad King Urgrain
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« Reply #2320 on: February 07, 2010, 10:09:41 AM »

No, there are problems with the game displaying people who were detective last round as detective this round even if they're not, same for traitors. I am about to post an update that should improve this.
Bad King Urgrain
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« Reply #2321 on: February 07, 2010, 06:17:47 PM »

In the current build there is one (hopefully last) issue with last round's detective/traitor showing as such in the current round, caused by someone disconnecting during preparation. I'm working on a fix for this, so update incoming.
that guy
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« Reply #2322 on: February 08, 2010, 01:22:25 AM »

Traitor idea: radar jammer

when a traitor buys this weapon any radar within a certain radius gets scrambled and the circles go to another random accesible spot on the map.

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
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« Reply #2323 on: February 08, 2010, 01:39:27 AM »

What if the disguiser hid your radar position instead? Just jamming alone seems weak.
« Last Edit: February 08, 2010, 01:40:34 AM by Ajunk »

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Marphy Black
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« Reply #2324 on: February 08, 2010, 01:49:47 AM »

A while back we had a discussion about hats and came to the general conclusion that they would too easily pinpoint one's identity. However, now with the advent of Detectives, why not give them hats since they're immediately known to everybody? It would further reinforce their unique status and give an instant and clear visual indicator to their position in a crowd with a single glance, i.e. not having to run your crosshair over the person.

As for what kind of hat, I couldn't say seeing as there are not too many hat models readily available in HL2/CSS. However, I wouldn't mind seeing Detectives wearing traffic cones.

"You are what I eat,
So much flesh, so much meat...
"
http://steamcommunity.com/id/Revenant100
Ajunk
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« Reply #2325 on: February 08, 2010, 01:56:00 AM »

Who'd model it?

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Marphy Black
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Let's go kick some civilian ass!


« Reply #2326 on: February 08, 2010, 04:00:02 AM »

I'm not suggesting that someone model something new. I'm merely pointing out that hats (joke hats, but hats nonetheless) were discussed before, and now there's a viable means of implementing them without adversely altering the game mode.

There's already plenty of wacky, off-the-wall humor in TTT (No doubt reflecting tGB's/BKU's quirky and offbeat personality!), so why not have Detectives wear goofy and inappropriate hats simply selected from what's available? This is Garry's Mod, after all, so I say bring 'em on!



Edit: Some additional examples with a bit of non-HL2/CSS content, but you get the idea:
« Last Edit: February 08, 2010, 04:07:54 AM by Marphy Black »

"You are what I eat,
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http://steamcommunity.com/id/Revenant100
Ajunk
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« Reply #2327 on: February 08, 2010, 04:53:25 AM »

While I love your ideas and agree that TTT is somewhat off-the-wall, I feel the detective still needs a detective-ish hat, simply for the sake of giving a responsible, intelligent, and authoritative vibe.

I don't think getting someone to make a nice hat for TTT will be too difficult, and I don't think it'll increase the mod size that much.

You're all the most fucking heartless people
UnInvincible
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SANTA SHAMBLER SEIZURE!


« Reply #2328 on: February 08, 2010, 04:53:34 AM »

Traitor idea: radar jammer

when a traitor buys this weapon any radar within a certain radius gets scrambled and the circles go to another random accesible spot on the map.

HEY THIS WAS MY IDEA YOU CANNOT STEAL IT.

I just said that everyone within a range of the detective wouldn't show up on the radar.

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?
Rotinaj
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« Reply #2329 on: February 08, 2010, 05:01:42 AM »

There's already plenty of wacky, off-the-wall humor in TTT (No doubt reflecting tGB's/BKU's quirky and offbeat personality!)


that's a nice way of saying the greatest person ever
« Last Edit: February 08, 2010, 05:26:44 AM by Rotinaj »
shutup9100
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« Reply #2330 on: February 08, 2010, 05:08:48 AM »

[inset marphy here]

Or one that just says "traitor" and pointing directly at the player.

Bad King Urgrain
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« Reply #2331 on: February 08, 2010, 09:12:06 AM »

I have indeed considered hats for the detectives. However, I would like it to be a detective-ish hat, at least by default. Perhaps have a menu where detectives can switch to something more outlandish.

A sherlock holmes type cap would be ideal. I could make one myself, but I'm not sure I'll have time. My TTT-priority at this point is adding more detective equipment.
Chief Tiger
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What.


« Reply #2332 on: February 08, 2010, 09:55:25 PM »

For some reason I'm getting this spammed in my console with the latest version of TTT:

ERROR: GAMEMODE:'Tick' Failed: terrortown\gamemode\cl_voice.lua:212: attempt to call method 'GetEyeTraceNoCursor' (a nil value)

Any reason?

Action speaks louder than words but not nearly as often.
Bad King Urgrain
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« Reply #2333 on: February 08, 2010, 10:05:30 PM »

Continuously?

That code has not changed at all in recent versions. The function is one from gmod's base gamemode (garrysmod/gamemodes/base/obj_player_extend.lua) and should definitely work (and seems to work for everyone else). So I don't think it's something I have any influence on.
Chief Tiger
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What.


« Reply #2334 on: February 08, 2010, 10:10:21 PM »

I know, that's what's confusing me. :<

And yes, continuously.

Action speaks louder than words but not nearly as often.
Chief Tiger
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What.


« Reply #2335 on: February 08, 2010, 10:35:38 PM »

Found the problem, one of my sub-users fucked up the base gamemode. It's fixed now.

Action speaks louder than words but not nearly as often.
CrazyChicken
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« Reply #2336 on: February 09, 2010, 05:10:02 AM »

The C4 is really easy to defuse I defused one with 20 secs on the timer when I started. I thought the timer was sopost to drop a few seconds every failed code.

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Bad King Urgrain
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« Reply #2337 on: February 09, 2010, 08:32:45 AM »

It does go down by 3 seconds every time you get it wrong. If you get lucky you can do it even with 10 seconds obviously.

One might argue that with detectives in the game, bombs should be harder to defuse (after all you can also just run away). How about making the time penalty dependent on how long the timer was set to? So if the traitor arms it for 45 seconds, and an innocent finds it with 20s left, it would be easy to defuse, whereas if a traitor arms it for 3 minutes and it's found with 20s left it's almost impossible to do without a defuse kit.

I know people have suggested making the explosion larger based on the timer. This alternative would be a bit less sensitive to abuse on small maps (where a larger explosion might take out the whole map).
worbat
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« Reply #2338 on: February 09, 2010, 09:46:34 AM »

How about the c4 timer gets droped to 45 seconds. A minuite seems far to long now. Edit: Or the ability to mask the timer on the c4. At the cost of another credit.

Shadow:  Ben's secret name is ben

my god
Bad King Urgrain
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« Reply #2339 on: February 09, 2010, 10:00:18 AM »

How about the c4 timer gets droped to 45 seconds. A minuite seems far to long now. Edit: Or the ability to mask the timer on the c4. At the cost of another credit.

It was dropped to 45 seconds in the same update that introduced defusal kits for detectives.
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