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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 1714291 times)
Bad King Urgrain
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Posts: 12276



« Reply #3560 on: September 30, 2010, 07:22:20 PM »

Why don't you just treat "Missing" as "Dead" if you feel it means that? Missing is factually more correct if they don't respond, as you do not know they are dead.

I've added an "alive check"-ish quickchat command.

Mainly working on splitting equipment into primary and secondary slots right now, which will be followed by a knife rework. I won't be adding more new items (besides the new detective one that's already in) until all that has gotten some practical testing and settles down.

Meta-Stick
Poster

Posts: 481


it contains, a daisy box


« Reply #3561 on: September 30, 2010, 08:03:17 PM »

I usually treat the words by color. I can optically pretend I don't see words, and they appear as just color markers for me in the tab menu. It's weird, but it works. Ex. I mark two people as avoid to show they're barricading together, and find out one is dead via knife later. I'll know to highly suspect the other one.

Just grab some bottles and stick them in girls...
FF|NedStar
Poster

Posts: 1045


Look into my eyes.


« Reply #3562 on: September 30, 2010, 10:08:06 PM »

Ex. I mark two people as avoid to show they're barricading together, and find out one is dead via knife later. I'll know to highly suspect the other one.


That's actually quite clever, I usually try to remember their names but this is a lot easier.

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 #3563 on: October 01, 2010, 11:33:08 AM »

The split of special equipment into two slots is now in place in the SVN build (includes a new material, make sure to get that on fastdl etc).

Current list of weapons that use the new slot 8 (DNA scanner is now 9):
- Radio
- Teleporter
- Newton
- Poltergeist
- Defuser
- Binoculars

This change is backwards compatible with custom weapons, they'll just keep using slot 7 (and can easily be changed to use 8).

Next up is reworking knife mechanics, which will probably be ready somewhere this weekend.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3564 on: October 02, 2010, 11:29:14 AM »

Rebalanced knife mechanics are in the SVN now.
Sly
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Posts: 81



« Reply #3565 on: October 02, 2010, 11:59:07 AM »

Rebalanced knife mechanics are in the SVN now.


Could you explain what those are?
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3566 on: October 02, 2010, 12:54:02 PM »

http://www.zombiemaster.org/smf/index.php?topic=10223.msg407711#new
JoTheShmo
Poster

Posts: 214



« Reply #3567 on: October 02, 2010, 01:31:01 PM »

I was sniper headshotted.
There were 4 people on the server.
I was ID'd, but didn't show up on the scoreboard (I saw myself as "missing") until another player was killed.
Also I know that I was still missing for the alive people as well.
« Last Edit: October 02, 2010, 01:40:09 PM by JoTheShmo »
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #3568 on: October 02, 2010, 02:17:29 PM »

About the ttt_damageowner again. If you use any other damage types than generic, it will not print the damageowner in the event log after round. It will only say, for example, that "Bob was killed using the water hole". The karma punishment is dealt properly though, but other than that you can't know who turned the trigger_hurt on, unless you're using the using generic damage type, as previously mentioned.

Edit:
Actually, it displays properly with the freeze damage type, but not with the drown. It only says the player drowned.
« Last Edit: October 02, 2010, 02:27:52 PM by Fuffe »
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3569 on: October 02, 2010, 02:43:05 PM »

It works fine with DMG_CRUSH in the ttt_traps example map. (Shows as "X was crushed by Y using Z")

edit:
Indeed, it's only for drown damage. I'll fix that.
« Last Edit: October 02, 2010, 02:44:43 PM by Bad King Urgrain »
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #3570 on: October 02, 2010, 03:08:21 PM »

I think it may be for other damages too, such as bullet damage type.
Fuffe
Poster

Posts: 128


Crummycradle was a mistake


« Reply #3571 on: October 03, 2010, 09:39:31 AM »

If that command for creating damage logs is on, maybe it could be printed in a tab after the round like the damage log, or at least so you can save the logs afterwards. It's good when reporting people who randomly shoot you.
Ajunk
Build Tester
*
Posts: 14000


ಠ_ಠ


« Reply #3572 on: October 03, 2010, 02:54:13 PM »

You should add an in-game store where players can pay real money for credits.

You're all the most fucking heartless people
Charles445
Build Tester
*
Posts: 2338


I LOVE THIS AVATAR


« Reply #3573 on: October 03, 2010, 03:28:49 PM »

You should add an in-game store where players can pay real money for credits.

If people are stupid enough to pay 2.50 for a key, makes you wonder...

del>Ok, so Bad King, you are just going to wait for Garry to fix?
What an idiotic thing to ask. Dammit weed.

Bookcases, Bookcases Everywhere
JoTheShmo
Poster

Posts: 214



« Reply #3574 on: October 03, 2010, 07:51:30 PM »

When I press T I get this error:
[terrortown\gamemode\cl_wepswitch.lua:233] attempt to perform arithmetic on local 'slot' (a nil value)(Hook: PlayerBindPress)

I'm guessing it's some quickswitch that I've never bothered to use, but when I don't have any weapons besides crowbar, mag stick, and holstered, that's what happens.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3575 on: October 03, 2010, 08:11:20 PM »

Could you check your keyboard settings for what's bound to T? Normally it's for chat, which doesn't seem like it's the case here.
JoTheShmo
Poster

Posts: 214



« Reply #3576 on: October 03, 2010, 09:51:33 PM »

Chat is usually Y and U.
But yeah I'll check, hold on.


] bind t
"t" = "use_action_slot_item"


I didn't have ANY items besides the default 3.
« Last Edit: October 03, 2010, 09:52:39 PM by JoTheShmo »
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #3577 on: October 04, 2010, 08:41:08 AM »

Fixed. It was treating that bind as one of the "slot1" type binds.

I'm not sure why that binding exists in gmod actually (it's there for me as well). It seems to be a TF2-only command.
JoshJosh117
Poster

Posts: 16


« Reply #3578 on: October 04, 2010, 11:13:35 PM »

The split of special equipment into two slots is now in place in the SVN build (includes a new material, make sure to get that on fastdl etc).

Current list of weapons that use the new slot 8 (DNA scanner is now 9):
- Radio
- Teleporter
- Newton
- Poltergeist
- Defuser
- Binoculars

This change is backwards compatible with custom weapons, they'll just keep using slot 7 (and can easily be changed to use 8).

Next up is reworking knife mechanics, which will probably be ready somewhere this weekend.


Any way you could switch flare gun to slot 8? Like if you knife someone its faster than buying a flare gun on the spot...
Darkebrz
Poster

Posts: 189


« Reply #3579 on: October 05, 2010, 10:20:19 AM »

Any way you could switch flare gun to slot 8? Like if you knife someone its faster than buying a flare gun on the spot...

I think that is fine the way it is.
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