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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 1714995 times)
hayhay89
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Posts: 100


« Reply #3760 on: October 30, 2010, 08:34:43 AM »

Ok fair enough.
Bad King Urgrain
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Posts: 12276



« Reply #3761 on: October 30, 2010, 05:04:44 PM »

As I posted in another thread, the latest SVN adds ttt_fretta_mapvoting, set to 1 to make fretta votes skip the gamemode part and only work as a map vote.

If you test this on your server, let me know how it goes. I'd like to make sure it's bug-free in time for whenever the next gmod update is, because it should be rather useful to many servers.

(If you notice that the SVN commit message calls it "ttt_fretta_mapvote": that's a typo, it's mapvoting.)
Raneman
Poster

Posts: 219

Shitposter


« Reply #3762 on: October 30, 2010, 10:31:34 PM »

There needs to be a way for traitors to temporarily lock doors, would make incendiaries more interesting.
hayhay89
Poster

Posts: 100


« Reply #3763 on: October 31, 2010, 02:18:38 AM »

As I posted in another thread, the latest SVN adds ttt_fretta_mapvoting, set to 1 to make fretta votes skip the gamemode part and only work as a map vote.

If you test this on your server, let me know how it goes. I'd like to make sure it's bug-free in time for whenever the next gmod update is, because it should be rather useful to many servers.

(If you notice that the SVN commit message calls it "ttt_fretta_mapvote": that's a typo, it's mapvoting.)


Enabled now will test ;)

Edit :
Also a option so its not everyround just at end of map or something.
« Last Edit: October 31, 2010, 03:34:13 AM by hayhay89 »
Bad King Urgrain
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« Reply #3764 on: October 31, 2010, 01:02:13 PM »

Updates now in SVN:
Quote
Added secondary fire to Poltergeist: charged shot for longer range.
Added highlights/awards based on player's time of death.
Added glow to possessed props, only visible to spectators.
Switched Teleporter buttons, primary now teleports.
Fixed chatmessage that said "voted to change gamemode" even when ttt_fretta_mapvoting was on.

The Poltergeist secondary charge-up works like a mix between binoculars and newton: when targeting something for which the beam is yellow (out of range for primary fire), you hold right mouse while keeping your aim on the target. As soon as the charge meter is full, it fires. So you can't charge it up beforehand, the idea is you have to expose yourself to fire these long range shots.

The new awards are:
- Pyrrhic Victory: player dies just before his team wins the round.
- I Hate This Game: player dies right after the round starts.
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #3765 on: October 31, 2010, 09:29:11 PM »

Add a award for spectator kills! "Death after Death". For someone who's a prop, and slams someone to hell!

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Charles445
Build Tester
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Posts: 2338


I LOVE THIS AVATAR


« Reply #3766 on: November 01, 2010, 04:57:44 AM »

That's probably not something to be encouraged.

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
Meta-Stick
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Posts: 481


it contains, a daisy box


« Reply #3767 on: November 01, 2010, 05:09:55 AM »

I don't like trying to knife somebody only to realize my body has gone limp due to a milk carton.

Just grab some bottles and stick them in girls...
hayhay89
Poster

Posts: 100


« Reply #3768 on: November 01, 2010, 07:18:31 AM »

Lastest Svn

[terrortown\gamemode\cl_awards.lua:744] attempt to compare nil with number
*

randomly get this and the Score board wont close and theres no text on there.
So maybe a glitch with the new awards?
Bad King Urgrain
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Posts: 12276



« Reply #3769 on: November 01, 2010, 08:56:35 AM »

Should be fixed now in SVN.

Latest version also includes better ragdoll carrying. You can grab bodies by their limbs again, and they won't drop if you move too quickly. Those measures were no longer necessary, because I found a different way of preventing long-range ragdoll throwing.
hayhay89
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Posts: 100


« Reply #3770 on: November 01, 2010, 09:16:30 AM »

I uploaded the lastest svn and it seems allright and i see you stopped how u stopped people from throwing bodies But the body carrying seems pritty glitchy thay tend to spazz and stuff.
Bad King Urgrain
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Posts: 12276



« Reply #3771 on: November 01, 2010, 11:27:48 AM »

In my testing the limbs may wiggle a bit after you drop them, but nothing crazy.
hayhay89
Poster

Posts: 100


« Reply #3772 on: November 01, 2010, 11:37:24 AM »

Ive notice if u move your mouse really fast they tend to fling out a fair way and by releasing the mouse button you could probably get body's in places they shouldn't be.
Bad King Urgrain
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« Reply #3773 on: November 01, 2010, 12:01:13 PM »

I don't think so. We'll see what people manage to do.

edit: (It only needs to prevent reliable throwing. If a throw only works rarely it will not be a useful strategy in practice due to the risk of being seen while you're trying to throw it repeatedly.)
« Last Edit: November 01, 2010, 12:46:04 PM by Bad King Urgrain »
hayhay89
Poster

Posts: 100


« Reply #3774 on: November 01, 2010, 12:15:13 PM »

well i have managed to fling bodies a few times so its not completely fullproof yet but we will see what they can do with it.
Ajunk
Build Tester
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Posts: 14000


ಠ_ಠ


« Reply #3775 on: November 01, 2010, 01:52:10 PM »

Not knowing how to code in Garry's Mod myself, I wonder if it's possible to code the magneto stick to freeze then unfreeze the carried body when it lets go of it, effectively removing any unwanted speed the body might have.

You're all the most fucking heartless people
phoenixf129
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Posts: 476


I Rise from the Ashes.


« Reply #3776 on: November 01, 2010, 02:09:37 PM »

Or set the velocity to 0, i definately know thats possible.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #3777 on: November 01, 2010, 04:01:54 PM »

Not knowing how to code in Garry's Mod myself, I wonder if it's possible to code the magneto stick to freeze then unfreeze the carried body when it lets go of it, effectively removing any unwanted speed the body might have.

That is what it does right now. It motion-disables the ragdoll for an instant. Zeroing the velocity is what it did before, but stuff like inertia made that not work. "Freezing" it seems to properly take out all movement.

I was completely unable to get the body to fly off in my testing. It just falls to the ground as you'd expect. I don't know how hayhay89 managed to make it do anything else, perhaps there's some Source physics glitch having an effect.
jspiegz
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Posts: 50


« Reply #3778 on: November 01, 2010, 08:12:30 PM »

I'm just saying TTT is the best thing ever!!!!
I only bought Gmod for TTT!
lol it actually kicks ass

Never take life seriously. Nobody gets out alive anyway.
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #3779 on: November 01, 2010, 09:41:34 PM »

I'm just saying TTT is the best thing ever!!!!
I only bought Gmod for TTT!
lol it actually kicks ass


*Sigh* Suck up.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
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