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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 1699263 times)
Joest
Build Tester
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Posts: 10501


ZM's Resident Furfag


« Reply #4020 on: December 06, 2010, 12:42:16 PM »

Indeed, good job! Now see if you can determine why, from a game design perspective, this could be the case!
Oh, wow.

I love cats. My cat ambushed me when I got out of the shower and attacked my dick.
Rectal Exambot
Poster

Posts: 166


« Reply #4021 on: December 06, 2010, 01:11:53 PM »

Indeed, good job! Now see if you can determine why, from a game design perspective, this could be the case!


I can only go by what i've seen but.... 1 in 2 people have a tendency to be mingebags
StormX
Poster

Posts: 69


« Reply #4022 on: December 06, 2010, 09:50:11 PM »

I can only go by what i've seen but.... 1 in 2 people have a tendency to be mingebags


also that
its a remote jihad bomb
EpicBox
Poster

Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #4023 on: December 06, 2010, 10:25:06 PM »

BKU, I have another suggestion: add the CSS dual guns to TTT (I think they are Dual Berettas). They should have a good firepower (2 shots to the head = dead). There should be less recoil than deagle's one, but worst accuracy.

There's 3 things I hate: <br />People that hates people.<br />People that hates the haters.<br />And people that hates the haters of the haters.
Rectal Exambot
Poster

Posts: 166


« Reply #4024 on: December 06, 2010, 10:28:16 PM »

There should be less recoil than deagle's one, but worst accuracy.


Explain what you mean with the worse accuracy? Is it like TF2/FO(3/NV) where it says you are shooting here, but you really aren't you are shooting slight up and to the right?
Killroy
Build Tester
*
Posts: 1541


« Reply #4025 on: December 06, 2010, 10:30:42 PM »

EpicBox: Your suggestions are bad and you don't seem to realize that incendiary grenades DO explode..

And picking up two pistols with that high of a power would be a stupid rate of fire. Incredibly imbalanced, even if you gave it the accuracy of the MAC10 when BKU accidentally set it to fire from the sides basically.

I clicked on that link, but quickly closed the tab before it loaded upon realizing that the file name was whalecock.jpg.
GrayScare0
Poster

Posts: 404


« Reply #4026 on: December 07, 2010, 12:37:35 AM »

the CSS dual guns to TTT (I think they are Dual Berettas)


I played on a server with these once.  They were quite overpowered--clearly superior to the Deagle as a result of their magazine size and rate of fire.
kaytaro
Poster

Posts: 37


« Reply #4027 on: December 07, 2010, 04:29:08 PM »

how do i arm with the new weapons which were added ie. galil,famas,glock,sig etc?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4028 on: December 07, 2010, 05:34:56 PM »

Progress update: I have about 100 more Lua scripts that I need to modify to use the new translation-ready language system. It's drudgery.

how do i arm with the new weapons which were added ie. galil,famas,glock,sig etc?

You will have to manually add them to the weaponplacer tool script. There is no way I can make that happen automatically.
EraYaN
Poster

Posts: 3


« Reply #4029 on: December 07, 2010, 07:54:17 PM »

isn't there something like a registered weapon's/SWEP table? you can search for "weapon_ttt" or "weapon_zm"?
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4030 on: December 07, 2010, 08:24:54 PM »

Yes, but TTT weapon scripts are not loaded when you play sandbox.
« Last Edit: December 07, 2010, 08:29:00 PM by Bad King Urgrain »
EraYaN
Poster

Posts: 3


« Reply #4031 on: December 07, 2010, 10:12:30 PM »

aaw,

and i was coding today..
and TTTBeginRound Hook when does is actually happen? it seems to happen at the start of the preparing phase of the round...
I need a hook at the moment (just after) the traitor have been chosen..

(so I can color my death station red to warn traitors)

or any other approach
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4032 on: December 07, 2010, 10:36:02 PM »

TTTBeginRound is called immediately after traitors are chosen. TTTPrepareRound is called at the start of the preparation phase.
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #4033 on: December 08, 2010, 10:38:15 AM »

aaw,

and i was coding today..
and TTTBeginRound Hook when does is actually happen? it seems to happen at the start of the preparing phase of the round...
I need a hook at the moment (just after) the traitor have been chosen..

(so I can color my death station red to warn traitors)

or any other approach


Why not simply have it color itself when a traitor drops it? And have it show for team only, (ply:IsActiveTraitor()) You could always make a hud popup on it, like the cde, (visualiser) when you look at it, it shows you the "E to pick up(Detectives)" you could easily make one show for traitors only.

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

Posts: 219

Shitposter


« Reply #4034 on: December 11, 2010, 04:07:41 PM »

How are things going, BKU? Haven't seen many updates from you.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4035 on: December 11, 2010, 04:15:52 PM »

About three quarters done with moving every piece of text in the game over to the new proper language system.
Raneman
Poster

Posts: 219

Shitposter


« Reply #4036 on: December 11, 2010, 05:33:38 PM »

Also, there's an imposter lurking around, I just played with him in ECG. I knew he wasn't you because he was retarded.

http://steamcommunity.com/id/badkingurgrain/

If you could like, hardcode him to die whenever he spawns in TTT, it would be appreciated.
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4037 on: December 11, 2010, 06:19:26 PM »

If you see me in TTT, my name on the scoreboard will be green.

Thanks for the link [edit: I've asked him to stop and he's changed his name now. We'll see how it goes.]
« Last Edit: December 11, 2010, 07:23:42 PM by Bad King Urgrain »
Raneman
Poster

Posts: 219

Shitposter


« Reply #4038 on: December 11, 2010, 09:30:07 PM »

Could you modify the weapon spawn scripts so that a glock can appear in pistol spawns? It would help intergrate it without screwing too much up as they use the same ammo.
phoenixf129
Poster

Posts: 476


I Rise from the Ashes.


« Reply #4039 on: December 12, 2010, 10:44:11 AM »

Lol BKU. Thats the guy i was talking to you about, Made it so if his steamid was not yours, and his name WAS yours, it would change their name on join to "A Dirty Faggot Impersonator". Made him leave each time. hehe.

But you should get him to change his steam profile stuff too... That basically means the same.

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