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Trouble in Terrorist Town
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Trouble in Terrorist Town - a GMod gamemode
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Topic: Trouble in Terrorist Town - a GMod gamemode (Read 1716769 times)
NaRyan
Poster
Posts: 98
Less QQ more Pew Pew
«
Reply #4260 on:
February 05, 2011, 08:27:01 PM »
[gamemodes\terrortown\entities\entities\ttt_traitor_button\init.lua:103] attempt to call method 'TraitorUse' (a nil value)
Had that a few times in server console.
Was on map ttt_crummycradle_a4
Gimme a joint and 3 hours and I can come up with a logical system for karma :D
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #4261 on:
February 05, 2011, 09:33:29 PM »
Only way I can see that error happening is if someone tries to use the ttt_use_tbutton console command by manually typing it in the console (which is useless, it's an internal TTT concommand [edit: and you can't use buttons from further away or anything, all limits are serverside]).
I'll make it not error, but it's not going in SVN until I have more stuff.
«
Last Edit: February 05, 2011, 10:54:12 PM by Bad King Urgrain
»
StormX
Poster
Posts: 69
«
Reply #4262 on:
February 05, 2011, 10:48:46 PM »
Quote from: NaRyan on February 05, 2011, 08:27:01 PM
[gamemodes\terrortown\entities\entities\ttt_traitor_button\init.lua:103] attempt to call method 'TraitorUse' (a nil value)
Had that a few times in server console.
Was on map ttt_crummycradle_a4
Oh that was probably me. I was messing around with the traitor HUD and made it so I saw all the traps/could try to use them.
darkhazz
Poster
Posts: 87
I just look like i'm interested.
«
Reply #4263 on:
February 06, 2011, 12:34:36 AM »
I don't know if anyone asked that before, but is there a way to place the magnetostick and the "holster item" using hammer?
Mr. Gash
Poster
Posts: 382
www.nonerdsjustgeeks.com
«
Reply #4264 on:
February 06, 2011, 01:06:52 AM »
Quote from: darkhazz on February 06, 2011, 12:34:36 AM
I don't know if anyone asked that before, but is there a way to place the magnetostick and the "holster item" using hammer?
the weapon ents...? I'd assume you just add them like any other weapon...
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #4265 on:
February 06, 2011, 09:09:55 AM »
Yes, you have to manually set the class names: weapon_zm_carry and weapon_ttt_unarmed. No idea why you would want to do this.
phoenixf129
Poster
Posts: 476
I Rise from the Ashes.
«
Reply #4266 on:
February 06, 2011, 11:55:52 AM »
I read that like he wanted to force people to equip that when entering a room, but that's just me.
Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
darkhazz
Poster
Posts: 87
I just look like i'm interested.
«
Reply #4267 on:
February 06, 2011, 05:01:07 PM »
Quote from: Bad King Urgrain on February 06, 2011, 09:09:55 AM
Yes, you have to manually set the class names: weapon_zm_carry and weapon_ttt_unarmed. No idea why you would want to do this.
I attached an entity to the crowbar of a player. But to do that, I had to strip his weapons. Works fine, thanks.
«
Last Edit: February 06, 2011, 05:03:05 PM by darkhazz
»
Raneman
Poster
Posts: 219
Shitposter
«
Reply #4268 on:
February 06, 2011, 05:54:08 PM »
Usually I neglect the deagle, but today I discovered just how great it is. It's not that hard to hit the head of a target that isn't actively dodging.
ApeSpecter
Poster
Posts: 12
«
Reply #4269 on:
February 08, 2011, 08:38:50 PM »
Can you force the weapon list to stay there always? Because I wanna see it there are so many items when traitor/detective. (I am using the fast weapon switch).
Tommynator
Poster
Posts: 173
Tommynator is a traitor!
«
Reply #4270 on:
February 08, 2011, 08:43:35 PM »
Quote from: ApeSpecter on February 08, 2011, 08:38:50 PM
Can you force the weapon list to stay there always? Because I wanna see it there are so many items when traitor/detective. (I am using the fast weapon switch).
Yeah, it's already possible. Look at the settings menu
«
Last Edit: February 09, 2011, 01:40:01 PM by Tommynator
»
ApeSpecter
Poster
Posts: 12
«
Reply #4271 on:
February 08, 2011, 09:20:39 PM »
it doesnot work because of the fast switch..... you dont see the weapon list.
«
Last Edit: February 08, 2011, 09:52:02 PM by ApeSpecter
»
JoTheShmo
Poster
Posts: 214
«
Reply #4272 on:
February 08, 2011, 09:34:49 PM »
The logo on the detective's screen when someone calls him to a body is really small when it's in the corner.
Also you can't drop ammo multiple times until you reload, even if you pick the ammo back up.
«
Last Edit: February 08, 2011, 09:41:16 PM by JoTheShmo
»
darkhazz
Poster
Posts: 87
I just look like i'm interested.
«
Reply #4273 on:
February 09, 2011, 01:27:32 AM »
Uhm, is it just me, or did the last Gmod update remove the ttt.fgd? It's not in the terrortown_v20 archive either.
«
Last Edit: February 09, 2011, 01:29:47 AM by darkhazz
»
Darkest_97
Poster
Posts: 286
Hi.
«
Reply #4274 on:
February 09, 2011, 02:12:06 AM »
You can also apparently see traitors do the voice chat thing when they talk in traitor chat. I dont know if that was intended but it would suck if that stayed. Assuming this is true.
«
Last Edit: February 09, 2011, 02:50:59 AM by Darkest_97
»
Mr. Gash
Poster
Posts: 382
www.nonerdsjustgeeks.com
«
Reply #4275 on:
February 09, 2011, 02:54:11 AM »
Quote from: Darkest_97 on February 09, 2011, 02:12:06 AM
You can also apparently see traitors do the voice chat thing when they talk in traitor chat. I dont know if that was intended but it would suck if that stayed. Assuming this is true.
It activates a voice-chat, so yeah, it most likely is true. In my opinion I think it gives it some realism. I mean in real life, if this was re-enacted, most likely there would be an ear piece for traitors to communicate with, and no one else can hear it, right? Even though it's used for voice chat normally, I like it if it's true. But there should be a cvar for it.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #4276 on:
February 09, 2011, 09:22:16 AM »
The voicechat gestures appear to be hardcoded, ie. I don't believe I can disable them at this time.
Quote from: JoTheShmo on February 08, 2011, 09:34:49 PM
Also you can't drop ammo multiple times until you reload, even if you pick the ammo back up.
Yes, you drop the contents of your loaded clip. So? It's a simple way of keeping people from juggling ammo and other dumb spamming stuff.
Quote from: darkhazz on February 09, 2011, 01:27:32 AM
Uhm, is it just me, or did the last Gmod update remove the ttt.fgd? It's not in the terrortown_v20 archive either.
It is in the GCF or in the SVN (there's a link in the mapping guide on the site). It is not extracted automatically from the GCF. This has been the case since TTT was first included with gmod.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #4277 on:
February 09, 2011, 09:50:36 AM »
By the way, don't update to SVN r844 for the time being, there is a compatibility breaking change in it that affects TTT (and this will be rectified if I can help it).
phoenixf129
Poster
Posts: 476
I Rise from the Ashes.
«
Reply #4278 on:
February 09, 2011, 11:57:44 AM »
Quote from: Bad King Urgrain on February 09, 2011, 09:50:36 AM
By the way, don't update to SVN r844 for the time being, there is a compatibility breaking change in it that affects TTT (and this will be rectified if I can help it).
Oh dear... My server was on Latest SVN... What is the compatibility breaking change ?
Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
Administrator
Posts: 12276
«
Reply #4279 on:
February 09, 2011, 12:27:29 PM »
Just that string.Explode now does dumb things. As far as I am aware it only breaks the "replace spawns" setting in rearm scripts (so nothing dramatic). Reverting /lua/includes/extensions/string.lua will fix it.
What it does is:
string.Explode(" ", "a b")
-- returns:
{"a", "b", ""}
Instead of
string.Explode(" ", "a b")
-- returns:
{"a", "b"}
Note the empty string in the first one. Any code that relies on something like this to return a table with 2 strings will break. When parsing the settings section in a rearm script, TTT does check that, because if a script that has "setting: replacespawns 1 hobo hobo hobo" instead of "setting: replacespawns 1" then that script is probably broken.
«
Last Edit: February 09, 2011, 03:10:28 PM by Bad King Urgrain
»
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