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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 1716493 times)
EpicBox
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Posts: 165


ZE EPIC BAWKZ IZ CUMING FOR YA.


« Reply #4320 on: February 17, 2011, 02:04:58 AM »

I agree with Raneman, maybe not an "item" but a passive ability. Something that tells you if you CAN be seen, not if you're being seen (just like the L4D spawn system while being Infected, you must find a spawn point where you cannot be seen).

That would be an amazing add.

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.
Liru
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Posts: 36



« Reply #4321 on: February 17, 2011, 06:22:07 AM »

I agree with Raneman, maybe not an "item" but a passive ability. Something that tells you if you CAN be seen, not if you're being seen (just like the L4D spawn system while being Infected, you must find a spawn point where you cannot be seen).

That would be an amazing add.


It would be near-useless then in Raneman's context, wouldn't it? Considering you'd have to be "able to be seen" by your victim in order to take him out...

I can see how this could be useful in planting C4 in unexpected places, though.

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NaRyan
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Posts: 98


Less QQ more Pew Pew


« Reply #4322 on: February 17, 2011, 06:46:48 AM »

The visuliser is vanishing when you drop it.

In TTT v23 it works fine, in TTT v24 (svn r850) it vanishes when you throw it onto floor.

Gimme a joint and 3 hours and I can come up with a logical system for karma :D
Bad King Urgrain
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« Reply #4323 on: February 17, 2011, 08:31:55 AM »

I'll test.

How about an item that tells if you can be seen or not? 3/4th of my deaths are because some asshole halfway across the map happened to be looking in my general direction when I fired a shot.

Seems like it would have technical issues: what if someone has their FOV set super-wide?

I think the best you could do is a heuristic that tests if some of a player's extremities are in a clear LOS to the other player, and check whether he is roughly looking in that direction. It would be inaccurate, especially at higher pings (because players look around constantly and a 200ms delay means your client effectively has no idea where they are looking if they spin around a lot).

Then there's balance concerns. If 3/4th if your deaths would not happen, then logically traitors would be a lot more powerful. Especially the silenced pistol would be absurdly good.
phoenixf129
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Posts: 476


I Rise from the Ashes.


« Reply #4324 on: February 17, 2011, 09:55:21 AM »

If you combine the teleporter and disguised you can effectively render anyone looking at you useless. But, I think I will develop this, even if it is for my own way of having fun. I know of a script that already does this, lol. It may be inaccurate, but that means it's also balanced in a way, Say, if it says someones looking atcha and they actually aren't, you'd be more inclined to either wait, and risk points / time you need, or you can look for this 'watcher'.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Raneman
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Posts: 219

Shitposter


« Reply #4325 on: February 17, 2011, 01:16:50 PM »

Just a quick HUD would really make my day, otherwise I have to constantly check behind my back and through windows in between lining up shots.
Bad King Urgrain
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« Reply #4326 on: February 17, 2011, 09:48:30 PM »

SVN r869:
- Visualizer fixed (forgot it used the grenade base entity)
- Traitor team bonus after timelimit loss tweaked again
- Scoreboard might like short nick -> long nick changes better, not tested


Question: what's a map where the spectator visleaf problem is common? Perhaps even a specific area? Anything that helps me reproduce would be helpful.
« Last Edit: February 17, 2011, 09:49:47 PM by Bad King Urgrain »
phoenixf129
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I Rise from the Ashes.


« Reply #4327 on: February 17, 2011, 10:24:21 PM »

dm_island17, top of tower looking in down steps(outside). It's really obvious.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
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« Reply #4328 on: February 18, 2011, 11:27:40 AM »

Yep, worked well. SVN r870 syncs spectator position to the player they spec.
Bad King Urgrain
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« Reply #4329 on: February 19, 2011, 01:20:25 PM »

SVN r871 adds a system for easily playing gestures. In Source lingo, gestures are (third person) animations that can be played while other animations are running (like the ear grabbing for voicechat). GMod comes with a couple of gestures compiled in the player animations.

I've used this to add gestures for certain radio commands (only those commands that had animations that somewhat matched). Dropping ammo or your gun now also shows a gesture. The timing on those two doesn't match the falling ammo/weapon very well, but that can't be helped (without adding viewmodel animations that match the gestures).

They are fully clientside, so players can disable them for themselves using ttt_show_gestures 0.

Have not tested with other players, of course, so there might be bugs.
phoenixf129
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Posts: 476


I Rise from the Ashes.


« Reply #4330 on: February 19, 2011, 06:07:15 PM »

Yep, worked well. SVN r870 syncs spectator position to the player they spec.


Works perfectly.

Will test the gestures, I had my own, but I'm sure your implementation of gestures will be better than mine.

Ever thought of making the player shout something like hl2's 'we trusted you!' sound for traitor callout?(quickchat) :)
« Last Edit: February 19, 2011, 06:09:28 PM by phoenixf129 »

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
CrazyChicken
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Posts: 604


Beep Beep Boop


« Reply #4331 on: February 20, 2011, 09:53:42 AM »

Ever thought of making the player shout something like hl2's 'we trusted you!' sound for traitor callout?(quickchat) :)

I think the only reason to not add sounds for radio commands is the possibility of some asshole spamming it every 2 seconds on servers.

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All my maps start with "B" hmm...
Bad King Urgrain
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« Reply #4332 on: February 20, 2011, 09:57:05 AM »

Pretty much, yes.
JoTheShmo
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Posts: 214



« Reply #4333 on: February 20, 2011, 11:58:22 PM »

How exactly do the radio commands work?
I can't seem to do anything about them through the PlayerSay hook.
I'm guessing they aren't just doing pl:ConCommand("say whatever")?
phoenixf129
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Posts: 476


I Rise from the Ashes.


« Reply #4334 on: February 21, 2011, 12:34:57 AM »

How exactly do the radio commands work?
I can't seem to do anything about them through the PlayerSay hook.
I'm guessing they aren't just doing pl:ConCommand("say whatever")?


look in cl_voice.lua it's where the code is, I guess BKU can shed some further light.

Software Upgrade Paradox - If you improve a piece of software enough times, you eventually ruin it.
Bad King Urgrain
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« Reply #4335 on: February 21, 2011, 09:08:42 AM »

They are sent via concommand to the server, and the server (see bottom of gamemsg.lua) then sends them as usermessage to all players. This allows translation.
JoTheShmo
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« Reply #4336 on: February 21, 2011, 06:20:54 PM »

Do you know if you can hook to a usermessage from multiple places?
Bad King Urgrain
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« Reply #4337 on: February 21, 2011, 09:07:35 PM »

Not possible.
JoTheShmo
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« Reply #4338 on: February 22, 2011, 03:10:01 AM »

Do you have any idea how I would prevent people from spamming those commands?
Mr. Gash
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Posts: 382


www.nonerdsjustgeeks.com


« Reply #4339 on: February 22, 2011, 03:24:41 AM »

Do you have any idea how I would prevent people from spamming those commands?


Prevent spamming the Radio commands (I haven't read this whole page, so I may as well ask...)?
I'm pretty sure the Sourcemod plugin I have stops it. If you want I can send it to you, but if you're not using sourcemod, ignore this post :P
Most people who run TTT run sourcemod, so I figured I may as well post this.
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