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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 1721571 times)
Charles445
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Posts: 2338


I LOVE THIS AVATAR


« Reply #4520 on: June 30, 2011, 06:50:00 AM »

Pressing 9 in the quick chat command thing(Anyone still alive command) doesnt do anything.

Do you have slot9 bound?

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
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4521 on: June 30, 2011, 02:37:03 PM »

I did and then unbinded it. Still didnt work. It also wasnt working for someone else and I looked into it.
The years ive been playing ive never even seen that menu. :P
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4522 on: July 01, 2011, 12:03:43 AM »

When people first play the game and their F1 screen is purple and black, does that mean the server didnt give them the files or what? Also could it be because of css? I remember this being brought up somewhere but I couldnt find it.

Edit: sorry double post :disgust:

Edit2: Appears to be when you dont have css. Nvm..
« Last Edit: July 01, 2011, 12:09:34 AM by Darkest_97 »
Handy_man
Poster

Posts: 308


SNG community admin


« Reply #4523 on: July 01, 2011, 01:10:27 AM »

Yeah it appears when you don't have CSS and the server has sv_pure set to 1, had it on ECG's server next thing you know bunch of people complaining about missing textures, how they don't own CSS by now is beyond me.

[b]
Sky-netgaming.com
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #4524 on: July 01, 2011, 07:07:41 PM »

Weird that it would affect the F1 screen, all the files for that should be in gmod. Unless they don't own gmod either.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4525 on: July 01, 2011, 07:12:48 PM »

I figured out css effected the screen by unmounting css and running gmod.
When I joined the server I downloaded a bunch of textures and what not, and I saw that one of them was called help or something. So I did download the files. I just dont see why they wouldnt show up without css.
StormX
Poster

Posts: 69


« Reply #4526 on: July 05, 2011, 06:34:17 AM »

Fix: Blow up C4 from anywhere (Feature from SH)
Problem: Distance is only checked on a successful disarm, but not a failure.

Filename: terrortown/entities/entities/ttt_c4/shared.lua

-Solution-

Remove lines 497-499, 506
Add lines 492: "if bomb:GetPos():Distance(ply:GetPos()) > 256 then return end"
« Last Edit: July 05, 2011, 05:22:33 PM by StormX »
Bad King Urgrain
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Posts: 12276



« Reply #4527 on: July 05, 2011, 06:38:29 PM »

Thanks! Fixed in SVN r1107.
Tommynator
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Posts: 173

Tommynator is a traitor!


« Reply #4528 on: July 05, 2011, 09:21:44 PM »

Fix: Blow up C4 from anywhere (Feature from SH)
Problem: Distance is only checked on a successful disarm, but not a failure.

Filename: terrortown/entities/entities/ttt_c4/shared.lua

-Solution-

Remove lines 497-499, 506
Add lines 492: "if bomb:GetPos():Distance(ply:GetPos()) > 256 then return end"


http://www.youtube.com/watch?v=ahF3rTaTKas
Jonzky
Poster

Posts: 28


« Reply #4529 on: July 06, 2011, 09:14:19 AM »

Thanks! Fixed in SVN r1107.


Have you considered making it print to admins/ban when this exploit is used?

I would assume that if you roll it out in an update and try to get servers to update to the SVN then quite a few people may be flagged/banned?
StormX
Poster

Posts: 69


« Reply #4530 on: July 06, 2011, 05:02:00 PM »

To detect/kick
On line 492:
"if bomb:GetPos():Distance(ply:GetPos()) > 256 then ply:Kick( "Exploiter/SH" ) return end"
CrazyChicken
Poster

Posts: 604


Beep Beep Boop


« Reply #4531 on: July 07, 2011, 09:16:17 PM »

I saw this on garrymod.org and had to post it here. TTT_Flatgrass_mini, clearly the most original TTT map ever made.

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Joest
Build Tester
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Posts: 10501


ZM's Resident Furfag


« Reply #4532 on: July 07, 2011, 09:22:38 PM »


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

Posts: 173

Tommynator is a traitor!


« Reply #4533 on: July 10, 2011, 04:25:13 PM »

Isn't the MAC10 a bit overpowered for you? 30 HP for Headshots, and it's very fast.
Charles445
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Posts: 2338


I LOVE THIS AVATAR


« Reply #4534 on: July 10, 2011, 10:34:58 PM »

Mac 10 has and always will be OP.
I love it

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
GrayScare0
Poster

Posts: 404


« Reply #4535 on: July 10, 2011, 11:59:31 PM »

Yeah, MAC-10 is a gun that you can use in almost every situation and still easily come out on top.  It's especially funny when you kill snipers with it at a range (aiming down the sights helps a lot if you use it past medium range; otherwise it would probably be more balanced with the M16).  Generally, the only time I do not win a firefight with it is when I exhaust the magazine and have to reload, but that is why I carry a Deagle or Five-seven with me as well.  It is blatantly OP if you have any clue how to use it (just the other day I killed three guys that knew I was a traitor with it all in a group without reloading), but the other guns still have their uses despite being far less versatile.  I'm not sure whether or not BKU cares about the weapon balance (as weapons are something you pick up and control; that is a bit different than spawning with them), but you wpuld have to be awfully ignorant to suggest that the MAC-10 is not overpowered.
Bad King Urgrain
Administrator
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Posts: 12276



« Reply #4536 on: July 11, 2011, 06:22:14 PM »

Weapon imbalance is part of the metagame at this point. Carrying a MAC10 makes you more suspicious, while using a "sub optimal" weapon can surprise innocents. Stuff like that. Maps/rearms can adapt to it, players can adapt to it, and it becomes part of the game.

You could argue the MAC10 is the most powerful gun simply because close to mid-range firefights are the most common combat scenario in TTT, and that happens to be the MAC10's niche.
« Last Edit: July 11, 2011, 06:23:21 PM by Bad King Urgrain »
Braegh
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Posts: 25


« Reply #4537 on: July 11, 2011, 09:40:45 PM »

The MAC10 is rather powerful. It can kill fast and has low enough recoil to handle.

But I don't think it's game-breakingly powerful. A shotgun can beat it at very close range, and a M16 has good chances at medium range too.

Also, I believe I may have found a bug: I stabbed a "Wounded" innocent with the Knife and he didn't die. Instead, he ended up "Near Death" as if he just took the plain 50 damage. Not sure if me throwing a knife at someone else and dealing 2000 damage (taken from log) is vanilla - it just seems like a strange way to edit the knife though.
Darkest_97
Poster

Posts: 286


Hi.


« Reply #4538 on: July 11, 2011, 10:01:16 PM »

The knife always does 50 damage, but varies on a throw. The player that was wounded had over 50 health and so didnt die.
The knife does 2000 damage on a kill because when it was a 1 hit kill it was made so karma wouldnt effect it.
Braegh
Poster

Posts: 25


« Reply #4539 on: July 12, 2011, 05:35:38 PM »

I guess I need to clarify both: I stabbed a "Wounded" innocent with the MELEE knife.

From back in Oct 2010, when the Knife change was made:

Quote from:  "BKU"

If a player shows as "Wounded", "Badly Wounded", or "Near Death", he is knife-able. There's really not much ambiguity.
[/quote]

According to that post, I should have instakilled him with the stab. Instead, the innocent survived at "Near Death" (<20 HP) to shoot me.

The thrown knife was at a different, full-health innocent from a fairly short range (de_cbble: about the length of a big crate). I do not think the damage-by-distance is that skewed to make that deal 2000 damage. Unless the damage threshold for a thrown knife is set by distance, that is.
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