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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [RELEASE] TTT_TheThing_b4
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Author Topic: [RELEASE] TTT_TheThing_b4  (Read 80214 times)
Shadow_Archmagi
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Zeppking


« Reply #80 on: September 27, 2009, 09:31:55 PM »

How does dynamite work?

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Bad King Urgrain
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« Reply #81 on: September 27, 2009, 09:39:06 PM »

I beleive there's no such c4 entity in hammer to filter with, I have no idea what the class name is. Plus that's too minor to be bothered to look at and placing c4 inside the labratory while no one can drag it out is way too cool to fix.

The entity of planted c4 is ttt_c4, for what it's worth. I don't put it in the FGD because it's not an item I want to encourage mappers to place on the map.
Notary
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United forever for friendship and labour


« Reply #82 on: September 27, 2009, 09:46:29 PM »

How does dynamite work?


You pick it up, find a place to plant (A transparent static copy of your dynamite with red glowing sprite, 6 intotal), place it. Plant 6 of them and everything explode after a minute. Hide in the underground to survive. Also you may blow up one of the walls with it.

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Pestoolio
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« Reply #83 on: September 27, 2009, 10:30:51 PM »

In a6 there should be a tnt-explodable wall in the underground area that reveals a ladder leading topside.
Milo
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« Reply #84 on: September 27, 2009, 11:37:40 PM »

Would it be possible to make the dynamite planting spots accept C4?
OctaneHugo
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« Reply #85 on: September 28, 2009, 02:36:01 AM »

Suggestion: Make the blood test have a 60-80% success rate so it is sometimes incorrect.

It's basically just like keeping your baby teeth when they fall out, except its a foot.
catbarf
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Volcano junkie.


« Reply #86 on: September 28, 2009, 03:16:42 AM »

Suggestion: Make the blood test have a 60-80% success rate so it is sometimes incorrect.


People aren't smart enough to go 'Wait, guys, it may be wrong, let's NOT blow him away in a confused fiery conflagration resulting in the deaths of two to eight people'.
OctaneHugo
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hey, prince, you need a shave


« Reply #87 on: September 28, 2009, 03:20:02 AM »

:(

It's basically just like keeping your baby teeth when they fall out, except its a foot.
worbat
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« Reply #88 on: September 28, 2009, 01:31:14 PM »

People aren't smart enough to go 'Wait, guys, it may be wrong, let's NOT blow him away in a confused fiery conflagration resulting in the deaths of two to eight people'.


Yeah, after all you throw a grenade and people just blow you away, even if its a smoke grenade.

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catbarf
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Volcano junkie.


« Reply #89 on: September 28, 2009, 04:16:39 PM »

Yeah, after all you throw a grenade and people just blow you away, even if its a smoke grenade.


Just like how you shoot a gun at someone and they blow you away, even if you weren't trying to kill them.
OctaneHugo
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hey, prince, you need a shave


« Reply #90 on: September 28, 2009, 04:34:25 PM »

Just like how you shoot a gun at someone and they blow you away, even if you weren't trying to kill them.


I know, right

It's basically just like keeping your baby teeth when they fall out, except its a foot.
Bad King Urgrain
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« Reply #91 on: September 30, 2009, 11:33:53 AM »

Notary, I looked into the rope issue. It is caused by gmod's map cleanup routine, which is supposed to reset the map to its original state. However, it breaks ropes. I do not have access to the sourcecode of this function, it is most likely not in Lua but hardcoded in gmod. Additionally, ropes are a strange beast that I can't just manually respawn (the keyframe_rope entities don't even exist after the map loads).

So at this point, I do not believe I can fix the issue. Perhaps future versions of gmod will.
Broadsword
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« Reply #92 on: September 30, 2009, 07:44:45 PM »

So I spent quite a few round trying to set  up the C4 and have come the the conclusion that in its current state it is way to difficult and not a realistic option for traitors. I'm thinking you should have 3 or maybe 4 outside bomb locations and thats it, even then it would still be hard to pull off.

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catbarf
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Volcano junkie.


« Reply #93 on: September 30, 2009, 08:15:29 PM »

I agree, I've never seen it happen. There's just too much to do for one or two Traitors.
OctaneHugo
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hey, prince, you need a shave


« Reply #94 on: September 30, 2009, 08:28:02 PM »

I've seen it happen but 90% of the time it's "OH MY GOD, -SO AND SO- IS PLANTING BOMBS!" *boom* A TRAITOR HAS DIED

It's basically just like keeping your baby teeth when they fall out, except its a foot.
eeny
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+1


« Reply #95 on: September 30, 2009, 08:30:26 PM »

I've seen it happen, but usually its one of the end game things where a number of traitors are still alive and the survivors have barricaded themselves in such a way as it is very hard to do anything to them.

Also, 90% of the time is more like "OH MY GOD, -SO AND SO- IS PLANTING BOMBS!" *boom* A INNOCENT HAS DIED! "GOD DAMNIT WHY!"

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Notary
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« Reply #96 on: September 30, 2009, 09:00:40 PM »

I'll put this on the list.

Made in the USSR

My level design gallery
that guy
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« Reply #97 on: October 01, 2009, 09:57:07 PM »

Also, 90% of the time is more like "OH MY GOD, -SO AND SO- IS PLANTING BOMBS!" *boom* A INNOCENT HAS DIED! "GOD DAMNIT WHY!"

And 90% of the time the response is "for the lulz"

I want to know who was the first person to rub barrels, must of been an epic moment like discovering fire or your sisters vibrator.
MidKnight
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Posts: 8


« Reply #98 on: October 02, 2009, 02:01:58 AM »

Notary, I looked into the rope issue. It is caused by gmod's map cleanup routine, which is supposed to reset the map to its original state. However, it breaks ropes. I do not have access to the sourcecode of this function, it is most likely not in Lua but hardcoded in gmod. Additionally, ropes are a strange beast that I can't just manually respawn (the keyframe_rope entities don't even exist after the map loads).

So at this point, I do not believe I can fix the issue. Perhaps future versions of gmod will.
Why not make it a solid model?
Bad King Urgrain
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« Reply #99 on: October 02, 2009, 08:31:47 AM »

That's not how ropes work.
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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: [RELEASE] TTT_TheThing_b4 « previous next »
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