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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Mapping Q&A
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Author Topic: Mapping Q&A  (Read 236774 times)
Bad King Urgrain
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« Reply #80 on: June 13, 2010, 05:20:43 PM »

All those errors can really only happen if your player Lua object completely breaks, or is deleted or something (which should never happen).

Could you upload the .bsp (or one of a testmap that also exhibits this)?
wierdsnake
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Posts: 6


« Reply #81 on: June 21, 2010, 05:50:50 PM »

Right i have these doors that are supposed to be traitor doors. How ever is an innocent hits them the opens with the message "take that door" how do i prevent that.
Silverstream
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Posts: 174


Project Suburb Developer


« Reply #82 on: June 21, 2010, 06:08:57 PM »

Insert an entity from the ttt.fgd called "ttt_map_settings into your map.

Double-click it and look for "Crowbar Unlocks Doors", select "No" or (0 - bool value).
Look for "Crowbar Unlocks Buttons", select "No" or (0 - bool value).

That's it.
wierdsnake
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Posts: 6


« Reply #83 on: June 21, 2010, 06:24:59 PM »

thanks man
Silverstream
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Posts: 174


Project Suburb Developer


« Reply #84 on: June 21, 2010, 06:27:04 PM »

Glad to help. If you experience any future issues regarding the custom ttt entities,
visit http://ttt.badking.net/mapping-guide.
Slix
Poster

Posts: 12


« Reply #85 on: June 23, 2010, 10:51:08 PM »

Instead of all of these weird !activator checks and stuff, is it possible to make a filter entity? I don't know if that's possible with Gmod's LUA scripting.
Bad King Urgrain
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« Reply #86 on: June 24, 2010, 07:52:59 AM »

It's not possible. Filter entities have some special stuff that gmod does not provide access to in scripted entities.
AttackingHobo
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Posts: 36


« Reply #87 on: June 28, 2010, 04:08:06 PM »

How can I make the ttt weapons show up as the correct models in Hammer instead of having A giant ERROR?
Bad King Urgrain
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Posts: 12276



« Reply #88 on: June 28, 2010, 04:50:57 PM »

You need to have CS:S installed and such. They work here, and I haven't done anything specific other than having gmod and CS:S.
AttackingHobo
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Posts: 36


« Reply #89 on: June 28, 2010, 05:42:56 PM »

I have CS:S and Garry's Mod installed, but when add the revolver(deagle) or sniper they show as huge ERRORS?

Am I doing it wrong?

They show up fine in game when I test the map out.
Meta-Stick
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Posts: 481


it contains, a daisy box


« Reply #90 on: June 28, 2010, 07:10:21 PM »

I think it's because the server doesn't have them, since it shows fine for you in your own game.

Just grab some bottles and stick them in girls...
Bad King Urgrain
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Posts: 12276



« Reply #91 on: June 28, 2010, 09:04:50 PM »

I have CS:S and Garry's Mod installed, but when add the revolver(deagle) or sniper they show as huge ERRORS?

Am I doing it wrong?

They show up fine in game when I test the map out.

I don't know. Presumably Hammer can't find the models, but as I said I never did anything special to make them work in my own Hammer config. Maybe it's related to the recent CS:S update breaking something.
Death The Kid
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Posts: 3


« Reply #92 on: July 05, 2010, 09:35:25 AM »

when...i go into gmod i click > PlaySingleplayer > choosed my map > went to options > couldnt find TTT in the gamemodes and i dont have a clue what i messed up in the install :) would u kindly help me?
Bad King Urgrain
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Posts: 12276



« Reply #93 on: July 05, 2010, 12:28:45 PM »

You need to have CS:S installed.
Death The Kid
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Posts: 3


« Reply #94 on: July 05, 2010, 06:42:10 PM »

You need to have CS:S installed.


heres the problem....i have css but...its not on the certain account i have gmod :P
Bad King Urgrain
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« Reply #95 on: July 05, 2010, 07:01:42 PM »

Follow these instructions to be able to start a game without CS:S mounted: http://www.zombiemaster.org/smf/index.php?topic=9772.msg377457#msg377457
AttackingHobo
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Posts: 36


« Reply #96 on: July 08, 2010, 03:44:14 AM »

Anyone know if it is possible to change the damage done by certain things to func_physbox_multiplayer objects? Cause I want to have some stuff be barely damaged by bullets but still take full fall damage.
AttackingHobo
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Posts: 36


« Reply #97 on: July 08, 2010, 06:15:54 AM »

I cannot figure out what props I am allowed to use.... I was told to use CSS props, but I only had 150 for some reason. So exported all the other props and materials with GFCScape. I put them in the css folder and I got all the props in hammer. After I exported the level they show up as ERROR in hammer. So I exited gmod and copies the materials and props from  css  to gmod, but I still get errors in game.

Can anyone help me?
Death The Kid
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Posts: 3


« Reply #98 on: July 12, 2010, 02:24:03 PM »

Follow these instructions to be able to start a game without CS:S mounted: http://www.zombiemaster.org/smf/index.php?topic=9772.msg377457#msg377457


Hi im back with another problem :D

It apears my gmod single player > gamemode chosing thing is broken,  maybe i broke it or garrymod update broke it do u have a clue how i can fix it?
AttackingHobo
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Posts: 36


« Reply #99 on: July 13, 2010, 07:10:20 PM »

Hi im back with another problem :D

It apears my gmod single player > gamemode chosing thing is broken,  maybe i broke it or garrymod update broke it do u have a clue how i can fix it?


Magic

http://www.zombiemaster.org/smf/index.php?topic=9907.0
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