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Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: ttt_shocked [WIP]
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Author Topic: ttt_shocked [WIP]  (Read 21052 times)
Ajunk
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« Reply #20 on: December 01, 2009, 04:11:06 AM »

Maybe make a traitor-only room where, through cameras and buttons, you activate all the traps?

You're all the most fucking heartless people
ball2hi
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~Xbye, manipulation, deception, destruction.


« Reply #21 on: December 01, 2009, 04:18:24 AM »

Maybe make a traitor-only room where, through cameras and buttons, you activate all the traps?

O yes! Another map with a traitor only area which they can use to hide / escape from innocents wanting to kill them for knowing they're traitor.

>.>
Ajunk
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« Reply #22 on: December 01, 2009, 04:20:15 AM »

Pro tip: Tell everyone who the traitor is and do the objectives.

You're all the most fucking heartless people
ball2hi
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Posts: 217


~Xbye, manipulation, deception, destruction.


« Reply #23 on: December 01, 2009, 04:21:47 AM »

Pro tip: Tell everyone who the traitor is and do the objectives.

If only that worked. One sec while i quote a post i made in another thread.
My favorite is:
Me: "ITS Example ITS example!" *dead**
Innocent1: "Im with Example. ITS EXAMPLE" *dead*
Innocent2: "I see example. ITS EXAMPLE" *Dead*
Innocent3: "I see example. Why are you near death?" *dead*
Traitors have won the round!
Ajunk
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« Reply #24 on: December 01, 2009, 04:25:03 AM »

Good job blaming the general stupidity of people on a completely unrelated subject using an entirely hypothetical situation.

You're all the most fucking heartless people
Pastor
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Bewildering Transvestite Wasteland


« Reply #25 on: December 01, 2009, 04:53:38 AM »

If only that worked. One sec while i quote a post i made in another thread.


You just said the traitor will hide in the room, your point is invalid.

CrazyChicken
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Posts: 604


Beep Beep Boop


« Reply #26 on: December 01, 2009, 05:04:28 AM »

I don't think the traitor trap room is a good idea.
1) Traitors with go camp there.
2) Since everyone looks the same, and you can see names through moniters, the chance of friendly fire is high.

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Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Ajunk
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« Reply #27 on: December 01, 2009, 01:09:04 PM »

Talk to your teammates? It's not like killing your traitor friends will do you any good.

Anyways, perhaps add a window where you can look into the traitor room and perhaps a mini objective where you can pry open the main doors.
« Last Edit: December 01, 2009, 01:14:45 PM by Ajunk »

You're all the most fucking heartless people
Bad King Urgrain
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« Reply #28 on: December 01, 2009, 01:24:08 PM »

It would be pretty easy to traitor-TK, because such kills cannot be attributed to you as far as I know (maybe with !activator magic?).
Waper
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« Reply #29 on: December 01, 2009, 04:02:43 PM »

Nice. As a traitor, I'm going to go around and shout "WE ARE! WE ARE!"

Radscorpions? What's so rad about them?
Ajunk
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« Reply #30 on: December 01, 2009, 07:58:49 PM »

It would be pretty easy to traitor-TK, because such kills cannot be attributed to you as far as I know (maybe with !activator magic?).
Remember that entity logic you made for ZM that used activator magic to attribute points for doing objectives? You should totally do the same for TTT, except with attributing kills to button-based events.

You're all the most fucking heartless people
Bad King Urgrain
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« Reply #31 on: December 01, 2009, 08:03:51 PM »

I think AL made that. Anyway AFAIK that involved a separate entity to give points. An entity to "give" kills wouldn't work here, because it's hard to tell whether it actually killed someone.

I was thinking more in the direction of stuff like trigger_hurt perhaps already attributing kills to the activator, in which case that could be used (rather than eg. physics based traps).
JossiRossi
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« Reply #32 on: December 01, 2009, 08:17:27 PM »

Think that would be done with the gamemode or should people try to explore some trickery with entities for that?

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

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Bad King Urgrain
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« Reply #33 on: December 01, 2009, 09:06:44 PM »

When the gamemode receives word of a kill occurring, if it happened due to a map entity it's attributed to the world entity. It's not that I can get at the trigger_hurt ent and just ask "hey who was your activator".

That's why I mentioned it: it'd have to come from a map logic feature I don't know much about for it to be possible. It wasn't really a "here's how to solve this" kind of thing.
JossiRossi
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« Reply #34 on: December 01, 2009, 10:06:34 PM »

It could maybe be possible through the game mode by tracing back !activators. Boulder activated by button activated by JossiRossi, where it would then simply stop. As far as I know the !activator is always present even when not asked about by an output or whatnot.

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
Bad King Urgrain
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« Reply #35 on: December 01, 2009, 10:17:40 PM »

That's the thing, the entity has to do that itself before dealing damage, so that it can specify the activator as the damage owner.

I might be able to make a custom trigger_hurt-like entity that does this, once it's been verified trigger_hurt does not do this already. If someone makes a little testmap where the player can press a button to fire a trigger_hurt that will hurt him, I can verify this.

edit: Actually I could also check in the SDK code.

edit2: Yeah it doesn't. Is trigger_hurt what people use for this kind of thing?
« Last Edit: December 01, 2009, 10:20:23 PM by Bad King Urgrain »
JossiRossi
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« Reply #36 on: December 02, 2009, 12:02:30 AM »

Yeah, in the docking bay thing people get sucked out into a trigger hurt which kills them.

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
JossiRossi
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« Reply #37 on: December 05, 2009, 04:21:46 AM »

This is what I have been up to.



I've been learning to make animated textures which I have down and have a good chunk of them done (The first show shows 2 animated textures put in place to test them). I also figured out how to make things like the screens or colored lights on things glow (which is as simple a changing the texture property to "unlitgeneric"). Hasn't been too much in terms of architecture work, instead it's been getting things I know nothing about implemented. Next I need to do textures with transparency.

Get off my lawn you rotten kids!
Nah, he's just being 'correct'. It's just JossiRossi's way of dealing with it.

Indy Game News: Thanks For Playing.
CrazyChicken
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Beep Beep Boop


« Reply #38 on: December 05, 2009, 04:29:27 AM »

Wow looking good :D

Most Neutral Poster
Release: ZM_BlackMesa1, TTT_Bank, TTT_Backalley
All my maps start with "B" hmm...
Ajunk
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« Reply #39 on: December 05, 2009, 04:34:32 AM »

Next up: SS2 custom sounds?

You're all the most fucking heartless people
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