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News: Zombie Master 2

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41  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: December 09, 2011, 02:32:58 am
So by your logic, everyone that owns a TTT server should get a beta key? He needs people who can help him, not people who just want to help themselves.

I would help in anyway possible. Meaning hosting a server and testing. With that said, either way I am fine with it. I will always try to help even if it's once the beta is released. With that said, he should give it the build testers most likely. They have more experience helping him out.
42  Other / Trouble in Terrorist Town / Re: Adding SWeps to the TTT weapon Placer on: December 08, 2011, 04:26:10 am
Did that work for you?
43  Other / Trouble in Terrorist Town / Re: LUA Help on: December 08, 2011, 04:24:26 am
Well there is already the visual display where the C4 is. But yeah I am thinking IsActiveTraitor might work for what you are doing.
44  Other / Trouble in Terrorist Town / Re: LUA Help on: December 08, 2011, 02:43:34 am
Well there are ways to make it so that a weapon doesn't affect a traitor at all but I don't know how to make it base on the players radius.

Code:
!v:IsActiveTraitor()
This will make it so it detects if it isn't a traitor. With that said just remove the ! to make it detect traitors. It would help if you told us what you were doing with it though.
45  Other / Trouble in Terrorist Town / Re: Adding SWeps to the TTT weapon Placer on: December 07, 2011, 10:34:22 pm
Okay I will work on the swep placer for a bit and repost when I personnally get it working. BRB.

Edit> Havent tested it yet but I found this toward the bottom,

Code:
local enttypes = {
   weapon_zm_pistol = WEAPON_PISTOL,
   weapon_zm_revolver = WEAPON_PISTOL,
   weapon_ttt_glock = WEAPON_PISTOL,

   weapon_zm_mac10 = WEAPON_HEAVY,
   weapon_zm_shotgun = WEAPON_HEAVY,
   weapon_zm_rifle = WEAPON_HEAVY,
   weapon_zm_sledge = WEAPON_HEAVY,
   weapon_ttt_m16 = WEAPON_HEAVY,
   weapon_ttt_aug = WEAPON_HEAVY,

   weapon_zm_molotov = WEAPON_NADE,
   weapon_ttt_smokegrenade = WEAPON_NADE,
   weapon_ttt_confgrenade = WEAPON_NADE,

   ttt_random_weapon = WEAPON_RANDOM,

   ttt_playerspawn = PLAYERSPAWN
};

I added the aug obviously.

EDITv2> I got the script to work perfectly. Here it is with the aug added. Just so you know I did nothing dif than what I told you to do really except that edit ^^^

Code:
TOOL.Category = "Trouble in Terrorist Town"
TOOL.Name = "TTT Weapon Placer"
TOOL.Command = nil
TOOL.ConfigName = ""

TOOL.ClientConVar["weapon"] = "weapon_zm_pistol"
TOOL.ClientConVar["frozen"] = "0"
TOOL.ClientConVar["replacespawns"] = "0"


cleanup.Register("ttt_weapons")


if CLIENT then
   language.Add( "Tool_tttweaponplacer_name", "TTT Weapon Placer" )
   language.Add( "Tool_tttweaponplacer_desc", "Spawn TTT weapon dummies and export their placement" )
   language.Add( "Tool_tttweaponplacer_0", "Left click to spawn entity. Right click for matching ammo." )
   language.Add("Cleanup_ttt_weapons", "TTT Dummy Weapons/ammo/spawns")
end

local weps = {
   weapon_zm_pistol = {name="Pistol", snd="item_ammo_pistol_ttt"},
   weapon_zm_shotgun = {name="Shotgun", snd="item_box_buckshot_ttt"},
   weapon_zm_mac10 = {name="MAC10", snd="item_ammo_smg1_ttt"},
   weapon_zm_revolver = {name="Deagle", snd="item_ammo_revolver_ttt"},
   weapon_zm_rifle = {name="Rifle", snd="item_ammo_357_ttt"},
   weapon_zm_sledge = {name="HUGE249", snd=nil},
   weapon_ttt_m16 = {name="M16", snd="item_ammo_pistol_ttt"},
   weapon_ttt_glock = {name="Glock", snd="item_ammo_pistol_ttt"},
   weapon_ttt_aug = {name="AUG", snd="item_ammo_pistol_ttt"},
   
   weapon_zm_molotov = {name="Fire nade", snd=nil},
   weapon_ttt_confgrenade = {name="Discombobulator", snd=nil},
   weapon_ttt_smokegrenade = {name="Smoke nade", snd=nil},


   ttt_random_weapon = {name="Random weapon", snd=nil},
   ttt_random_ammo = {name="Random ammo", snd=nil},

   ttt_playerspawn = {name="Player spawn", snd=nil}
}

local mdls = {
   weapon_zm_pistol = "models/weapons/w_pist_fiveseven.mdl",
   weapon_zm_shotgun = "models/weapons/w_shot_xm1014.mdl",
   weapon_zm_mac10 = "models/weapons/w_smg_mac10.mdl",
   weapon_zm_revolver = "models/weapons/w_pist_deagle.mdl",
   weapon_zm_rifle = "models/weapons/w_snip_scout.mdl",
   weapon_zm_sledge = "models/weapons/w_mach_m249para.mdl",
   weapon_zm_molotov = "models/weapons/w_eq_flashbang.mdl",
   weapon_ttt_aug = "models/weapons/v_rif_aug.mdl",
   
   weapon_ttt_confgrenade = "models/weapons/w_eq_fraggrenade.mdl",
   weapon_ttt_smokegrenade = "models/weapons/w_eq_smokegrenade.mdl",
   weapon_ttt_m16 = "models/weapons/w_rif_m4a1.mdl",
   weapon_ttt_glock = "models/weapons/w_pist_glock18.mdl",

   ttt_random_weapon = "models/weapons/w_shotgun.mdl",
   ttt_random_ammo = "models/Items/battery.mdl",

   item_ammo_pistol_ttt= "models/items/boxsrounds.mdl",
   item_ammo_smg1_ttt= "models/items/boxmrounds.mdl",
   item_ammo_revolver_ttt = "models/items/357ammo.mdl",
   item_ammo_357_ttt = "models/items/357ammo.mdl",
   item_box_buckshot_ttt = "models/items/boxbuckshot.mdl",

   ttt_playerspawn = "models/player.mdl"
};

-- special colours for certain ents
local colors = {
   ttt_random_weapon = Color(255, 255, 0),
   ttt_random_ammo = Color(0, 255, 0),
   item_ammo_revolver_ttt = Color(255, 100, 100),
   ttt_playerspawn = Color(0, 255, 0)
};

local function DummyInit(s)
   if colors[s:GetClass()] then
      local c = colors[s:GetClass()]
      s:SetColor(c.r, c.g, c.b, 255)
   end

   s:SetCollisionGroup(COLLISION_GROUP_WEAPON)
   s:SetSolid(SOLID_VPHYSICS)
   s:SetMoveType(MOVETYPE_VPHYSICS)

   if s:GetClass() == "ttt_playerspawn" then
      s:PhysicsInitBox(Vector(-18, -18, 0), Vector(18, 18, 66))
   else
      s:PhysicsInit(SOLID_VPHYSICS)
   end
   
   s:SetModel(s.Model)
end

for cls, mdl in pairs(mdls) do
   local tbl = {
      Type = "anim",
      Model = Model(mdl),
      Initialize = DummyInit
   };

   scripted_ents.Register(tbl, cls, false)
end

function TOOL:SpawnEntity(cls, trace)
   local mdl = mdls[cls]

   if not cls or not mdl then return end

   local ent = ents.Create(cls)
   ent:SetModel(mdl)
   ent:SetPos(trace.HitPos)

   local tr = util.TraceEntity({start=trace.StartPos, endpos=trace.HitPos, filter=self:GetOwner()}, ent)
   if tr.Hit then
      ent:SetPos(tr.HitPos)
   end

   ent:Spawn()

   ent:PhysWake()

   undo.Create("TTTWeapon")
   undo.AddEntity(ent)
   undo.SetPlayer(self:GetOwner())
   undo.Finish()

   self:GetOwner():AddCleanup("ttt_weapons", ent)
end

function TOOL:LeftClick( trace )
   local cls = self:GetClientInfo("weapon")

   self:SpawnEntity(cls, trace)
end
 
function TOOL:RightClick( trace )
   local cls = self:GetClientInfo("weapon")
   local info = weps[cls]
   if not info then return end

   local ammo = info.snd
   if not ammo then
      self:GetOwner():ChatPrint("No matching ammo for this type!")
      return
   end

   self:SpawnEntity(info.snd, trace)
end

function TOOL.BuildCPanel(panel) -- note that this is not a method, REAL NICE
   panel:AddControl( "Header", { Text = "#Tool_tttweaponplacer_name", Description = "#Tool_tttweaponplacer_desc"})

   local opts = {}
   for w, info in pairs(weps) do
      opts[info.name] = {tttweaponplacer_weapon = w}
   end

   panel:AddControl("ListBox", { Label = "Weapons", Height = "200", Options = opts } )

   panel:AddControl("Button", {Label="Report counts", Command="tttweaponplacer_count", Text="Count"})

   panel:AddControl("Label", {Text="Export", Description="Export weapon placements"})

   panel:AddControl("CheckBox", {Label="Replace existing player spawnpoints", Command="tttweaponplacer_replacespawns", Text="Replace spawns"})

   panel:AddControl( "Button",  { Label = "Export to file", Command = "tttweaponplacer_queryexport", Text = "Export"})

   panel:AddControl("Label", {Text="Import", Description="Import weapon placements"})

   panel:AddControl( "Button",  { Label = "Import from file", Command = "tttweaponplacer_queryimport", Text = "Import"})

   panel:AddControl("Button", {Label="Convert HL2 entities", Command = "tttweaponplacer_replacehl2", Text="Convert"})

   panel:AddControl("Button", {Label="Remove all existing weapon/ammo", Command = "tttweaponplacer_removeall", Text="Remove all existing items"})
end

-- STOOLs not being loaded on client = headache bonanza
if CLIENT then
   function QueryFileExists()

      local map = string.lower(game.GetMap())
      if not map then return end

      local fname = "ttt/maps/" .. map .. "_ttt.txt"

      if file.Exists(fname) then
         Derma_StringRequest("File exists", "The file \"" .. fname .. "\" already exists. Save under a different filename? Leave unchanged to overwrite.",
                             fname,
                             function(txt)
                                RunConsoleCommand("tttweaponplacer_export", txt)
                             end)
      else
         RunConsoleCommand("tttweaponplacer_export")
      end
   end

   function QueryImportName()
      local map = string.lower(game.GetMap())
      if not map then return end

      local fname = "ttt/maps/" .. map .. "_ttt.txt"

      Derma_StringRequest("Import", "What file do you want to import? Note that files meant for other maps will result in crazy things happening.",
                          fname,
                          function(txt)
                             RunConsoleCommand("tttweaponplacer_import", txt)
                          end)
     
   end
else
   -- again, hilarious things happen when this shit is used in mp
   concommand.Add("tttweaponplacer_queryexport", function() BroadcastLua("QueryFileExists()") end)
   concommand.Add("tttweaponplacer_queryimport", function() BroadcastLua("QueryImportName()") end)
end

WEAPON_PISTOL = 1
WEAPON_HEAVY = 2
WEAPON_NADE = 3
WEAPON_RANDOM = 4

PLAYERSPAWN = 5

local enttypes = {
   weapon_zm_pistol = WEAPON_PISTOL,
   weapon_zm_revolver = WEAPON_PISTOL,
   weapon_ttt_glock = WEAPON_PISTOL,

   weapon_zm_mac10 = WEAPON_HEAVY,
   weapon_zm_shotgun = WEAPON_HEAVY,
   weapon_zm_rifle = WEAPON_HEAVY,
   weapon_zm_sledge = WEAPON_HEAVY,
   weapon_ttt_m16 = WEAPON_HEAVY,
   weapon_ttt_aug = WEAPON_HEAVY,

   weapon_zm_molotov = WEAPON_NADE,
   weapon_ttt_smokegrenade = WEAPON_NADE,
   weapon_ttt_confgrenade = WEAPON_NADE,

   ttt_random_weapon = WEAPON_RANDOM,

   ttt_playerspawn = PLAYERSPAWN
};

local function PrintCount(ply)
   local count = {
      [WEAPON_PISTOL] = 0,
      [WEAPON_HEAVY] = 0,
      [WEAPON_NADE] = 0,
      [WEAPON_RANDOM] = 0,
      [PLAYERSPAWN] = 0
   };

   for cls, t in pairs(enttypes) do
      for _, ent in pairs(ents.FindByClass(cls)) do
         count[t] = count[t] + 1
      end
   end

   ply:ChatPrint("Entity count (use report_entities in console for more detail):")
   ply:ChatPrint("Primary weapons: " .. count[WEAPON_HEAVY])
   ply:ChatPrint("Secondary weapons: " .. count[WEAPON_PISTOL])
   ply:ChatPrint("Grenades: " .. count[WEAPON_NADE])
   ply:ChatPrint("Random weapons: " .. count[WEAPON_RANDOM])
   ply:ChatPrint("Player spawns: " .. count[PLAYERSPAWN])
end
concommand.Add("tttweaponplacer_count", PrintCount)

-- This shit will break terribly in MP
if SERVER or CLIENT then
   -- Could just do a GLON dump, but it's nice if the "scripts" are sort of
   -- human-readable so it's easy to go in and delete all pistols or something.
   local function Export(ply, cmd, args)
      if not IsValid(ply) then return end

      local map = string.lower(game.GetMap())

      if not map then return end

      --local frozen_only = GetConVar("tttweaponplacer_frozen"):GetBool()
      local frozen_only = false

      -- Nice header, # is comment
      local buf =  "# Trouble in Terrorist Town weapon/ammo placement overrides\n"
      buf = buf .. "# For map: " .. map .. "\n"
      buf = buf .. "# Exported by: " .. ply:Nick() .. "\n"

      -- Write settings ("setting: <name> <value>")
      local rspwns = GetConVar("tttweaponplacer_replacespawns"):GetBool() and "1" or "0"
      buf = buf .. "setting:\treplacespawns " .. rspwns .. "\n"

      local num = 0
      for cls, mdl in pairs(mdls) do
         for _, ent in pairs(ents.FindByClass(cls)) do
            if IsValid(ent) then
               if not frozen_only or not ent:GetPhysicsObject():IsMoveable() then
                  num = num + 1
                  buf = buf .. Format("%s\t%s\t%s\n", cls, tostring(ent:GetPos()), tostring(ent:GetAngles()))
               end
            end
         end
      end

      local fname = "ttt/maps/" .. map .. "_ttt.txt"

      if args[1] then
         fname = args[1]
      end
     
      file.Write(fname, buf)

      if not file.Exists(fname) then
         ErrorNoHalt("Exported file not found. Bug?\n")
      end

      ply:ChatPrint(num .. " placements saved to /garrysmod/data/" .. fname)
   end
   concommand.Add("tttweaponplacer_export", Export)

   local function SpawnDummyEnt(cls, pos, ang)
      if not cls or not pos or not ang then return false end

      local mdl = mdls[cls]
      if not mdl then return end

      local ent = ents.Create(cls)
      ent:SetModel(mdl)
      ent:SetPos(pos)
      ent:SetAngles(ang)
      ent:SetCollisionGroup(COLLISION_GROUP_WEAPON)
      ent:SetSolid(SOLID_VPHYSICS)
      ent:SetMoveType(MOVETYPE_VPHYSICS)
      ent:PhysicsInit(SOLID_VPHYSICS)
     
      ent:Spawn()

      local phys = ent:GetPhysicsObject()
      if IsValid(phys) then
         phys:SetAngle(ang)
      end
   end


   local function Import(ply, cmd, args)
      if not IsValid(ply) then return end
      local map = string.lower(game.GetMap())
      if not map then return end

      local fname = "ttt/maps/" .. map .. "_ttt.txt"

      if args[1] then
         fname = args[1]
      end

      if not file.Exists(fname) then
         ply:ChatPrint(fname .. " not found!")
         return
      end

      local buf = file.Read(fname)
      local lines = string.Explode("\n", buf)
      local num = 0
      for k, line in ipairs(lines) do
         if not string.match(line, "^#") and line != "" then
            local data = string.Explode("\t", line)

            local fail = true -- pessimism

            if #data > 0 then
               if data[1] == "setting:" and tostring(data[2]) then
                  local raw = string.Explode(" ", data[2])
                  RunConsoleCommand("tttweaponplacer_" .. raw[1], tonumber(raw[2]))

                  fail = false
                  num = num - 1
               elseif #data == 3 then
                  local cls = data[1]
                  local ang = nil
                  local pos = nil
                 
                  local posraw = string.Explode(" ", data[2])
                  pos = Vector(tonumber(posraw[1]), tonumber(posraw[2]), tonumber(posraw[3]))

                  local angraw = string.Explode(" ", data[3])
                  ang = Angle(tonumber(angraw[1]), tonumber(angraw[2]), tonumber(angraw[3]))

                  fail = SpawnDummyEnt(cls, pos, ang)
               end
            end

            if fail then
               ErrorNoHalt("Invalid line " .. k .. " in " .. fname .. "\n")
            else
               num = num + 1
            end
         end
      end

      ply:ChatPrint("Spawned " .. num .. " dummy ents")
   end
   concommand.Add("tttweaponplacer_import", Import)

   local function RemoveAll(ply, cmd, args)
      if not IsValid(ply) then return end

      local num = 0
      local delete = function(ent)
                        if not IsValid(ent) then return end
                        print("\tRemoving", ent, ent:GetClass())
                        ent:Remove()
                        num = num + 1
                     end

      print("Removing ammo...")
      for k, ent in pairs(ents.FindByClass("item_*")) do
         delete(ent)
      end

      print("Removing weapons...")
      for k, ent in pairs(ents.FindByClass("weapon_*")) do
         delete(ent)
      end

      ply:ChatPrint("Removed " .. num .. " weapon/ammo ents")
   end
   concommand.Add("tttweaponplacer_removeall", RemoveAll)

   local hl2_replace = {
      ["item_ammo_pistol"] = "item_ammo_pistol_ttt",
      ["item_box_buckshot"] = "item_box_buckshot_ttt",
      ["item_ammo_smg1"] = "item_ammo_smg1_ttt",
      ["item_ammo_357"] = "item_ammo_357_ttt",
      ["item_ammo_357_large"] = "item_ammo_357_ttt",
      ["item_ammo_revolver"] = "item_ammo_revolver_ttt", -- zm
      ["item_ammo_ar2"] = "item_ammo_pistol_ttt",
      ["item_ammo_ar2_large"] = "item_ammo_smg1_ttt",
      ["item_ammo_smg1_grenade"] = "weapon_zm_pistol",
      ["item_battery"] = "item_ammo_357_ttt",
      ["item_healthkit"] = "weapon_zm_shotgun",
      ["item_suitcharger"] = "weapon_zm_mac10",
      ["item_ammo_ar2_altfire"] = "weapon_zm_mac10",
      ["item_rpg_round"] = "item_ammo_357_ttt",
      ["item_ammo_crossbow"] = "item_box_buckshot_ttt",
      ["item_healthvial"] = "weapon_zm_molotov",
      ["item_healthcharger"] = "item_ammo_revolver_ttt",
      ["item_ammo_crate"] = "weapon_ttt_confgrenade",
      ["item_item_crate"] = "ttt_random_ammo",
      ["weapon_smg1"] = "weapon_zm_mac10",
      ["weapon_shotgun"] = "weapon_zm_shotgun",
      ["weapon_ar2"] = "weapon_ttt_m16",
      ["weapon_357"] = "weapon_zm_rifle",
      ["weapon_crossbow"] = "weapon_zm_pistol",
      ["weapon_rpg"] = "weapon_zm_sledge",
      ["weapon_slam"] = "item_ammo_pistol_ttt",
      ["weapon_frag"] = "weapon_zm_revolver",
      ["weapon_crowbar"] = "weapon_zm_molotov"
   };

   local function ReplaceSingle(ent, newname)
      if ent:GetPos() == vector_origin then
         return false
      end

      if ent:IsWeapon() and IsValid(ent:GetOwner()) and ent:GetOwner():IsPlayer() then
         return false
      end

      ent:SetSolid(SOLID_NONE)

      local rent = ents.Create(newname)
      rent:SetModel(mdls[newname])
      rent:SetPos(ent:GetPos())
      rent:SetAngles(ent:GetAngles())
      rent:Spawn()

      rent:Activate()
      rent:PhysWake()

      ent:Remove()
      return true
   end

   local function ReplaceHL2Ents(ply, cmd, args)
      if not IsValid(ply) then return end

      local c = 0
      for _, ent in pairs(ents.GetAll()) do
         local rpl = hl2_replace[ent:GetClass()]
         if rpl then
            local success = ReplaceSingle(ent, rpl)
            if success then
               c = c + 1
            end
         end
      end

      ply:ChatPrint("Replaced " .. c .. " HL2 entities with TTT versions.")
   end
   concommand.Add("tttweaponplacer_replacehl2", ReplaceHL2Ents)
end

46  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town Competition - Courtesy of RIOTServers.net on: December 07, 2011, 11:35:34 am
Wow. That was very interesting! Grin Glad I invested the time in the videos.
47  Other / Trouble in Terrorist Town / Re: Adding SWeps to the TTT weapon Placer on: December 07, 2011, 10:41:57 am
Ahhhhhhhhhhh YOU MADE A BOO BOOO! Grin

Look at like 30 and compare it to 29. Here is the code.

29   weapon_ttt_glock = {name="Glock", snd="item_ammo_pistol_ttt"},
30   weapon_ttt_ak47 = {name="AK47", snd="item_ammo_pistol_ttt"}
31   weapon_ttt_aug = {name="AUG", snd="item_ammo_smg1_ttt"}

If you get the answer you get a cookie! Grin No but for real if you fix that it should fix your issue. At least the lua error you posted.
48  Other / Trouble in Terrorist Town / Re: Adding SWeps to the TTT weapon Placer on: December 06, 2011, 11:22:28 pm
It is pretty simple really. All you have to do is modify the stools lua file to include your weapons so I guess I will just make an example. (I spent 5 secs on this before work so not sure if it's everything needed to be changed.

All I saw to add was the new weapons to the list. See if that works. If it doesn't I will spend more time after work.

Code:
TOOL.Category = "Trouble in Terrorist Town"
TOOL.Name = "TTT Weapon Placer"
TOOL.Command = nil
TOOL.ConfigName = ""

TOOL.ClientConVar["weapon"] = "weapon_zm_pistol"
TOOL.ClientConVar["frozen"] = "0"
TOOL.ClientConVar["replacespawns"] = "0"


cleanup.Register("ttt_weapons")


if CLIENT then
   language.Add( "Tool_tttweaponplacer_name", "TTT Weapon Placer" )
   language.Add( "Tool_tttweaponplacer_desc", "Spawn TTT weapon dummies and export their placement" )
   language.Add( "Tool_tttweaponplacer_0", "Left click to spawn entity. Right click for matching ammo." )
   language.Add("Cleanup_ttt_weapons", "TTT Dummy Weapons/ammo/spawns")
end

local weps = {
   weapon_zm_pistol = {name="Pistol", snd="item_ammo_pistol_ttt"},
   weapon_zm_shotgun = {name="Shotgun", snd="item_box_buckshot_ttt"},
   weapon_zm_mac10 = {name="MAC10", snd="item_ammo_smg1_ttt"},
   weapon_zm_revolver = {name="Deagle", snd="item_ammo_revolver_ttt"},
   weapon_zm_rifle = {name="Rifle", snd="item_ammo_357_ttt"},
   weapon_zm_sledge = {name="HUGE249", snd=nil},
   weapon_ttt_m16 = {name="M16", snd="item_ammo_pistol_ttt"},
   weapon_ttt_glock = {name="Glock", snd="item_ammo_pistol_ttt"},
  
   weapon_zm_molotov = {name="Fire nade", snd=nil},
   weapon_ttt_confgrenade = {name="Discombobulator", snd=nil},
   weapon_ttt_smokegrenade = {name="Smoke nade", snd=nil},
  
  weapon_ttt_customweapon = {name="Custom Weapon", snd=Ammo Type},


   ttt_random_weapon = {name="Random weapon", snd=nil},
   ttt_random_ammo = {name="Random ammo", snd=nil},

   ttt_playerspawn = {name="Player spawn", snd=nil}
  
}

local mdls = {
   weapon_zm_pistol = "models/weapons/w_pist_fiveseven.mdl",
   weapon_zm_shotgun = "models/weapons/w_shot_xm1014.mdl",
   weapon_zm_mac10 = "models/weapons/w_smg_mac10.mdl",
   weapon_zm_revolver = "models/weapons/w_pist_deagle.mdl",
   weapon_zm_rifle = "models/weapons/w_snip_scout.mdl",
   weapon_zm_sledge = "models/weapons/w_mach_m249para.mdl",
   weapon_zm_molotov = "models/weapons/w_eq_flashbang.mdl",
  
   weapon_ttt_confgrenade = "models/weapons/w_eq_fraggrenade.mdl",
   weapon_ttt_smokegrenade = "models/weapons/w_eq_smokegrenade.mdl",
   weapon_ttt_m16 = "models/weapons/w_rif_m4a1.mdl",
   weapon_ttt_glock = "models/weapons/w_pist_glock18.mdl",
  
   weapon_ttt_customweapon = "yourweaponsmodel",

   ttt_random_weapon = "models/weapons/w_shotgun.mdl",
   ttt_random_ammo = "models/Items/battery.mdl",

   item_ammo_pistol_ttt= "models/items/boxsrounds.mdl",
   item_ammo_smg1_ttt= "models/items/boxmrounds.mdl",
   item_ammo_revolver_ttt = "models/items/357ammo.mdl",
   item_ammo_357_ttt = "models/items/357ammo.mdl",
   item_box_buckshot_ttt = "models/items/boxbuckshot.mdl",

   ttt_playerspawn = "models/player.mdl"
};
49  Other / Trouble in Terrorist Town / Re: Misconfigured? on: December 03, 2011, 10:00:33 am
"Server is misconfigured" usually relates to the cache not being copied correctly to the fastdl. Make sure it's chmod is set correctly. I personally had no issues with the gmod update and didn't have a new cache which means it was most likely serverside info.
50  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: November 30, 2011, 12:00:59 am
Yes, there are ways to run dedi servers on Gmod Beta. Last I checked there wasn't an easy way such a just having scrds install all the needed files. I believe you had to install a normal gmod server and copy over all the files from the gmod beta. There was a couple posts on FP about it but I didn't really pay attention. Only thing I do know is that it is definitely possible.

"Just download the server portion from HLDSUpdateTool, then clear the orangebox/garrysmod out and SVN the beta into that folder."

From Garry, "Yeah that should work.. make sure you copy all the dlls from the bin/ and garrysmod/bin/ "
"Well the whole garrysmod folder really? "
51  Other / Trouble in Terrorist Town / Re: [Release] ttt_plaza_b6 on: November 29, 2011, 07:43:04 am
A friend of mine found a glitch, not sure of the replication of it because we could only get it to happen twice but while Inno if you mess with the radio that explodes enough it will indeed explode. Not sure if it was just us being stupid. Will update this if I find anything more conclusive.
52  Other / Trouble in Terrorist Town / Re: [Release] ttt_plaza_b6 on: November 28, 2011, 03:07:53 am
I like the graffiti. Gives the wall something more than just a wall. With that said I like in Vegas and we have graffiti in much weirder spots and most of them impossibly hard to get to. Some take some real parkour shit to get.
53  Other / Trouble in Terrorist Town / Re: Restrict Last Maps Played on: November 18, 2011, 08:59:34 am
All you do is make a lua file in orangebox/garrysmod/lua/autorun/server/ and put in the script. Make sure to add a line to your cfg like: "sv_mapcooldown"            "5"
54  Other / Trouble in Terrorist Town / Re: Restrict Last Maps Played on: November 17, 2011, 10:17:28 pm
Yea, handy man I have the same issue. It's generlly when the map is forced changed to a map or the server restarts on its default map. It wasn't supposed to be on the map yet so its like "Woah how in the F*** did I get here?" I never heard that garry was eliminating data streams right on update. I thought he was just giving a better option and fazing it out... Either way It shouldn't be to hard to recode.
55  Other / Trouble in Terrorist Town / Re: Restrict Last Maps Played on: November 17, 2011, 12:13:16 pm
I currently use this script on my server with zero issues. What is the problem you are having?
56  Other / Trouble in Terrorist Town / Re: New Map! on: November 16, 2011, 08:19:58 am
I like the general idea. Seems to me like you would benefit from a darker skybox. I would try sky_borealis01, sky_day01_08 or sky_day02_09. Those in my opinion would look much nicer! Grin With tht said I do have to agree with WSW, the displacements are to rectangular. It could benefit from more irregularity.

Overall, really nice stuff. Grin
57  Other / Trouble in Terrorist Town / Re: A Humble Suggestion on: November 15, 2011, 10:50:45 am
To be honest, I feel this is another gamemode entirely and is not how TTT should ever be thought of. What you have described is a rp/stalker thing. Sub classes wouldn't work in TTT. The dynamic of the game would be completely different and for the worse in my opinion.
58  Other / Trouble in Terrorist Town / Re: Non-TTT maps problem on: November 06, 2011, 05:29:06 pm
Yeah the first people were the most respected and so on so forth but I think it's ones that are more or less currently developing.
59  Other / Trouble in Terrorist Town / Re: Non-TTT maps problem on: November 05, 2011, 01:46:47 am
Well, Garrys is going to be giving more and more keys as it goes on. With that said someone who a key could just test the gamemode for him. Tons of fp threads about testing gms for beta. Also Garry himself said there shouldn't be any changes that someone can't fix in a little bit.
60  Other / Trouble in Terrorist Town / Re: ttt_print_damagelog Suggestion: Record Item Purchases on: November 04, 2011, 04:39:20 pm
Yeah, It's usually better to just watch for yourself but in some situations it could definately be a good addition. I might look into adding it for myself for the knife. That the most widely used excuse.
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