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-   -   [v2.5.2, March 19] Trouble in Terrorist Town mod (https://forums.alliedmods.net/showthread.php?t=238780)

darkheman 05-25-2014 18:02

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by GuskiS (Post 2142432)
Change ttt_ar_warnings_players cvar. It sets the minimum players needed to punish them.
Also, does /tttwarns work for you? If not, ttt_ar_on must be set to 1.
Else, you could change ttt_ar_warnings_punish to set different punish types.

If nothing helps, look if plugin is running by writing amx_plugins in server/your console.
Btw, if you change ttt_ar_on values, make sure you change map or it won't work.

it makes me an error with the antiretry plugin ive complied it successfully and put it again and it dosent run it.. have no idea why..

asdfdsdf 05-27-2014 12:23

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
I finnaly managed to join the seerver but i have alot of errors and the shop when i type /buy it doesnt work how can i make it work or enable it thx in advance

PHP Code:

L 05/27/2014 18:18:17: [AMXXRun time error 10 (plugin "ttt_items_base.amxx") (native "ArrayPushArray") - debug not enabled!
L 05/27/2014 18:18:17: [AMXXTo enable debug modeadd "debug" after the plugin name in plugins.ini (without quotes).
L 05/27/2014 18:18:17Unhandled dynamic native error
L 05
/27/2014 18:18:17: [AMXXRun time error 10 (plugin "ttt_item_c4.amxx") (native "ttt_buymenu_add") - debug not enabled!
L 05/27/2014 18:18:17: [AMXXTo enable debug modeadd "debug" after the plugin name in plugins.ini (without quotes).
L 05/27/2014 18:18:17Invalid array handle provided (0)
L 05/27/2014 18:18:17: [AMXXRun time error 10 (plugin "ttt_items_base.amxx") (native "ArrayPushArray") - debug not enabled!
L 05/27/2014 18:18:17: [AMXXTo enable debug modeadd "debug" after the plugin name in plugins.ini (without quotes).
L 05/27/2014 18:18:17Unhandled dynamic native error
L 05
/27/2014 18:18:17: [AMXXRun time error 10 (plugin "ttt_item_deathstation.amxx") (native "ttt_buymenu_add") - debug not enabled!
L 05/27/2014 18:18:17: [AMXXTo enable debug modeadd "debug" after the plugin name in plugins.ini (without quotes).
L 05/27/2014 18:18:17Invalid array handle provided (0)
L 05/27/2014 18:18:17: [AMXXRun time error 10 (plugin "ttt_items_base.amxx") (native "ArrayPushArray") - debug not enabled!
L 05/27/2014 18:18:17: [AMXXTo enable debug modeadd "debug" after the plugin name in plugins.ini (without quotes).
L 05/27/2014 18:18:17Unhandled dynamic native error
L 05
/27/2014 18:18:17: [AMXXRun time error 10 (plugin "ttt_item_defarmor.amxx") (native "ttt_buymenu_add") - debug not enabled!
L 05/27/2014 18:18:17: [AMXXTo enable debug modeadd "debug" after the plugin name in plugins.ini (without quotes).
L 05/27/2014 18:18:17Invalid array handle provided (0)
L 05/27/2014 18:18:17: [AMXXRun time error 10 (plugin "ttt_items_base.amxx") (native "ArrayPushArray") - debug not enabled!
L 05/27/2014 18:18:17: [AMXXTo enable debug mode


Flick3rR 05-27-2014 12:28

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Add debug after plugin name in plugins.ini, so we can see where the error is. Would be quite easier.

GuskiS 05-27-2014 18:35

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Also, make sure you haven't changed the order of files provided from my package.

asdfdsdf 05-27-2014 18:48

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Ok thx works fine now

tanayraj 05-30-2014 02:43

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Please upload the latest version with all bug fixes and can you compile it to a single sma?

Xalus 05-30-2014 13:43

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Guskis, there are other ways to make Traitors more visible for eachother instead of glow (with addfulltopack)

Like a trail that follows player (thats sent to all traitors), or a round circle around them. Cus I think its needed to make them a bit more vissible. When u start a battle, and more players come, u just shoot them all, you dont have the time to checkout if its traitor or not, its a life or die situation!

saithan 06-02-2014 14:53

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Hello, i have a lil problem, everytime map changed, after few seconds my server crashed, is that mod compatible with 6132 engine? only run without problem on dust2


Plus: i have no problem with v2.3.0, this error appear only with lastets v2.3.3

http://oi59.tinypic.com/xddm5h.jpg

GuskiS 06-03-2014 14:31

Re: [v2.3.3, May 22] Trouble in Terrorist Town mod
 
Pushed a little update, didn't have a lot of time because of exams and fixing bugs in MurderMod.

Quote:

Originally Posted by tanayraj (Post 2144306)
Please upload the latest version with all bug fixes and can you compile it to a single sma?

Uploaded the latest. But I won't make it in one file, that would be the same if you would ask ZP to be made in one file... It is easier to maintain the code and check for errors.

Quote:

Originally Posted by Xalus (Post 2144520)
Guskis, there are other ways to make Traitors more visible for eachother instead of glow (with addfulltopack)

Like a trail that follows player (thats sent to all traitors), or a round circle around them. Cus I think its needed to make them a bit more vissible. When u start a battle, and more players come, u just shoot them all, you dont have the time to checkout if its traitor or not, its a life or die situation!

Added something similar to what you suggested. With TE_BEAMCYLINDER, but I couldn't find a way to make a static ring around players, now it is pulsating.

Quote:

Originally Posted by saithan (Post 2145914)
Hello, i have a lil problem, everytime map changed, after few seconds my server crashed, is that mod compatible with 6132 engine? only run without problem on dust2


Plus: i have no problem with v2.3.0, this error appear only with lastets v2.3.3

http://oi59.tinypic.com/xddm5h.jpg

I don't know what's the problem, maybe some files are corrupt or something. I'm using latest beta build on my linux server and everything is working fine with last version. Make sure you have files ordered in the same order as in my package(in plugins-ttt.ini).

jingojang 06-03-2014 15:48

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by GuskiS
Pushed a little update, didn't have a lot of time because of exams and fixing bugs in MurderMod.

Did you create a MurderMod aswell?

GuskiS 06-03-2014 17:30

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Yes, but having issues with server crashing :/

Backstabnoob 06-12-2014 09:46

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
I checked your code and while there are quite a few small mistakes you could get rid of, it's acceptable for approval (especially for a plugin of this scale).

If you want more information about what you could improve, feel free to drop me a PM.

Good job, approved.

GuskiS 06-12-2014 16:22

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Why PM? Can't you just type them here?
Thx for approval :)

thepirate_dz 06-13-2014 11:18

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
I have a idea
when a terrorist kill his partner he lose 45 hp
so when he kill 3 partner die !

GuskiS 06-13-2014 11:31

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Thanks, thepirate_dz, I will add it to my list, I'm gonna rework the punishment system someday :)

Bloods 06-15-2014 13:47

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by GuskiS (Post 2151088)
Thanks, thepirate_dz, I will add it to my list, I'm gonna rework the punishment system someday :)

Bad idea. I play TTT everyday at neonDragon and pff, rdm's happen but the punishment is a loss of karma..

Sometimes when you plant a bomb the bomb doesn't explode, and there has been 1 time I've planted the bomb and changed the timer to 30 seconds and it went off after 5 seconds and then 25 seconds later again.

And the ump scanner is a little bugged, it would be nice that if the person is innocent they turn green, if the person is a traitor they turn red.

Aswell as that, maybe add a traitor glow because some traitors kill each other and they see the sign too late so make traitors see other traitors as red.

Thanks for the releasal. Good luck.

GuskiS 06-15-2014 15:36

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Why bad idea? I'm planning to make it more dynamic, so you could chose your own punishments and/or combine them.
I don't know, it might that nD uses some old version. Can't remember if I changed/fixed something in C4 since release.
UMP scanner isn't bugged, it is made that way. As for your suggestion, I'm too lazy to create new weapons with abilities.
I have already added something to make detective and traitor more visible, some sort of glow around them but something more lighter for engine than in nD.

Jhob94 06-15-2014 18:02

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Take a look here
Might help you :)

GuskiS 06-15-2014 18:07

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Thanks, but as said before I don't want to use/include such heavy/demanding functions.

Bloods 06-15-2014 18:53

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by GuskiS (Post 2152311)
Thanks, but as said before I don't want to use/include such heavy/demanding functions.

No offence but it sucks the way it is.. It needs a glow, the ump scanner needs a glow... Play on the nD server and you'll see what I mean, that's the way everyone likes it and currently the version I use teh ump scanner has normal bullets to a normal ump and it pushes a guys screen away.........

Jhob94 06-16-2014 14:24

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by GuskiS (Post 2152311)
Thanks, but as said before I don't want to use/include such heavy/demanding functions.

You can make a cvar, then it is up to who use it, decides if want to use it or not.

GuskiS 07-10-2014 14:39

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Does anyone have any suggestions before I make next release?
I have added player glow specific to colors, I might add gun that checks player what he is.
Also, I have added API for easily changing models, sounds, sprites from one .ini file. And added one file which will make buying avaiable everywhere(it wasn't working before :().

So yea, there are other fixes which I can't remember because they were done before today(in private 2.3.5 version), so please, give suggestions :)

KaranMohadkar 07-17-2014 15:07

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
when that private version is going to be released ? :3

GuskiS 07-17-2014 17:06

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Atm testing some things. Have to find bug which makes game restart in mid game.
Maybe you have some requests or bugs or improvements?

CookieCrumbler 07-17-2014 19:49

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Map entity for traitor tester room that triggers green or red light_spot

Support for a func_button that will only work for traitor

GuskiS 07-18-2014 06:19

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
First we would need a map, that has something like that. After that making tester is easy.
Same goes for func_button.

monkey. 07-28-2014 15:44

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
I would like something like an admin weapon menu instead of the random weapons, everyone starts with the crowbar and admins with some access flag can set where what weapon spawns on a map and it would save the weapons on the map. I hope this is understandable and possible

GuskiS 07-28-2014 16:06

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by monkey. (Post 2175304)
I would like something like an admin weapon menu instead of the random weapons, everyone starts with the crowbar and admins with some access flag can set where what weapon spawns on a map and it would save the weapons on the map. I hope this is understandable and possible

https://forums.alliedmods.net/showthread.php?p=628910
You could also try somesort of CSDM weapon spawner. I don't know how it works, but should be easily adjusted.
Also, https://forums.alliedmods.net/showthread.php?t=75902 this tool could create random spawns (if configurated correctly) and then used with CSDM weapon/item spawner, maybe with that first plugin too, if only origin is needed for weapon.

monkey. 07-29-2014 11:53

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
I'm not using the mod myself just thought it would be more like the gmod version if weapons spawned on the map instead of players having random weapons, i would want an improved prophunt mod right now, the last prophunt mod is from like 2011 and i would like a lot of stuff to be changed in it but im not that good in coding -.-. but good luck with your ttt mod

GuskiS 07-29-2014 12:31

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
It would take me a lot of work to make spawns for maps. So I can suggest that plugin.
I started working on prophunt, but in CS 1.6 setting size excatly as model looks like is hard :/

KaranMohadkar 07-29-2014 15:08

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
#post
v2.3.5

with

Quote:

Originally Posted by GuskiS (Post 2165280)
I have added player glow specific to colors, I might add gun that checks player what he is.


monkey. 07-29-2014 15:36

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
the prophunt that is out right now is fine but i would like some stuff like props are always ducking but are still as fast as normally so they can get through small places while being small objects and maybe some other modifications on the mod, but thats enough off topic here.

EDIT:and i just now started seeing how many bugs the prophunt mod has -.-

bener97 08-08-2014 20:27

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Hello, I would like to know how to remove the granade you get at the beginning of the round, because thanks to this there is a bug that tells you who the traitor. In advance, thank you very much.

GuskiS 08-09-2014 12:30

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
How does that tell you that?

Lokogaditano 08-13-2014 08:20

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
the deathmsg plugin dont work properly

Sometimes appear who killed a player, sometimes not

can you fix?

alan_el_more 08-13-2014 10:09

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Just traitors, deads, victim and killer can see deathmsgs

Lokogaditano 08-14-2014 09:08

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
but....its better if nobody knows who kill somebody

Any chance to disable all deathmsg when somebody kill someone?

thx

bibu 08-14-2014 10:14

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Sadly I find only one server running this mod, and it's always empty. :/

KaranMohadkar 08-14-2014 10:31

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by bibu (Post 2183922)
Sadly I find only one server running this mod, and it's always empty. :/

i know only 1 server with a modified version of this mod and its quite better :3
and its not empty :3

alan_el_more 08-14-2014 16:34

Re: [v2.3.4, June 3] Trouble in Terrorist Town mod
 
Quote:

Originally Posted by Lokogaditano (Post 2183894)
but....its better if nobody knows who kill somebody

Any chance to disable all deathmsg when somebody kill someone?

thx

It could be great a cvar that manage who can see deathmsg.

Like this:
ttt_show_deathmsg
0 - nobody
a - traitors
b - dead
c - spectators


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