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TF2: Roll the Dice RTD - v0.4


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Njord
Junior Member
Join Date: Feb 2010
Old 02-28-2010 , 22:00   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #521

And that fixed it. Thanks

This command:
sm_rtd_admin "" With the command blank does that give everyone access to a command like sm_forcertd?
Or does it set only allow group x (from the flags) to have access to the RTD command?
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 02-28-2010 , 22:05   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #522

The command sm_forcertd can only be used by admins with the generic admin flag. sm_rtd_admin has no effect on it.
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lionheart1066
Senior Member
Join Date: Aug 2009
Old 03-01-2010 , 07:38   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #523

The Drug effect seems to remain stuck when the user dies, its kind of annoying.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 03-01-2010 , 08:54   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #524

Do you have any instant respawn plugins, if so, which one, and what respawn time are you using?
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B_Moriarty
Junior Member
Join Date: Mar 2010
Old 03-07-2010 , 18:35   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #525

Sorry if this is a stupid question but can this be turned on and off based on map or vote? thanks. Am i just to disable all manually (ie, sm_cvar_rtd_disabled "effect" for each effect_ in maps cfg or is there one cvar to turn it off completely?

Last edited by B_Moriarty; 03-07-2010 at 18:37.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 03-07-2010 , 18:45   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #526

Use the sm_rtd_enabled convar. Maybe put sm_rtd_enabled 1 in your server.cfg so it defaults to on and then make the vote set sm_rtd_enabled to 0.
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bouncer
Veteran Member
Join Date: Apr 2009
Old 03-21-2010 , 12:50   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #527

does this generate a config file or something in cfg/sourcemod?

if not, we type it into server.cfg and save it?

Also, how to remove all bad results so that players can only get good things?

thanks
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WGSXFrank
Member
Join Date: Apr 2010
Old 04-04-2010 , 15:22   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #528

Hey guys,

I'm very new to this whole sourcemod thing. However, I've fallen in love with the RTD mod and have been using it on my server for a while.

Here's the thing: I'm getting bored of the same old effects.

Would it be possible to add the following things to RTD?:
Good rolls:
Rapid Fire - Increases firing rate greatly for x amount of seconds
Flight - Like noclip, but without the ability to go through walls
Crit cloud - Grants teammates in radius mini-crits for x amount of seconds. (like the buff banner does)

Bad rolls:
360 degree fov - increases fov by a great amount for x seconds
Plague Cloud - causes damage over time to all teammates in radius
Weakened - You take crit damage from all attacks for x seconds

Any help from anyone experienced with alternate rtd powers would be greatly appreciated.
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pheadxdll
AlliedModders Donor
Join Date: Jun 2008
Old 04-16-2010 , 20:29   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #529

I'll add some more rolls once 1.4 becomes stable. Let me know your ideas for rolls.

For now, I made some changes to the invisibility code to fix some possible problems. Won't effect anything on the user-end.
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WGSXFrank
Member
Join Date: Apr 2010
Old 04-17-2010 , 00:19   Re: TF2: Roll the Dice (0.3) NEW!
Reply With Quote #530

Sounds great! I can't wait!

If I think of any other rolls, I'll be sure to post them.

By the way, is there any way to set the effect time on individual effects? For instance, noclip lasts 10 seconds while frozen last 15 and speed lasts for 20?

Thanks for all the hard work!
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