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bulletford

Joint Chief of Staff
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Posts posted by bulletford


  1. leak from tttgo log that made me laugh

     

    L 11/02/2015 - 18:48:02: [basechat.smx] "Junzou<3><STEAM_1:1:6997162><>" triggered sm_say (text  sG Staff right now -

    https://i.imgur.com/khAbhWP.gifv

     

     

    L 11/02/2015 - 19:31:04: [basechat.smx] "Junzou<7><STEAM_1:1:6997162><>" triggered sm_say (text  No, we are not getting DDoS'd.)
    L 11/02/2015 - 19:31:15: [basechat.smx] "Junzou<7><STEAM_1:1:6997162><>" triggered sm_say (text  Don't say that shit unless you know what you're talking about)
    L 11/02/2015 - 19:31:23: [basechat.smx] "Junzou<7><STEAM_1:1:6997162><>" triggered sm_say (text  Face and Fugner are working on the database)


  2. reduced the detective minimum player requirement default to 8 from 10(I'm pretty sure this was set in a config already, not sure)

     

    also note that for every 8 players there will be 1 detective, at 38 players there will be 4 detectives.

    For every 4 players there will be 1 traitor, and at 38 players there will be 9.


    • moved karma calculations to post damage, hoping to fix registry issues
    • removed base 25% damage reduction
    • fixed damage only counting towards karma on round end
    • made it so Innocents cant use the /team menu
    • fixed /togglemusic so you can re-enable round end music
    • added the cheer command from the default csgo radio to the blocked list
    • fixed some errors with the teams plugin
    • added debug messages to try to find the source of crashes
    • added a check for loadout to make sure you're alive when you are given your guns.

    • added a sm_toggglemusic command to disable round end music.

    • added a delay for slaynr so slayed players' bodies stay during the round, fixed a translations error, should show if there is an invalid target now.
    • fixed an error where a timer was being killed but the handle wasn't reset causing the round to not start.
    • fixed an error when telling traitors who their teammates were which was causing the message to not be sent.
    • deleted some unnecessary plugins that may have been causing the server to crash when the map started

    • restarts round when the first player joins the game so that weapons spawn when he is alone.
    • checks if player is on a team and count the amount of players active before attempting to start the round, currently a minimum of 2 players need to be on a team for roles to be selected.
    • fixed grenades sometimes disappearing after being picked up.

  3. Seeing as I've been a little slow on development recently I'm looking to spice things up with some new maps, If you have any suggestions for maps, please post them here.

     

     

    To start I'm going to be adding these ones.

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=334608347

    http://steamcommunity.com/sharedfiles/filedetails/?id=300560911

    http://steamcommunity.com/sharedfiles/filedetails/?id=296832948

    http://steamcommunity.com/sharedfiles/filedetails/?id=298307292

    icewerk


  4. gmod style special weapons are entirely possible with this gamemode, aside from custom models of course. Come up decent suggestions and I'll think about adding them. I may make decoys be discombobs and such.


  5. SO and above can now lock buttons on the map to traitors only.

     

    sm_addtbutton <@aim/Hammerid> <name_for_button> <Press from distance 0/1> <show sprite> \n(see ttt_log for hammerids) for admins and sm_removetbutton <@aim/Hammerid>

     

    adding a button to the list will make it usable only by traitors.

     

    also, detectives and traitors can use voice chat to talk to their team without any other team hearing it.

     

    bind c "+voicerecord;+teamchat"
     
     
    enjoy!

    • Made hinttext reformat every frame to be faster
    • Made it so ragdolls can confirm the death of players even if they leave the server
    • made scoreboard correctly show players kdr, it is updated when the player is identified or the round ends.
    • remove weapon spawns from maps if they are used as a special weapon
    • added sm_removeweapon to remove the closest weapon spawn(Does not work on spawns created by the map)
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