.:`=-~rANdOm~`-=:. Game Servers

.:`=-~rANdOm~`-=:. Game Servers (Read Only) => Projects => Topic started by: Cake Faice on August 03, 2010, 03:09:47 PM

Title: Tratior vs. Detective[Fail]
Post by: Cake Faice on August 03, 2010, 03:09:47 PM

==========================================================================================

Edit: Sorry guys, Coolz never responded back to me. He said something about people QQ'ing about it being unbalancing, but even though I tried to talk to coolz about balancing...no reply. Im still leaving the link up just incase, but until coolz can actually reply to me, telling me a simple yes or no...guess the TTT pack wont happen.


ATTENTION TO MAP MAKERS: DOWNLOAD THIS CUSTOM .FDG FILE TO USE THE NEW WEAPONS IN YOUR MAPS OR UPDATE YOUR MAPS WITH THEM! (http://www.mediafire.com/?eyoipr6kn86vvr0)


(Re-download this)DOWNLOAD THE PACK NOW! (http://www.mediafire.com/?mofnhsg36d6k7l0)

Use the console commands to test out in singeplayer:

(Make sure you downloaded a hard copy of ttt overide the blank gamemode with "terrortown")

give weapon_ttt_(name)

ttt_debug_preventwin 1
ttt_minimum_players 1
===================================================================================================


THE NEW WEAPONS


Innocents (Update your maps with these guns)


M3 Pump Shotgun:
(Comparing to Shotgun)


More Damage
More accurate
Slower firing speed
Smaller Clip Size
One less pellet per shell


Glock
(Comparing to pistol)


Faster Firing speed
 More Accurate
Less Damage Done
5% Smaller clip size



Detectives



MP5
(Comparing to UMP Prototype)



Way more damage done
Faster Firing speed
Less Recoil

Alot more inaccurate



USP
(Comparing with Glock)



Slightly less recoil
Way more damage done

More Inaccurate
Smaller Clip size


Traitors

AK-47
(Comparing with M16)


Hella faster firing speed
Slightly less recoil
66% More clip size

Hella inaccurate
Alot lower damage


Silenced Sniper Rifle
(Comparing with Rifle)



Alot more damaged done
Slightly faster loading time
Virtually Silent.

Less accurate
Hella smaller clip size


And thats all the new weapons. If there are any balancing issue's, then please. By all means post here and talk about how I can better balance them.

(http://a.imageshack.us/img401/1250/tttaltbordersb130000.jpg)

Oh hai thar. Recently, the traitors and detective's have been at each others throats for a while now. As the detective is every traitors #1 target and the detective using 1337 killz to track down the traitors. But lets bring the competition to a whole new level.

RND's First TTT Weapon pack

Recently, the traitors and detective's are in the process of being given new weapons to fight each-other with. Guns specifically. Check this thread regularly tp see any new updates.



(Sadly, since I cannot get custom models to work, the weapons will be based off of CSS models but with unique ability's to my lua knowledge limit)

Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 03, 2010, 03:15:36 PM
This will ruin the game, but at least we can have fun while we do so.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 03, 2010, 03:17:16 PM
...and how so?
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cable on August 03, 2010, 03:22:39 PM
lolololol i like the last vote option XD jk
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 03, 2010, 03:48:09 PM
Well, let's make a theoretical situation.

There are - let's say - 12 players on the server at one time.

Bob
Pete
Jim
Richard
Johnny
Faggot
Arse
Packaged Ninja Waffles
Jenny
Nick
Sam
Robert

Now, each of those players will pick up 1 primary weapon at the beginning of the round.

Bob - Shotgun
Pete - Mac10
Jim - Rifle
Richard - M16
Johnny - Shotgun
Faggot - mac10
Arse - rifle
Packaged Ninja Waffles - M16
Jenny - shotgun
Nick - rifle
Sam - mac10
Robert - m16

Now let's select traitors and a detective. (I did this randomly)


Bob - Shotgun
Pete - Mac10
Jim - Rifle
Richard - M16
Johnny - Shotgun
Faggot - mac10
Arse - rifle
Packaged Ninja Waffles - M16
Jenny - shotgun
Nick - rifle
Sam - mac10
Robert - m16

Now, if one of the traitors kill someone, any 1 person would have a 1/4 chance to kill a traitor (well I guess 2/4 chance now if it's a rifle kill) based on what weapon was used. Except shotgun. If the shotgun dude killed a traitor, people will know not to kill the detective. That's a 1/3 chance.

Now let's replace these weapons randomly by adding 3 new weapons. Only 3.

Bob - Shotgun
Pete - AK47
Jim - Rifle
Richard - M16
Johnny - Grenade Launcher (?) lol
Faggot - mac10
Arse - rifle
Packaged Ninja Waffles - Laser Cannon
Jenny - shotgun
Nick - rifle
Sam - Laser Cannon
Robert - m16

Now if the shotgun guy kills someone, any one person has a 1/2 chance to kill a traitor if they kill anyone they see.
If a rifle person kills someone, they now have a 2/3 chance. Do you see where I'm going with this.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 03, 2010, 03:52:54 PM
What the-


I got lost at the fraction part. I dont think im catching your drift.

Lol im not making lazer cannons or anything. Just basic, get to the point guns.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 03, 2010, 03:58:00 PM
The point is, the more weapons there are, the easier it is to tell who's traitor. Let's make it extreme now.

Bob - Shotgun
Pete - Mac10
Jim - Rifle
Richard - M16
Johnny - Laser cannon
Faggot - AK47
Arse - Ninja Star (?)
Packaged Ninja Waffles - Grenade Launcher
Jenny - Crossbow
Nick - Minigun
Sam - Faggot SHit
Robert - Spark Plugs

Okay, look at the above chart. You are an innocent. There are 8 new weapons. 1 person is killed, and you identify it and he was killed by a Mac10.

Which possible people could have killed him.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 03, 2010, 04:08:26 PM
Well I was only going to add 4 or 5 new weapons.

But I dont think your theory makes a difference. Its up to the map maker to place just the right balance of weapons. What you suggested would only apply if:

OH HAI GUYZ, IM GOING TO ADD NORMAL TTT WEAPONS BUUUT ADD IN A NEW GUN THAT ANYONE CAN FIND!

*Compiles map and adds to server*

Player 1 becomes traitor and picks up the only custom weapon.

Player 1 boom head-shots detective and 5 minutes later he joins other players in server in 1 area.

The Whole group notice's he's on the only one with the custom wep.

???

PROFIT.

Its a matter of balance really. What your saying would have ruined our TTT if we choosen ttt_altborders.

3/4 of weapons in that map are deagles and you'd find maybe 2 shotguns, 1 rifle and m16 and a few para's, and if the player uses another weapon besides the deagle to kill...then it would be a 2/4 chance of him being a traitor.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 03, 2010, 04:22:32 PM
Okay let's do it with your scenario.
There is a 100% even balance between custom and normal TTT weapons on the map.
For the purpose of this, the 4 weapons are: Spark Plugs, AK47, Crossbow, and Penis.

Bob - Shotgun
Pete - Mac10
Jim - Rifle
Richard - M16
Johnny - Spark Plugs
Faggot - AK47
Arse - Rifle
Packaged Ninja Waffles - Mac10
Jenny - Crossbow
Nick - Penis
Sam - SHotgun
Robert - Penis

1/2 to kill a traitor if someone is killed by shotgun. 100% chance to kill traitor if they were killed by M16, and 100% chance to kill traitor if they're killed by crossbow.

You system will still make if sofa king easy to tell who the traitors are.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Frank on August 03, 2010, 04:23:47 PM
Stupid Itchy dunno how to drop weapons and how to be a smart Tray'a.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 03, 2010, 04:26:13 PM
Stupid Itchy dunno how to drop weapons and how to be a smart Tray'a.

....

I never thought of that.


Itchy, I think that throws your logic off a bit more.

Until the detective DNA checks the weapons...but they'd be a first target.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 03, 2010, 04:27:18 PM
Well frank, I'd expect this mod wouldn't just add extra weapons on a map, but rather replace some.

And frank, when everyone spawns, you usually remember who has which weapons don't you.
Faggot.

@cake well no lol. because there will probably only be 1 or 2 of each weapon on the map. and you usually remember who has which weapon >.>
at least I do. That's why I kick ass as innocent.

Let's just put it this way: if you make this weapon mod, it will make being an innocent exponentially easier for me. Maybe not other people, but it will for me.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 03, 2010, 04:30:39 PM
Lol, wut I had in mind that it would add. But like previously stated, its up to the map makers for balance and up to the traitor to make his moves wisely. Not all traitors have to use the new weapons too.

Heck, I dont even think I can find anyone who can make a new .fgd for map makers to use the new weps.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 03, 2010, 04:32:22 PM
Either way, it will mess up the game. Trust me. The only reason that there aren't more weapons now is because they know that it will fuck it up.

That's also the reason why they're making more traitor/detective weapons instead.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 03, 2010, 04:33:29 PM
Well Besides, im not going to release in the next week or so. Im going to take time to review them, figure out the balances and stuff.

Maybe 3 of the 5 or 6 weapons will be for detective/tratior.


Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 03, 2010, 04:34:46 PM
fucked up or more fucked up? xD
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 03, 2010, 04:37:16 PM

2nd, I can make a BIG GAINT AK-47 THAT HAS 999 BULEETS AND SHOOTS BABYS THAT EXPLODE INTO POOLS OF FLAMES UNTIL EVERYONE'S PAGE MEMORY GET USES UP AND TEH ENGINE CRASHES! But nah, not liek coolz would put that on  O0

Either way...ITS GONA MAKE U JIZZ IN UR PANTSAKLJDASKLJDLKASDASD
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Don on August 03, 2010, 05:48:48 PM
I only demand one weapon.
A silenced sniper for traitors. That would be amazing.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Tomcat on August 04, 2010, 09:24:39 AM
I would make most of the weapons VERY rare and/or traitor/detective only
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 04, 2010, 10:56:07 AM
I finished 1 easy to do weapon for traitor. But im having trouble with another one for detective that actually uses custom models. Big gaint error signs and no sounds :C
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Don on August 04, 2010, 10:57:36 AM
SILENCED SNIPER FOR TRAITOR SILENCED SNIPER FOR TRAITOR SILENCED SNIPER FOR TRAITOR
Do it.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Alphaggot on August 04, 2010, 10:59:49 AM
SILENCED SNIPER FOR TRAITOR SILENCED SNIPER FOR TRAITOR SILENCED SNIPER FOR TRAITOR
Do it.

Pro Idea  :thumbsup:
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 04, 2010, 11:38:31 AM
Alright, I'll add a silenced sniper for tratiors. But for an odd reason, model hexing is not working for me and since im B&'d from facepunch for stating that gmod.org needs moderation...yea. It might take awhile to solve.  :cake:
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Tomcat on August 04, 2010, 11:40:16 AM
Alright, I'll add a silenced sniper for tratiors. But for an odd reason, model hexing is not working for me and since im B&'d from facepunch for stating that gmod.org needs moderation...yea. It might take awhile to solve.  :cake:


proxys
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 04, 2010, 11:42:36 AM
Silenced sniper for traitor should cost 2 credits.
The only reason the silenced pistol isn't a silenced sniper is because it'd make it way to easy to get away with it.

This, and also at any range where a sniper would be necessary, you can't hear the scout noise anyway.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 04, 2010, 11:45:09 AM
...every time I post I find itchy right below me.

Yea, I get it. They could be a potential unbalance. I know a thing or 2 about balancing, and i'll do it. So please, try not to get your pingaz all up in da bunch here

kthxbai.
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Кrаsher on August 04, 2010, 11:47:16 AM
[font='trebuchet ms']And why?[/font]
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Frank on August 04, 2010, 11:50:35 AM
[font='trebuchet ms']And why?[/font]
fail'd
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: ItchyDani3l on August 04, 2010, 11:54:03 AM
Tomcat's idea might work, but there's just no way that adding 4 much less 5 weapons to the game will not break it.

(unless you only put one special weapon on each map, which might work.)
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 04, 2010, 12:01:39 PM
I am using special weapons for traitors/detectives. I think they're might be 1 or 2 weapons that everyone can use.

Oh and btw, all I had to do was clear the cookies for facepunch only and tada, i can see all the tutorials XD
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Mr. Franklin on August 04, 2010, 02:40:25 PM
so when is this gonna happen?
Title: Re: TTT New Weapons pack [NOT STARTING YET]
Post by: Cake Faice on August 04, 2010, 03:10:16 PM
Right now, unless I use default css models...not going so well.

TTT is sorta hard to understand and the custom models keep fucking up. If someone could help with this problem, then please...use steem fagmuffins.
Title: Re: Tratior vs. Detective[%10]
Post by: Cake Faice on August 04, 2010, 05:56:38 PM
Gave teh pack a name and a story for the lulz.  :cake:
Title: Re: Tratior vs. Detective[%10]
Post by: Don on August 04, 2010, 06:07:33 PM
loldoublepost
I got another stupid idea for a stupid Traitor weapon.
Some device to clean the DNA from objects. Only usable once or something.
Title: Re: Tratior vs. Detective[%10]
Post by: Frank on August 04, 2010, 06:11:30 PM
^Gloves.
They work all the time you're alive. Cost 1 credit. Leave no DNA traces with these gloves.
Leather gloves for übercoolness.
Title: Re: Tratior vs. Detective[%10]
Post by: ItchyDani3l on August 04, 2010, 06:33:13 PM
Did you seriously just edit this entire thread.
Title: Re: Tratior vs. Detective[%10]
Post by: Cake Faice on August 04, 2010, 06:50:57 PM
MAAAAAAAAAAAAAYBEEEEEEEEEEEEEH


edit: You fags arent playing teh game >:C
Title: Re: Tratior vs. Detective[Finished!]
Post by: Cake Faice on August 05, 2010, 11:24:23 AM
This is worthy of a double post. I have finished the pack. I dont think coolz knows (or saw this thread) but hopefully he will review it. Discuss balancing and map updating, and get it live on our servers.

To those who wanted other equipment like DNA hiding gloves...sorry. But I dont know that much about lua.
Title: Re: Tratior vs. Detective[Finished!]
Post by: Frank on August 05, 2010, 11:36:09 AM
FFS IT'S TRAITOR NOT TRATIOR

And good shit.
Title: Re: Tratior vs. Detective[Finished!]
Post by: Cake Faice on August 05, 2010, 11:41:08 AM
Spelling fail :C
Title: Re: Tratior vs. Detective[Finished!]
Post by: ItchyDani3l on August 05, 2010, 12:35:42 PM
cake face u jerk -_-

voting down my posts.

 :gtfo:
Title: Re: Tratior vs. Detective[Finished!]
Post by: Tomcat on August 05, 2010, 01:05:20 PM
Nice Job I really like how you balnced out the weapons so idiots cant just think they are better than all of the other ones
Title: Re: Tratior vs. Detective[Finished!]
Post by: Cake Faice on August 05, 2010, 01:19:33 PM
cake face u jerk -_-

voting down my posts.

 :gtfo:

Hay jerkfaic, I didnt vote down your post. Matter fuct, ill up your post.


YOU GUYS GOTTA REDOWNLOAD OR DO IT MANUALLY:

I accidentally miss-pelt entities.
Title: Re: Tratior vs. Detective[Finished!]
Post by: ItchyDani3l on August 05, 2010, 01:45:05 PM
(http://i483.photobucket.com/albums/rr200/ItchyDani3l/uhm.jpg)

(http://i483.photobucket.com/albums/rr200/ItchyDani3l/uhm_2.jpg)

And don and frank can go fuck themselves. I have replacements if you guys don't want  to be in the machinima.

 >:(

Lol, and I see what you did there cake face.
>.>
Title: Re: Tratior vs. Detective[Finished!]
Post by: Don on August 05, 2010, 01:51:03 PM
RESPECT IS MOTHERFUCKING SERIOUS BUSINESS BITCH
Title: Re: Tratior vs. Detective[Finished!]
Post by: ItchyDani3l on August 05, 2010, 01:53:26 PM
Hence my being not amused when cake face voted me down randomly.

I'm sure it would bother you too, wouldn't it ._.
Title: Re: Tratior vs. Detective[Finished!]
Post by: Cake Faice on August 05, 2010, 02:22:08 PM
OH BULLSHIT HAXS  :idk:

Alright, so u caught me red handed..but I voted all your post's up again :C
Title: Re: Tratior vs. Detective[Finished!]
Post by: ItchyDani3l on August 05, 2010, 02:42:20 PM
Lol, and I see what you did there cake face.
>.>
Title: Re: Tratior vs. Detective[Finished!]
Post by: Waffle on August 05, 2010, 09:29:27 PM
I wouldn't mind 1-2 new weps for general map use. Finding a weapon on some maps is MURDER (like you get murdered before you can find something :c)
Title: Re: Tratior vs. Detective[Finished!]
Post by: UberLord on August 05, 2010, 10:30:22 PM
I think a few new weapons would had a little something something to TTT. You know what they say, "Variety is the spice of life."
Title: Re: Tratior vs. Detective[Finished!]
Post by: Cake Faice on August 06, 2010, 10:54:38 AM
arrg, still waiting for coolz's pingaz seal of approval.



edit: I dont think he approved :(
Title: Re: Tratior vs. Detective[Fail]
Post by: Don on August 16, 2010, 12:52:52 PM
bump?
Title: Re: Tratior vs. Detective[Fail]
Post by: Jman on August 16, 2010, 03:47:12 PM
bump?


:/
Title: Re: Tratior vs. Detective[Fail]
Post by: Cake Faice on August 16, 2010, 06:26:05 PM
You can bump all you want but it prolly wont help :(