Poll

Do you want new guns for TTT?

Yes
33 (75%)
No
11 (25%)

Total Members Voted: 44

Author Topic: New weapons for TTT  (Read 736 times)

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Offline Сєşάя

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Re: New weapons for TTT
« Reply #60 on: August 27, 2011, 05:14:09 PM »
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Thanks to Smasters, the pump shotgun works.

All weapons but the M14 are CS:S.
Coolz has told me that its ok to do a few custom models cause fastdl works great.

New guns different from CS:S could be good. Don't put all swep, but take 2 or 3 guns. The cool link for some guns is http://www.garrysmod.org/downloads/?a=view&id=120698

Offline Deacon

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Re: New weapons for TTT
« Reply #61 on: August 27, 2011, 05:25:33 PM »
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New guns different from CS:S could be good. Don't put all swep, but take 2 or 3 guns. The cool link for some guns is http://www.garrysmod.org/downloads/?a=view&id=120698

You keep posting this link but you don't tell me WHAT ONES YOU WANT lol. I am trying to keep the game balanced as I can so keep that in mind.

Also, speaking of balance;


The spread difference and buckshot difference between the m3(pumpshotty) and the xm1014 ("shotgun")
The m3 does a bit more damage with a tradeoff of less headshot multiplier (should still be lethal), less accuracy, and slower firing time

Offline Сєşάя

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Re: New weapons for TTT
« Reply #62 on: August 27, 2011, 05:50:21 PM »
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The guns is a entity or weapon?

Offline Deacon

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Re: New weapons for TTT
« Reply #63 on: August 27, 2011, 06:29:32 PM »
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The guns is a entity or weapon?

weapons. simple scripts determine the models of the weapon, and ttt does the rest. so all i really need are the v_models and w_models of each gun to be used

Offline Сєşάя

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Re: New weapons for TTT
« Reply #64 on: August 27, 2011, 06:48:03 PM »
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I cant put the images, but find by the link http://www.garrysmod.org/downloads/?a=view&id=120698 (again):

AK-47
Barret
M4
MP5

Only that  :)


Offline Deacon

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Re: New weapons for TTT
« Reply #65 on: August 27, 2011, 07:52:14 PM »
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I cant put the images, but find by the link http://www.garrysmod.org/downloads/?a=view&id=120698 (again):

AK-47
Barret
M4
MP5

Only that  :)

I have an AK-47
The M4 is already in TTT
I will add the barret...IF i can make it work without complete bullshit. I'm thinking of using the .416 platform (single shot, incredibly accurate, high power)


Ok i like this pack.
Got all the models and no texture issues.
What guns would you all like to see? I have done the:

-AK47
-FAMAS
-M14
-MP5
-M3 (Pump Shotgun)
-(TBC) Barret ".416"
« Last Edit: August 27, 2011, 08:26:17 PM by Deacon »

Offline Hotgreensoldier

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Re: New weapons for TTT
« Reply #66 on: August 27, 2011, 09:42:12 PM »
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These are the weapons that I think should be added for now...

Body bomb for traitors: 1 credit, single use. Can only be placed on identified bodies/using a defuser on a body (if a detective is cautious enough to use it) the body bomb will be defused and a message will appear telling you that you defused it.

Flashbang for detectives: 2 credits, 2 flash's. Blinds anyone who is looking in the direction of the flash/does not affect other detectives.

AK47, as presented by Deacon :>
Pump shotgun, as presented by Deacon :>
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Offline Deacon

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Re: New weapons for TTT
« Reply #67 on: August 27, 2011, 10:00:40 PM »
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These are the weapons that I think should be added for now...

Body bomb for traitors: 1 credit, single use. Can only be placed on identified bodies/using a defuser on a body (if a detective is cautious enough to use it) the body bomb will be defused and a message will appear telling you that you defused it.

This would take a major coding overhaul. We'd have to add our own system to ttt (to track the entity, keep it from falling off the body, glitching into walls, etc. TTT just doesn't have that in it already, not to mention-), which, upon updating garrysmod, would cause it to become unstable and glitch. Considering how often gmod gets updated, we'd be pretty fucked.

Flashbang for detectives: 2 credits, 2 flash's. Blinds anyone who is looking in the direction of the flash/does not affect other detectives.


Close, but not quite. Too hard to code in teamflashing, and also unrealistic. Discombobs push everyone around, so the flash should do the same. You can only have an item cost 1 credit, per the ttt authors wishes. Can't be done.

AK47, as presented by Deacon :>
Pump shotgun, as presented by Deacon :>


These, and others, ready to go :>


Offline Сєşάя

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Re: New weapons for TTT
« Reply #68 on: August 28, 2011, 08:30:01 AM »
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Quote from: Deacon
I have an AK-47
The M4 is already in TTT
I will add the barret...IF i can make it work without complete bullshit. I'm thinking of using the .416 platform (single shot, incredibly accurate, high power)


Ok i like this pack.
Got all the models and no texture issues.
What guns would you all like to see? I have done the:

-AK47
-FAMAS
-M14
-MP5
-M3 (Pump Shotgun)
-(TBC) Barret ".416"

From wich pack?

Offline Don

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Re: New weapons for TTT
« Reply #69 on: August 28, 2011, 11:24:25 AM »
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I think your effort in this is great Deacon, and I love you

but I don't think there should be TOO many new weapons.
Maybe 2 or 3.

Offline Hotgreensoldier

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Re: New weapons for TTT
« Reply #70 on: August 28, 2011, 11:43:39 AM »
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I think your effort in this is great Deacon, and I love you

but I don't think there should be TOO many new weapons.
Maybe 2 or 3.

How about 2 new weapons for everyone, and 1 weapon for detective and traitor?
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Offline Deacon

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Re: New weapons for TTT
« Reply #71 on: August 28, 2011, 11:46:28 AM »
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I think your effort in this is great Deacon, and I love you

but I don't think there should be TOO many new weapons.
Maybe 2 or 3.

I love you too.

here's the story about them; Each map only has a few spots where it spawns random weapons (chooses from a list, what can spawn.). The 6 new weapons would have to beat all the other weapons (pistols, deagles, shotguns, rifles, mac 10, m16, huge) in order to spawn. These weapons can be added to the map via ttt's spawning script thing (which we may or may not use, depends on coolz'z plan), or left to spawn in these "random" spawn points. This means that the weapons, while diverse, will be rare to spawn. its entirely likely that 2-3 rounds can go without finding a "new" weapon. And most maps only have one or 2 of these spawn points, so there will only be at most 2-3 of the new weapons at a time

 And since I've worked hard to balance all these new weapons vs. what is currently in ttt, they will not change the gameplay other than providing new tactical situations to work with.



Trust me guys; I didn't put all the work into these for them to be overpowered and bullshit. You will enjoy this.

You'll just have to wait and see :>

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Re: New weapons for TTT
« Reply #72 on: August 29, 2011, 05:26:46 AM »
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Report a problem!

The ak-47 uses rifle rounds yet you can only carry 20 max rifle rounds while the ak uses 35 rounds.

Offline Сєşάя

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Re: New weapons for TTT
« Reply #73 on: August 29, 2011, 05:47:41 AM »
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Report a problem!

The ak-47 uses rifle rounds yet you can only carry 20 max rifle rounds while the ak uses 35 rounds.

I still can not play for did not have time. Eventually they will fix.

Offline Deacon

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Re: New weapons for TTT
« Reply #74 on: August 29, 2011, 09:53:53 AM »
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Report a problem!

The ak-47 uses rifle rounds yet you can only carry 20 max rifle rounds while the ak uses 35 rounds.

Thank you for reporting this, its an easy fix. I think 70 rounds max would be acceptable? (thats 35 in your magazine and 35 to spare. 2 full magazines of rifle ammo should be enough, we don't want AKs to take all the ammo on the map)

EDIT: I just checked my version of the code; the AK should let you carry 40 extra rounds. Will have to ask coolz