Prop Hunt - vb5 is out

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Tux
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RE: Prop Hunt

Post#21 by Tux » Tue Apr 22, 2014 7:11 am

when can players submit their own taunts? ;]
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Last edited by Tux on Tue Apr 22, 2014 7:24 am, edited 1 time in total.
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RE: Prop Hunt

Post#22 by Kokiri » Tue Apr 22, 2014 8:33 am

Smoke weed everyday taunt pls :D
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RE: Prop Hunt

Post#23 by CloudFlash » Tue Apr 22, 2014 8:40 am

Is this mod compatible with wdi maps?
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RE: Prop Hunt

Post#24 by fr blood » Tue Apr 22, 2014 8:44 am

Nein Nein Nein Nein Nein Nein ...

Very nice :D
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uggi121
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RE: Prop Hunt

Post#25 by uggi121 » Tue Apr 22, 2014 8:52 am

I think I found a bug, whenever someone chooses random and that forced random message appears, he dies at the beginning of the round.. Also. there seem to be frequent mass kicks in this server
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RE: Prop Hunt

Post#26 by Cruduxy » Tue Apr 22, 2014 11:11 am

Random was fine I played with it all day yesterday :_
Most of the kicks I saw were authentication level failed on doom2.wad... you can figure out why they got kicked.
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RE: Prop Hunt

Post#27 by Hypnotoad » Tue Apr 22, 2014 11:33 am

As I said in the OP, ph_forcerandom is not currently a fully stable feature and I probably don't recommend using it unless your server uses the latest kpatch and enables user info change flood exemption. Otherwise you will get occasional kicks. The killing is deliberate however, it's needed to respawn the player as a random class, if you're referring to what I think you're referring to.

I am working on a more stable forced random feature, I have lately tried to use morphactor however I have run into a few problems:
1) Morphactor sometimes seems to occasionally fail, possibly when the player spawn is too close to the wall?
2) Morphed actors cannot crouch, and we need crouch enabled for the bigger props.

If anyone is aware of a robust way to implement forced random classes, please let me know as it would be a huge help!

EDIT: Fixed the morphing, was a coding error on my part
Last edited by Hypnotoad on Tue Apr 22, 2014 3:10 pm, edited 1 time in total.

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RE: Prop Hunt

Post#28 by Lollipop » Tue Apr 22, 2014 12:46 pm

I would have akk props be the same size and just give each class a weapon with it's own weapon.preferredskin, which would then beused for the random.
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RE: Prop Hunt

Post#29 by -Jes- » Tue Apr 22, 2014 1:42 pm

Map30s still have boss eyes, boss spawners making life miserable for props and hunters alike.
If intended, at the very least +notarget the props.
Last edited by -Jes- on Tue Apr 22, 2014 1:51 pm, edited 1 time in total.

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RE: Prop Hunt

Post#30 by tyler12112 » Tue Apr 22, 2014 1:43 pm

Good feedback so far.
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RE: Prop Hunt

Post#31 by Frits » Tue Apr 22, 2014 1:44 pm

-Jes- wrote:Map30s still have boss eyes, boss spawners making life miserable for props and hunters alike.


Who plays on map30 anyway D:

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RE: Prop Hunt

Post#32 by -Jes- » Tue Apr 22, 2014 1:45 pm

Frits wrote:Who plays on map30 anyway D:


RANDOM ROTATIONS! :twisted:

Now for a gamebreaker idea: damagefactor slime <1 for props?

also, maybe make first three taunts safe from the infinite one?
Last edited by -Jes- on Tue Apr 22, 2014 2:35 pm, edited 1 time in total.

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RE: Prop Hunt

Post#33 by Ijon Tichy » Tue Apr 22, 2014 2:31 pm

I already suggested DamageFactor "Slime", 0 for props

since, y'know, techpillar don't care if it's in some nukage

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RE: Prop Hunt

Post#34 by -Jes- » Tue Apr 22, 2014 2:39 pm

0 could be exploited hard in maps with oceans/borders/pits tho.
0.2 would make nukage 1hp/sec, lava 2hp/sec, letting the stronger, bigger props hide out for a while.


REAL props and decor are apparently not touched, leaving 3d model packs compatible (and by extension a huge sploit).
Forcing models off would be nice.


Clips OP plis nerf!!1one
Last edited by -Jes- on Tue Apr 22, 2014 2:58 pm, edited 1 time in total.

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RE: Prop Hunt

Post#35 by Frits » Tue Apr 22, 2014 3:38 pm

-Jes- wrote:Clips OP plis nerf!!1one


Clip gets nerfed :)


The slime is a good idea as far as this doesn't turn giant lava fields or deep lava pits into op hiding spots.

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RE: Prop Hunt

Post#36 by -Jes- » Tue Apr 22, 2014 4:02 pm

Instead of the underslung grenade launcher, perhaps have a throwable?

This would fix certain maps, specifically indoor maps with elevator pits marines can't access.

Otoh if prop radius is normalized to player minimum, then this isn't necessary.
Last edited by -Jes- on Tue Apr 22, 2014 4:03 pm, edited 1 time in total.

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RE: Prop Hunt

Post#37 by Frits » Tue Apr 22, 2014 4:16 pm

-Jes- wrote:Instead of the underslung grenade launcher, perhaps have a throwable?

This would fix certain maps, specifically indoor maps with elevator pits marines can't access.

Otoh if prop radius is normalized to player minimum, then this isn't necessary.


All props have a radius of 16 only the height differs.

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RE: Prop Hunt

Post#38 by -Jes- » Tue Apr 22, 2014 4:21 pm

Not in beta 1.

Clip, Cell, Shell and Rocket have 14, while Shellbox oddly enough has 26!
Last edited by -Jes- on Tue Apr 22, 2014 4:22 pm, edited 1 time in total.

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RE: Prop Hunt

Post#39 by Frits » Tue Apr 22, 2014 4:23 pm

-Jes- wrote:Not in beta 1.
Shellbox oddly enough has 26!


lol Typo, thanks for spotting that.

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RE: Prop Hunt

Post#40 by Lord_of_D: » Tue Apr 22, 2014 4:57 pm

Now that i think it, i have some ideas for some taunts you could use(sure, if you want to) :

For Hunters:
-Skyrim and Oblivion guard quotes when they arrest you(example: STOP RIGHT THERE YOU CRIMINAL SCUM!)
-Omae wa mo shindeiru/You are already dead, from Hokuto No ken(i can see you use the famous ATATATATATA, so why not? btw, you should shorten the sound clip, its too large and it may spoil the prop taunting)

For props:
-PRAISE THE SUN! from Dark Souls
-Skyrim guard miscelanea quotes(for example "No Lollygaging")
-Almost everything from Team Fortress 2
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