Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Llewellyn
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#561
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by Llewellyn » Tue Oct 02, 2012 9:19 pm
Llewellyn wrote:
Qent wrote:
Isn't the ResetMap() function supposed to be as if the Survival mission failed? That sounds like it would work with no extra effort.
It only resets the map, and not players who have spawned etc. (I think.)
I was wrong, I tested it and ResetMap literally does a map AND player reset like Survival. So you can just throw that right in there and voila.
This also means that all your scripts will reset, so be careful!
Last edited by
Llewellyn on Tue Oct 02, 2012 9:19 pm, edited 1 time in total.
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Theshooter7
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#562
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by Theshooter7 » Tue Oct 02, 2012 9:20 pm
Llewellyn wrote:
Llewellyn wrote:
Qent wrote:
Isn't the ResetMap() function supposed to be as if the Survival mission failed? That sounds like it would work with no extra effort.
It only resets the map, and not players who have spawned etc. (I think.)
I was wrong, I tested it and ResetMap literally does a map AND player reset like Survival. So you can just throw that right in there and voila.
This also means that all your scripts will reset, so be careful!
Seems legit. Problem solved!
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Killer2
- Banned
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#563
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by Killer2 » Wed Oct 03, 2012 6:04 am
Sicamore wrote:
I noticed a bug... some things that were placed in maps before the doom builder configuration cleanup in RC 1 do not show up.For example, some of the pipe actors do not show up when RC 1 is played.
I thought pipes or wrenches spawned randomly their spawners.
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Sicamore
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#564
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by Sicamore » Wed Oct 03, 2012 5:00 pm
Pipes meaning decorative actors, should have made myself clear.
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BloodyAcid
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#565
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by BloodyAcid » Thu Oct 04, 2012 7:28 pm
Thanks for acting on the murderer issue Theshooter7 (and everybody else). Really glad to know there's still strong active support for the mod :D
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Killer2
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#566
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by Killer2 » Thu Oct 04, 2012 8:57 pm
The servers turned painfully laggy for some time now. This might just be my connection screwing up for whatever reason, but could it be investigated a bit? Some other players reported lagging as well.
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Jigsaw
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- Joined: Sun Jun 24, 2012 9:43 am
#567
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by Jigsaw » Fri Oct 05, 2012 5:11 pm
I want to report a small thing, which is just aesthetics. When a player dies, he actually has two corpses. One is the normal body, and one which slides away as if pushed away by the weapon hit, still standing, and then suddenly dissapearing. Also, a bigger thing, some people were saying in the server that being hit by anything pushes you away only if you are murderer, although I haven't tested it yet.
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Theshooter7
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#568
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by Theshooter7 » Fri Oct 05, 2012 5:36 pm
Jigsaw wrote:
I want to report a small thing, which is just aesthetics. When a player dies, he actually has two corpses. One is the normal body, and one which slides away as if pushed away by the weapon hit, still standing, and then suddenly dissapearing. Also, a bigger thing, some people were saying in the server that being hit by anything pushes you away only if you are murderer, although I haven't tested it yet.
Did any of this happen in the RC build? I made changes to fix all of these.
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Jigsaw
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#569
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by Jigsaw » Fri Oct 05, 2012 9:06 pm
I tested it offline and no, they didn't, but offline mode acts different in a lot of things. It will be probably OK.
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Jigsaw
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#570
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by Jigsaw » Sat Oct 06, 2012 10:33 pm
Sorry for double post, but this is important.
Do you guys know about the WDI02 bertholite bug?
Nobody tends to tell how, but the berth can be stolen by a glitch on this map. I've seen innocents throwing berths several times and they even announce they steal. That's all I know so far. Maybe the pickup too close to a wall, allowing the "grab" exploit?
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BloodyAcid
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- Joined: Sat Jun 16, 2012 7:42 pm
#571
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by BloodyAcid » Sun Oct 07, 2012 5:09 am
Seconding that. Many people are complaining that innocents are berthing and murds are losing berth. I think it has something to do with using a brick (mentioned by people in game)
Last edited by
BloodyAcid on Sun Oct 07, 2012 5:53 am, edited 1 time in total.
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Catastrophe
- Retired Staff / Community Team Member
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#572
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by Catastrophe » Sun Oct 07, 2012 6:28 am
I don't see how a brick can manage to get you a bretholite regardless of how you used it.
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Peanut
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- Posts: 53
- Joined: Tue Jun 26, 2012 4:15 am
#573
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by Peanut » Sun Oct 07, 2012 6:39 am
Threatening a bertholite salesman?
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Theshooter7
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#575
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by Theshooter7 » Sun Oct 07, 2012 5:06 pm
Indeed this is the exact reason they can obtain them and I'll be moving the items away from the wall to fix it.
In the mean time, it's not like thieves are really doing anything useful by taking them. They respawn a minute later, and on top of that, the damage type for the gas is coded to give the murderer health and sanity as well as award him the kill whenever someone goes through it and takes damage/dies. Same deal with the shotgun traps. And since you can only carry one gas can, holding on to it to deny him his supply doesn't really work. At all.
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Killer2
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#576
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by Killer2 » Sun Oct 07, 2012 5:57 pm
It still needs to be fixed though, especially since you can berth the murd or other innocents. Also, I reported this a few pages before and noone said anything...
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Theshooter7
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#577
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by Theshooter7 » Sun Oct 07, 2012 8:54 pm
Killer2 wrote:
It still needs to be fixed though, especially since you can berth the murd or other innocents. Also, I reported this a few pages before and noone said anything...
I've been silently noting reports. Don't worry. Usually if I don't say anything to a report, it's because it's already been fixed in a coming version or it's easy to fix and thus will be fixed soon.
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BloodyAcid
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#578
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by BloodyAcid » Sun Oct 07, 2012 10:04 pm
Lol. I saw like 4 people throwing bricks at the wall and then throwing down murd items. The grab seems like a better explanation
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BloodyAcid
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#579
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by BloodyAcid » Mon Oct 08, 2012 9:47 pm
Synert wrote:
To be fair most people just lob them randomly at the start of the round, but in any case it's probably better off without the penalty.
Hate having to bring this up again, but Shooter, will there be a tk penalty in the next release for molotov's? I've got a dozen demos of a few select people trolling.
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Synert
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#580
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by Synert » Tue Oct 09, 2012 4:47 pm
Well if it has the penalty then I could quite happily sit in the molotov. Actually managing to kill someone with a molotov is pretty rare.