[U][B]Download[/B]: [/U]
Gamemode: [url]https://github.com/Mezzokoko/hitman[/url]
Modified Vanillaweapons: [url]https://github.com/Mezzokoko/hitman-weaponbalance[/url]
Workshop: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=538002758[/url]
[U][B]How to play:[/B][/U]
[I]A mysterious employer has hired professional killers to eliminate corporate enemies. Will the civilians survive and reveal the hitmen who are after them? Or will those receive their paycheck at the end of the day?[/I]
You are a hitman. It is your job to kill a specific target at a time. It is of priority that you do not harm anyone else, however as you successfully eliminate your targets you are given more room to kill witnesses too. For every target you kill you are granted a free kill. Should you kill more bystanders than targets your role will be revealed to everyone, and you will be shot on sight, putting you at a heavy disadvantage.
As a professional killer you have additional equipment, like a silenced precision rifle, which allows you to engage targets from a distance, or a remotely triggered mine highly suitable for clever ambushes and traps. A lethal poison will cause a victims death while still allowing you to either escape the scene or blend in with the group.
[B]Recommended tweaks, other addons and cvar-settings:[/B]
-Decrease DNA-basetime or switch it off completely: "ttt_killer_dna_basetime [seconds]"
-Creating a rulescreen in motd [del]until I managed to get the vanilla one to work properly[/del]
[video=youtube;OFBIYTL1LuE]http://www.youtube.com/watch?v=OFBIYTL1LuE[/video]
[video=youtube;wBb5h_swd-I]https://www.youtube.com/watch?v=wBb5h_swd-I[/video]
Sounds Interesting!!!!!, I wouldn't mind hosting it for a tiny bit soon if needed
Could you explain in more words about the game mode, Plus could you post some screenshots or a video a video would be best
Yeah I agree, sounds awesome but some pictures would be cool.
It is in its core still TTT so there is nothing to show off in screenshots (Will post one though, to show the HUD), same about video, apart from the fact that I am unable to create one atm. I will though fill the OP with more info soon :) (Just finished this halfanhour ago)
KK thxs for the info, All see into making an video with a few friends so people can see what this is like
That would be great, if it will be of good quality I might put it in the OP :)
Sounds like The Ship. Could be fun!
Adding this to my server now. I bring back some feedback
EDIT:
Suggestions so far:
Put the hit list text and the targets/civ kills in a box like the heathbar.
More to come.
Someone should convert this to be more like The Ship!!
[QUOTE=gaz492;42466037]Put the hit list text and the targets/civ kills in a box like the heathbar.[/QUOTE]
Done. It still is not very pretty but better than before :). If anyone feels like designing a nice little HUD for this mod, feel free to do so.
[QUOTE=kool aid;42467366]Someone should convert this to be more like The Ship!![/QUOTE]
I don't like the concept of the ship because it is less about investigating and more about reacting quickly enough to defend yourself. Imho TTT does a better job regarding investigating and player interaction because hunting and defending is clearly seperated and better focused.
The ship was one of the most fun I've ever had, it wasn't just about doing enough to defend yourself, you had to be careful about your surroundings what with other people seeing you, guards and CCTV cameras, the jail system, it was all so fun, if someone could port that to gmod it would be amazing.
It is not really my aim though to recreate the Ship here. I am planning on adding a few extra entities for this (e.g. a remote mine or a taser) but it will probably not involve NPCs or Surveillancecameras.
[QUOTE=Christmasham;42469919]The ship was one of the most fun I've ever had, it wasn't just about doing enough to defend yourself, you had to be careful about your surroundings what with other people seeing you, guards and CCTV cameras, the jail system, it was all so fun, if someone could port that to gmod it would be amazing.[/QUOTE]
It was a lot of fun, but felt somewhat clunky in places, so I think something similar for Gmod would be rather good.
Does this occur to Innocents? Or just Traitors, it really confuses me because as a traitor you're ment to kill everyone for the game to be completed.
Traitors are being redefined as Hitmen now. You get a new target after each kill, so at some point all Innocents are dead.
[QUOTE=Mezzokoko;42476267]Traitors are being redefined as Hitmen now. You get a new target after each kill, so at some point all Innocents are dead.[/QUOTE]
Oh, I see, So it's basically.. one hitman kills the other innocents? Or is it the same ratio, just redefined as Hitmen?
Same ratio, but everyone has one target at a time, exactly.
[QUOTE=Mezzokoko;42477162]Same ratio, but everyone has one target at a time, exactly.[/QUOTE]
I see, good job, Reminds me of the DarkRP Hitman schema though o.o
I don't know a lot about DarkRP, never have been a hitman there. There are a few servers already which set this up. If you don't happen to have a lot of RDMers it is quite enjoyable and also harder of course. But by being harder the single kill is much more enjoyable :)
Updated the OP with recent changes on the gamemode.
A note to Server Owners: If you happen to get Spectators as a Target try getting a new update, that issue has been resolved.
You should probably edit the main thread instead of bumping :)
Dammit you're right ._. (early in the morning)
I'm having a bug where if a traitor dies, they stay on the alive team and can talk normally. Thank goodness I tested this before putting it on my server.
From the looks of it, this could easily fit into an addon. The only file which might give you trouble there is the language file, but there's ways around that. Is there any particular reason you decided to modify the gamemode files instead? I find it odd since you're using hook.Add anyway.
I'm seeing a lot of globals there, particularly with functions, and that's not good. Make more use locals so your code is less likely to become incompatible with other's.
I see you're using umsgs. They get the job done, but I suggest you look into the net library.
[lua]
--For Debugging Purposes, will be removed on release
function PrintTargets()
print("Targets")
for _, ply in pairs(GetTraitors()) do
if ply:Alive() then print(ply:Nick() .. " ; " .. traitor_targets[ply:Nick()]) end
end
end
concommand.Add("hitman_print_targets", PrintTargets)
function PrintPool()
print("Potential Targets")
for _, ply in pairs(target_pool) do
print(ply:Nick())
end
end
concommand.Add("hitman_print_pool", PrintPool)[/lua]
I'm guessing these aren't meant to be there?
[QUOTE=my_hat_stinks;42503692]From the looks of it, this could easily fit into an addon. The only file which might give you trouble there is the language file, but there's ways around that. Is there any particular reason you decided to modify the gamemode files instead? I find it odd since you're using hook.Add anyway.
[/QUOTE]
Yeah, I am completely new to gmodscripting and lua, so I had a lot of issues at first which made me do a lot stuff which is probably unneccessary now (like most of of the global vars). The reason why I decided to modify the gamemodefiles directly is that it was much easier for me than working into creating Addons. I see the advantages of that though and will at some point probably turn it into an addon. My main problem here is atm that I don't know how to hook my InitHitlist() to BeginRound() without modifying it directly.
[QUOTE=my_hat_stinks;42503692]
I see you're using umsgs. They get the job done, but I suggest you look into the net library.
[/QUOTE]
I will do that, thx for the hint.
[QUOTE=my_hat_stinks;42503692]
[lua]
--For Debugging Purposes, will be removed on release
function PrintTargets()
print("Targets")
for _, ply in pairs(GetTraitors()) do
if ply:Alive() then print(ply:Nick() .. " ; " .. traitor_targets[ply:Nick()]) end
end
end
concommand.Add("hitman_print_targets", PrintTargets)
function PrintPool()
print("Potential Targets")
for _, ply in pairs(target_pool) do
print(ply:Nick())
end
end
concommand.Add("hitman_print_pool", PrintPool)[/lua]
I'm guessing these aren't meant to be there?[/QUOTE]
Yeah, when I added that comment I wasn't quite sure if that command could be run from client. When I found out that this wasn't possible I didn't really bother to remove them, since they came in handy while fixing a major issue. I will probably remove them at some point in the future.
[editline]13th October 2013[/editline]
[QUOTE=CallMePyro;42503382]I'm having a bug where if a traitor dies, they stay on the alive team and can talk normally. Thank goodness I tested this before putting it on my server.[/QUOTE]
Can you reproduce that? Does it happen everytime? Are there other addons installed, which might interfere?
this is the ship in gmod but i like the idea please keep this up to date and keep deving it for now its just a cheep edit of ttt but it can be soo much more
I will definitely keep developing it, that is for sure :) It will though always stay dependant on TTT either as a direct modification or addon, since TTT is the base I am working on.
[QUOTE=my_hat_stinks;42503692]I see you're using umsgs. They get the job done, but I suggest you look into the net library.[/QUOTE]
Net library is essentially usermessages, I've looked into the differences and I've noticed a slightly slower response in net library over usermessages. Unless he needs to send a lot of data, I'd suggest not spending time on something that will not impact anything.
[QUOTE=Gfoose;42507956]Net library is essentially usermessages, I've looked into the differences and I've noticed a slightly slower response in net library over usermessages. Unless he needs to send a lot of data, I'd suggest not spending time on something that will not impact anything.[/QUOTE]
It might be very useful for some of my future plans, in which I will probably have to send messages to the server. For now it is working just fine and there is no real reason to change that.
btw: Would these people who rate my thread dumb, explain to me why they think so of it? I am always open for [B]constructive [/B]criticism (ie. dont' say "dis is a ripoff teh ship u fakkin stealer" or "ur idea is shit").
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