[QUOTE=Moon Shade;48528837]I think Arete Gaming is changing to this gamemode soon.[/QUOTE]
Monumental Gaming are currently running the gamemode aswell
Hey as a suggestion, some people are being tagged for death avoiding (afk) when they are joining the server but their game is frozen, this mainly happens on people with not so good computers when they join the server but it hasn't loaded client side yet, could there be something in place that when you join the server/after a map change for the first 1-2 mins of joining you cant be punished for death avoiding.
Great gamemode, I'm loving it!
It seems like your weapons don't have any glass penetration making it impossible to shoot through glass and kill the death when the player choose easy mode in spongebob and simpsons.
[QUOTE=BRDominik;48630722]It seems like your weapons don't have any glass penetration making it impossible to shoot through glass and kill the death when the player choose easy mode in spongebob and simpsons.[/QUOTE]
That's more than likely a fault on the map maker moreso than the weapons.
Just to be certain though you might want to test and see on glass you *know* you can shoot through on another map.
[QUOTE=Delta7x;48631192]That's more than likely a fault on the map maker moreso than the weapons.
Just to be certain though you might want to test and see on glass you *know* you can shoot through on another map.[/QUOTE]
Those maps are very known and used maps. Every other deathrun gamemode work on them. I don't see how this is a map issue.
[QUOTE=BRDominik;48633155]Those maps are very known and used maps. Every other deathrun gamemode work on them. I don't see how this is a map issue.[/QUOTE]
I went through three different Deathrun gamemodes, tried it in Sandbox, TTT and Murder and the glass simply doesn't allow bullet penetration, whereas when I went on a map where I know there's glass with bullet penetration I had zero issues.
When you make a map and create glass using func_breakable you're able to tick a box to allow or disallow bullet penetration, so if you're unable to shoot through glass on the maps you mentioned that's the fault of the map maker not the gamemode/weapons.
I think CS:S may handle bullet penetration differently, so maps that were compiled for CS:S may have glass that isn't penetrable in gmod. I know some weapon packs feature bullet penetration, however the weapon pack included in this gamemode doesn't do anything spectacular with bullets, so I'm not sure how penetration will behave.
Been using it for a week or so now, and I'm loving it!
How do I fix it so when you die you can spectate people instead of laying there dead looking at your own model.
Edit problem is fixed (was an addon I had)!
[QUOTE=Tiggy;48677515]How do I fix it so when you die you can spectate people instead of laying there dead looking at your own model.[/QUOTE]
okay this is off topic but you registered july 2005 and this is your first post? What?
Minor update:
You can change a few of the colors now:
[t]http://i.imgur.com/fHno2vv.jpg[/t]
[code]
-- Clientside file
hook.Add("DeathrunChangeColors", "TestChangeColors", function()
DR:SetMainColor( Color(255,0,255) )
DR:SetMainTextColor( Color(255,50,255) )
DR:SetAnnouncerColor( Color(255,50,255) )
end)
[/code]
Some player stats are also tracked. Type !stats <name> to view the stats for a player.
Looks good, im surprised this is not sold on scriptfodder!
obviously it's too good to be put behind a paywall :v:
Stats are now properly tracked and show up when you spawn at the start of a round.
[video=youtube;Lcb7b1hSYFc]https://www.youtube.com/watch?v=Lcb7b1hSYFc[/video]
I seem to be getting the following error on startup:
[lua]
[ERROR] gamemodes/deathrun/gamemode/sh_statistics.lua:226: attempt to call field 'ShadowText' (a nil value)
1. v - gamemodes/deathrun/gamemode/sh_statistics.lua:226
2. unknown - lua/includes/modules/hook.lua:84[/lua]
And also all of my maps look like this:
[IMG]http://images.akamai.steamusercontent.com/ugc/643244950453836717/3017E864435641F3172496F4724196F95154DD4D/[/IMG]
[editline]Octobor 11[/editline]
Yeah I commented out the ShadowText lines and it fixed the weird rendering on the maps.
my bad, i just uploaded the fix
[QUOTE=Arizard;48877453]my bad, i just uploaded the fix[/QUOTE]
Thanks :)
I also noticed sometimes the statistics window would be at an odd angle, sometimes a bit away from you and pointed at the ground, sometimes in side you and pointed straight up.
How to open zone editor ?
should be !zones
I have a question if possible, I heard this is possible on this deathrun
I want to set a point at the end of the map and if the winner gets there, they get a set of exp and if all runners die then deaths get set exp I was wondering if it's possible to set the point where you want to and delete it incase you made a mistake and how
You can use the hooks DeathrunRoundWin and DeathrunPlayerFinishMap in conjunction with the !zones command.
Sorry if this has been answered, but how could I keep the afk timer that puts the person in spectator but remove the kick?
Thanks
Edit found how to fix that^^
But some of my spectators stays on deaths or runners and dont become real spectators. Do you know anything about this?
it's a mystery!
Finally a good public deathrun gamemode.
Keep it up Arizard!
Finally fixed the issue where players could pick up multiple weapons! For weapons which use CS:S models at least :S
I'd like to thank everyone for their feedback and support for this gamemode throughout the year :) Merry Christmas everyone!
And thank you for making a good gamemode!
[QUOTE=Arizard;48379669]Latest changes:
2015-08-05:
- Players now stay in spectator across map changes
- Added notification window for players who stay spectator across map changes
- Added clientside functions to customise MOTD and Announcer
- Added compatibility for Niandra's GhostMode addon
How to customise the MOTD (as seen in config.lua):
[code]
To change the MOTD behaviour, use the following functions ON THE CLIENT:
DR:SetMOTDEnabled( BOOLEAN enabled ) -- False to disable globally, True to enable globally (clients can still disable for themselves using F2 menu )
DR:SetMOTDTitle( STRING title ) -- Title of the MOTD Window
DR:SetMOTDSize( NUMBER w, NUMBER h ) -- Size of the MOTD window
DR:SetMOTDPage( STRING url ) -- the URL to open in the MOTD window, e.h. http://www.MyCommunityIsCool.com
[/code]
How to customise the Announcer (as seen in config.lua):
[code]
To change the appearance of the announcer ( [HELP] Messages ) use the following two functions ON THE CLIENT:
DR:SetAnnouncerName( STRING name ) -- sets the name, default is "HELP"
DR:SetAnnouncerColor( COLOR col ) -- sets the color of the announcer name, default is DR.Colors.Alizarin
DR:SetAnnouncerTable( TABLE tbl ) -- sets the table of messages that the announcer broadcasts into player's chats.
DR:GetAnnouncerTable( ) -- returns the table of messages that gets broadcasted so that you can make changes to it.
DR:AddAnnouncement( STRING announcement ) -- Adds an announcement to the table of announcements that are broadcast by the announcer.
[/code]
I'd suggest just having a file called [I]deathrun_custom_stuff.lua[/I] in [I]lua/autorun/client[/I] and then you can just [DEL]type these functions straight in[/DEL] put these functions inside an InitPostEntity hook.[/QUOTE]
Can you please give an example of how to change the size of the motd? I am having some trouble getting this to work!
[QUOTE=Arizard;49414607][B]lua/autorun/client/deathrun_gui_settings.lua[/B]
[code]
hook.Add("InitPostEntity", "ChangeDeathrunGUI", function()
DR:SetMOTDSize( 640, 480 )
DR:SetMOTDPage( "https://steamcommunity.com/groups/vhs7" )
end)
[/code][/QUOTE]
Excellent, works perfectly thanks! I have used some of the cvars and successfully changed some things but the problem is when the server restarts/the map changes, the new settings arent saved. Do I have to do something special to get them to save?
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