Guard wanted me to work on a few things for the mod. Most notably some admin && voteoptions to set up zombies.
Going to address a few other problems while I'm doing this. Anybody have any complaints while I'm working on it? I'm unlikely to do any additional work on this for another 2 years, so you should probably ask now.
umod
- Max Rambone
- Ramboner
- Posts: 2662
- Joined: Thu Jun 11, 2009 5:55 am
- Reputation: 16
Re: umod
Trying to remember the features of gmod.
That was one of my fav pug mods.
~archi
That was one of my fav pug mods.
~archi
Eventus stultorum magister.
Re: umod
Gmod was pretty solid. I just didn't like gameplay affecting things (for pugging). He had the best IP logging system around, though. I've been thinking of emulating it, if I ever get around to it.
I've gotten the admin commands sorted out. Fixed a few problems with the current implementation of admin as well (notably with the forceteam command, which only worked if you were forcing everybody to go spec, it had issues with forcing an individual player to a specific team).
Testing the voting as we speak, I foresee no issues with it though.
I've gotten the admin commands sorted out. Fixed a few problems with the current implementation of admin as well (notably with the forceteam command, which only worked if you were forcing everybody to go spec, it had issues with forcing an individual player to a specific team).
Testing the voting as we speak, I foresee no issues with it though.
Hi. I'm angry on the internet.
Re: umod
Okay I got some stuff up and running. It's on Impulse now.
Fixes in this version-
"Jihad shields" are once again fixed (This was fixed in a previous version of keramod that got rolled back)
Admin Forceteam # team works. Admin Forceteam All S always worked, but the specific player to a specific team never worked right. I fixed it to actually work now.
New things added-
Zombies commands. "/callvote zombies" and "/admin zombies" both will change g_siegeRespawn to 1 and will restart the siegetimer (makes it count up instead of counting down) and map. I will work on getting it to have an unlimited timer, or an extended timer, if I can.
"Callvote SpecOrCap" and "Admin Pugtime" both will set g_SiegeRespawn to 20. Make sure you do one of these commands (vote if you don't have admin obv) when you're done playing zombies.
Fixes in this version-
"Jihad shields" are once again fixed (This was fixed in a previous version of keramod that got rolled back)
Admin Forceteam # team works. Admin Forceteam All S always worked, but the specific player to a specific team never worked right. I fixed it to actually work now.
New things added-
Zombies commands. "/callvote zombies" and "/admin zombies" both will change g_siegeRespawn to 1 and will restart the siegetimer (makes it count up instead of counting down) and map. I will work on getting it to have an unlimited timer, or an extended timer, if I can.
"Callvote SpecOrCap" and "Admin Pugtime" both will set g_SiegeRespawn to 20. Make sure you do one of these commands (vote if you don't have admin obv) when you're done playing zombies.
Hi. I'm angry on the internet.
- Max Rambone
- Ramboner
- Posts: 2662
- Joined: Thu Jun 11, 2009 5:55 am
- Reputation: 16
Re: umod
When you place a field with use_field for the couple seconds you have after you actually get killed and your body hits the ground.
Is that not in the Siege Dictionary?
'Cause it should be.
Same way peeps yews team_s when they get killed to "spec join."
~archi
Is that not in the Siege Dictionary?
'Cause it should be.
Same way peeps yews team_s when they get killed to "spec join."
~archi
Eventus stultorum magister.
- Turquoise Dragon
- The Scaled One
- Posts: 2042
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- Location: Looking in your window. Hi.
Re: umod
Not been on yet, but when I do, I'll let you know if everything goes smoothly.