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ttt-improved-sweps's Introduction

Arizard's Improved TTT Sweps

I was getting fed up with the default TTT sweps, and I was also getting annoyed at people who installed M9K onto their TTT servers, so I created this addon as a replacement for the default TTT weapons so that people didn't have to be stuck with either end of the spectrum.

Features

Main Differences

  • All weapons have recoil
  • Added AK-47 as a default weapon
  • M-16 fires faster
  • Pistol fires slower
  • Deagle fires slower
  • Shotgun reloads slower
  • Shotgun deploys slower
  • Rifle is more accurate (less spread)
  • Glock is more accurate

Grenades

Grenades will bounce predictably and consistently - they have a spherical hitbox now. This allows players to better understand where their grenade is going to land. Grenades are also bouncier and make noise when they hit a surface at high speed.

Working flash grenades have been added to the T and D menu and make a bouncing noise when they hit a surface. They do not deafen, they only blind for maybe 10 seconds or so.

Recoil

Weapons in this addon recoil in a predictable and compensatable manner. Weapon spread is random, however recoil always kicks upwards and slightly to the right. Counter-strike players will feel somewhat at home.

Recoil does not change your eyeangles at all - if you stop shooting, your eye angles return back to normal. Recoil is predicted clientside, but calculated serverside. Both these features prevent aimbotters holding mouse1 and slaughtering the server (maybe? I don't know much about this topic tbh).

ADS

Aiming down sights has a snappier and more pleasant feel to it. ADS reduces the random spread of the weapon (improving accuracy). Moving while aiming down sights makes it more difficult to aim, thus balancing the "run-and-gun" aspect of TTT.

Ironsights are also consistently accurate and always correspond to where your first bullet would land if there were no spread, i.e. your aim vector.

Movement

Guns are now slightly less accurate when moving, to avoid ADADAD players and run-and-gunners. Run-and-gun is still a viable option with the Glock, MAC-10, Shotgun and Pistol, but weapons such as the Rifle, Deagle, M-16, Ak-47, HUGE-249 are non-viable as run-and-gun weapons.

With some weapons, it is more viable to run-and-gun, but for other weapons, it is nearly impossible.

Headshot buffs

Headshots do even more damage now, to reward players who take the time to become proficient at using these weapons. Headshots can be recognised by their characteristic "dink" sound as well as a few glowing sparks from the victim's helmet.

Weapons in Detail

  • AK-47

    • Medium-high damage
    • Medium-high fire rate
    • Medium-high recoil
    • 30-bullet magazine, max 60 reserve
    • Low spread
    • Bad running accuracy
    • Basically an all-round, accurate yet powerful automatic rifle which kicks like a mule. Capable of killing a player with a single headshot.
  • M-16

    • Medium damage
    • Medium fire rate
    • Low-medium recoil
    • 20-bullet magazine, max 60 reserve
    • Low spread
    • Bad running accuracy
    • A precision assault rifle with lower recoil than it's counterpart, the AK-47, but also slightly less damage.
  • Glock (Secondary)

    • Low damage
    • High fire rate
    • Low recoil
    • 20-bullet magazine, max 60 reserve
    • Medium spread
    • Good running accuracy
    • A fully-automatic pistol capable of filling opponents with bullets at close range. Less effective at mid-long range.
  • MAC-10

    • Low damage
    • High fire rate
    • Low-medium recoil
    • 30-bullet magazine, max 60 reserve
    • Medium spread
    • Good running accuracy
    • A weak but fast SMG. More effective in close quarters combat where players can make best use of it's high mobility.
  • Pistol (Secondary)

    • Medium damage
    • Low-medium fire rate
    • Low recoil
    • 20-bullet magazine, max 60 reserve
    • Low-medium spread
    • Good running accuracy
    • More powerful than the glock but with a much much slower firing rate. Semi-automatic, so you better have some fast fingers.
  • Deagle (Secondary)

    • High damage
    • Low fire rate
    • High recoil
    • 8 bullet magazine, max 36 reserve
    • Low spread
    • Bad running accuracy
    • Literally a hand-cannon. High damage output but low clip size. Terrible running accuracy. Good if you can land headshots.
  • Rifle

    • Super High damage
    • Lowest fire rate (bolt-action)
    • Medium-High recoil
    • 10 bullet magazine, max 20 reserve
    • Lowest spread (even when unscoped)
    • Bad running accuracy
    • Super effective at long range due to it's high damage and scope. Bad at close range and while moving. Kills with 1 headshot.
  • Shotgun

    • Super Super High damage total, but low damage per pellet (8 pellets per shot)
    • Medium-low fire rate
    • Medium-high recoil
    • 8 bullet magazine, max 24 reserve
    • High spread (it's a shotgun, duh, but pellets are always shot outwards from the crosshair)
    • Alright running accuracy
    • Super effective at close range due to it's high damage output, but terrible at long range due to it's high pellet spread. Running makes the pellets spread further apart.
  • HUGE 249

    • Low damage
    • High fire rate
    • High recoil
    • 150 bullet magazine, max 0 reserve
    • High spread
    • Bad running accuracy
    • You pretty much don't want to use this unless you're spraying into a crowd of Innocents as a distraction so that your teammate can do something useful during the confusion. God help you.

Impact on TTT Meta

I hope that these features will create a somewhat different meta to the default TTT.

Rifle + Deagle has a lesser advantage, due to both having low mobility stats - players might choose a mobile and a non-mobile weapon as their primary and secondary. Rifle + Pistol combos could find create a balance between mobility and damage.

Shotgun + Deagle may have high damage output, but the Shotgun's slow reload speed and the Deagle's lack of mobility may leave the user vulnerable.

M-16 has an advantage at long range due to its high accuracy and fire rate, but accuracy receives a major nerf while moving. M-16 + Glock addresses these issues - the Glock can be used as a high-power mobile close-quarters weapon, while the M-16 is used for picking off targets at range.

Installation

Extract ttt-improved-sweps-master into the addons folder, and you're done!

ttt-improved-sweps's People

Contributors

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Forkers

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ttt-improved-sweps's Issues

Timer Failed!

[ERROR] addons/weaponbalance/lua/weapons/weapon_ari_ttt_base.lua:130: Tried to use a NULL entity!

  1. Clip1 - [C]:-1
    1. unknown - addons/weaponbalance/lua/weapons/weapon_ari_ttt_base.lua:130

Timer Failed! [Simple][@addons/weaponbalance/lua/weapons/weapon_ari_ttt_base.lua (line 128)]

I just dropped the lua folder of this into a directory called "weaponbalance" inside my addons directory on the server I'm running and I got this error when a new round started.

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