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View Code? Open in Web Editor NEWTrouble in Terry's Town gamemode for the Source2 game "s&box" by Facepunch.
Home Page: http://informaskill.de
License: GNU General Public License v3.0
Trouble in Terry's Town gamemode for the Source2 game "s&box" by Facepunch.
Home Page: http://informaskill.de
License: GNU General Public License v3.0
The TTTPlayer.IsLookingAtType method needs to be more precise:
This is especially a problem when someone is behind a player like here:
Apu is not the player im aiming at here.
Should only have small space around to the player which triggers its nameplate.
There is a too big box around the player where the nameplate gets triggered to show.
If you create a map and place down any TTTWeapon or TTTAmmo derivative, they will not respawn once the round is restarted. They just get deleted during cleanup.
Ideally, these locations need to be cached once the map has been loaded, so they can be deleted and then respawned.
My proposed solution would be to expand on TTTMapSettings (once map-entities is merged) and have Game
store a MapSettings
struct that contains relevant content (such as custom player models or clothing), as well as lists for all locations of TTTAmmoRandom, TTTWeaponRandom and all ammo/weapons that spawn in by default.
This problem does not occur with the random entities as they do not get deleted, Preround calls Activate
on them, which spawns a random TTTAmmo or TTTWeapon derivative.
They respawn.
They don't.
Create a map with those entities (such as ttt_smg and ttt_ammo_smg) and they will not respawn.
Ammo should be stored based on type, and new types should be easily added if required (e.g. a special purchasable weapon that uses a type of ammo that the players cannot acquire in any other way and that is not shared with any other weapon).
I saw you used is null
earlier, we should probably just stick to one version unless there is some underlying difference. (which doesn't seem to be the case based on a quick google search)
I think we mostly do == null
or != null
is our codebase, but I could be wrong.
Originally posted by @mzegar in #189 (comment)
Add a spectator UI that displays additional information about players and the game.
We should decide on != null
or is not null
and... == null
or is null
and refactor accordingly.
Add an enum to check for Alive
, Dead
, MIA
and Confirmed
When interface elements are overlayed or when they are displayed over other things, their transparency causes some issues with visibility. The C4 Controls below show how obstructed the controls look when the player is interacting with the C4 Entity:
Additionally, creating new interface elements is a pain because there is no basic stylesheet from which to inherit and base your work from. As a result, there is a ton of code and stylesheet duplication and inconsistencies in the look and feel.
We need to rework the interface and unify the existing elements under the new system.
The second shop variant @WestSaid suggested in the UI preview mockup
[Event("tttreborn.player.spawned")]
private void OnPlayerSpawned(TTTPlayer player)
{
DeleteChildren();
}
Due to this event, the entire inventory selection gets deleted whenever a person joins the game. You can try bot_add
.
I added this initially because a player could complete a round w/o dying, and so the inventory selection stuff would remain on screen.
Inventory selection shouldn't disappear on player join.
Inventory selection stays on screen.
Spawn in, go into a "in-progress" round, add a bot.
PanelContent
) ComponentThe inventory needs specific restrictions to the types of weapons, ammunition and equipment the player is able to carry (e.g. only 1 primary, 1 secondary, 1 melee, multiple grenades, multiple gadgets)
Add TTTPanel
to all panels and replaceSetClass("hide", true/false)
with IsShowing
Equip a shotgun, go third person using dev camera, see that the player is holding a shotgun like a pistol.
Add/check permissions to client and server cmd's
Get multiple users to connect to a game, use voice chat +iv_voice
and make sure to produce a sound (i.e use your mic), you'll be able to hear yourself. Another user pops up in the UI, but you hear yourself.
There might be extra details on how to repo this bug, which are unknown at the moment.
Implement a score system that updates and maintains the players' scores based on the actions they perform.
Requires #73
Server- and Clientsided vars, that can be modified by the client or admin.
Currently, PlayerScore.Entry
does not support client-based syncing (just broadcasting). This doesn't makes a lot of sense in TTT, so data syncing should be handled manually regarding scoreboard information.
TTT needs a working voice/text chat that
a) separates alive players from dead players
b) allows team chatting between players of the same team (Traitors
)
Add multiple spectator camera types:
Some s&box update broke the damage overlay. Opacity with background image interaction seems to be bugged.
Just receive damage in-game. The damage overlay should look like sh*t.
Originally posted by @mzegar in #190 (comment)
Update server settings for other admins that have the settings opened
Add a damage indicator to UI when looking at players (Healthy, Injured, Near Death)
When players join the game, don't spawn a body.
Instead, make them automatically a spectator until the next round begins.
This is because if a person joins mid round, we never set their lifestate to being dead.
MakeSpectator
OnPlayerKilled
method somewhereWe use (owner.Inventory as Inventory)
quite often, it could be worth looking into if we can make this a property that is already casted and never null.
As the title says. Could be caused by the prediction changes some days ago made by s&box.
Just 1 shot triggered.
When players are dead but their bodies are not discovered, they should appear to spectators as MIA (Missing in Action).
While players are talking, if they die, their voice entry at the top left corner turns the spectator color before fading away. This is a giveaway that they are now dead.
The voice entry retains the regular player color until it fades out.
The voice entry immediately changes to yellow spectator color before it fades out.
File based Teams (no dynamic support for now)
Add a damage indicator (overlay) when receiving damage.
The flashlight should be available to players at all times regardless of whether they are holding a weapon or not, and should point at where the player is looking.
Known Issues:
Some players (most of all, connected players (not the hoster)) do not receive the start weapons not can pick dropped weapons up in some cases.
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