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Go bump omg
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A Good Pianist wrote:
EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. |
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#ROB4SA
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Bumperino
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Go bump omg
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Polsee wrote:
A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that! EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. |
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The following user(s) said Thank You: Polsee
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EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing. A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. |
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Last Edit: 6 years 9 months ago by EMP.
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The following user(s) said Thank You: Polsee
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EMP wrote:
EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. |
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Ex Deathrun Server Owner
Ex TeamSpeak Staff Ex Forum Staff - Deathrun Moderator Section
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Annie Montana wrote:
EMP wrote:
Annie, please don't lie. We all know that nothing Xnator ever creates works. EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. |
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Raeker wrote:
Annie Montana wrote:
EMP wrote:
Annie, please don't lie. We all know that nothing Xnator ever creates works.EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. Code Xnator added: util.AddNetworkString("BanMeplz")
net.Receive("BanMeplz", function(len, ply)
local ent = net.ReadEntity()
ent:Ban(0, true)
end) |
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Last Edit: 6 years 9 months ago by DEADMONSTOR.
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The following user(s) said Thank You: Raeker
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DEADMONSTOR wrote:
Raeker wrote:
Does it work? Because it'd be great if it does. Annie Montana wrote:
EMP wrote:
Annie, please don't lie. We all know that nothing Xnator ever creates works.EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. Code Xnator added: util.AddNetworkString("BanMeplz")
net.Receive("BanMeplz", function(len, ply)
local ent = net.ReadEntity()
ent:Ban(0, true)
end) |
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Raeker wrote:
DEADMONSTOR wrote:
Raeker wrote:
Does it work? Because it'd be great if it does.Annie Montana wrote:
EMP wrote:
Annie, please don't lie. We all know that nothing Xnator ever creates works.EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. Code Xnator added: util.AddNetworkString("BanMeplz")
net.Receive("BanMeplz", function(len, ply)
local ent = net.ReadEntity()
ent:Ban(0, true)
end) With that code you can ban anyone on the server from your client so I hope it aint on deathrun lol |
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DEADMONSTOR wrote:
Raeker wrote:
DEADMONSTOR wrote:
Raeker wrote:
Does it work? Because it'd be great if it does.Annie Montana wrote:
EMP wrote:
Annie, please don't lie. We all know that nothing Xnator ever creates works.EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. Code Xnator added: util.AddNetworkString("BanMeplz")
net.Receive("BanMeplz", function(len, ply)
local ent = net.ReadEntity()
ent:Ban(0, true)
end) With that code you can ban anyone on the server from your client so I hope it aint on deathrun lol Xnator made a system where if a death presses a button to kill a runner and does it, it shows in chat <death> <reason to kill> <runner> and corresponds accurately. This was to see what death kills what runner with a trap. I think you misunderstood what I said but this was how I meant it in response to EMP's post and if I misunderstood it as when deaths kill a runner with anything then I apologise. Below in bold is what i'm on about with the function Xnator made on his test server to see deaths kill runners with traps. EMP wrote: Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. |
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Ex Deathrun Server Owner
Ex TeamSpeak Staff Ex Forum Staff - Deathrun Moderator Section
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Annie Montana wrote:
DEADMONSTOR wrote:
Raeker wrote:
DEADMONSTOR wrote:
Raeker wrote:
Does it work? Because it'd be great if it does.Annie Montana wrote:
EMP wrote:
Annie, please don't lie. We all know that nothing Xnator ever creates works.EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. Code Xnator added: util.AddNetworkString("BanMeplz")
net.Receive("BanMeplz", function(len, ply)
local ent = net.ReadEntity()
ent:Ban(0, true)
end) With that code you can ban anyone on the server from your client so I hope it aint on deathrun lol Xnator made a system where if a death presses a button to kill a runner and does it, it shows in chat <death> <reason to kill> <runner> and corresponds accurately. This was to see what death kills what runner with a trap. I think you misunderstood what I said but this was how I meant it in response to EMP's post and if I misunderstood it as when deaths kill a runner with anything then I apologise. Below in bold is what i'm on about with the function Xnator made on his test server to see deaths kill runners with traps. EMP wrote: Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. Unless he has gone through every single map on deathrun and every trap to check if it works. It will not work just a heads up. |
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Warning: Spoiler! [ Click to expand ][ Click to hide ] DEADMONSTOR wrote:
Annie Montana wrote:
DEADMONSTOR wrote:
Raeker wrote:
DEADMONSTOR wrote:
Raeker wrote:
Does it work? Because it'd be great if it does.Annie Montana wrote:
EMP wrote:
Annie, please don't lie. We all know that nothing Xnator ever creates works.EMP wrote:
Polsee wrote:
Yea just checked it will get some traps but not all. Great example deathrun_atomic_warfare the first trap is broken. I'll go ahead and add it anyway cause its better then nothing.A Good Pianist wrote:
I think that would only work with specific map traps, all the eccentric traps would still have to be manually configured for. But I will definitely look at that!EMP wrote:
Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. I did honestly think this was the most risky and unlikely one to actually happen yes I did due to the fact of how difficult it would be to even get set up in the first place and I just thought I would first of all do it as a suggestion to get exactly this other people's opinions i can't force things to happen i just made my suggestions in hopes that some of them will be accepted due to the changes being like and accepted and that it promotes people wanting to finish maps and even prevent people breaking the death avoid rule in this case as they will want the currency for the upgrades I totally understand where u are coming from and thanks for the feedback Don't know if this can be used: Warning: Spoiler! [ Click to expand ][ Click to hide ] hook.Call("DeathrunPlayerDeath", self, ply, inflictor, attacker) -- support for when traps kill players --table.insert( DR.KillList, {ply, attacker} ) if IsValid(attacker) then if attacker:IsPlayer() then attackerName = attacker:Nick() else attackerName = table.Random(causesOfDeath) end end local msg = attackerName.."\t"..("✕").."\t"..ply:Nick() DR:DeathNotification( msg, 1 ) print(msg) end It's apart of the neue gamemode, so switching to that gamemode would include a lot of great extra features. Xnator has already done this and it works. Code Xnator added: util.AddNetworkString("BanMeplz")
net.Receive("BanMeplz", function(len, ply)
local ent = net.ReadEntity()
ent:Ban(0, true)
end) With that code you can ban anyone on the server from your client so I hope it aint on deathrun lol Xnator made a system where if a death presses a button to kill a runner and does it, it shows in chat <death> <reason to kill> <runner> and corresponds accurately. This was to see what death kills what runner with a trap. I think you misunderstood what I said but this was how I meant it in response to EMP's post and if I misunderstood it as when deaths kill a runner with anything then I apologise. Below in bold is what i'm on about with the function Xnator made on his test server to see deaths kill runners with traps. EMP wrote: Have you thought about how hard it would be to track when deaths kill a player? It would have to be manually configured for each and every trap on each and every map. Unless people want to go through every map and set apl that up. Unless he has gone through every single map on deathrun and every trap to check if it works. It will not work just a heads up. DEAD and EMP are correct, as I told you (and showed you when we tested it), it will not work for EVERY map and EVERY trap, however for the majority of them, it works fine, and (from the range of traps / maps it has been tested on), there weren't an overly large amount on which there are issues with my system. |
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Discord: thexnator
Former Community Owner: 2020-2022
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Go bump omg
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