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English Murderer mod

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old Re: Murderer mod

Night Till Death
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@Nemesis that idea is for more fun & the abillity that the murderer can accualy kill someone... btw it needs to be a standart mod with Friendly Fire

old Re: Murderer mod

Prest1Ge
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user Night Till Death has written
@Nemesis that idea is for more fun & the abillity that the murderer can accualy kill someone... btw it needs to be a standart mod with Friendly Fire

its better with DM and spawndelay 225

old Re: Murderer mod

RAVENOUS
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user Night Till Death has written
@Nemesis that idea is for more fun & the abillity that the murderer can accualy kill someone... btw it needs to be a standart mod with Friendly Fire


Not even.

You can use the hit hook, and implement damage then. Not needed for which weapon, because everyone does just have a knife/machete?

old Re: Murderer mod

ThunderByte
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I made it so:

Spoiler >


So cs2d only writes XXX died

old Re: Murderer mod

Prest1Ge
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user ThunderByte has written
I made it so:

Spoiler >


So cs2d only writes XXX died

been better if been like this
PlayerName Murdered

old Re: Murderer mod

RAVENOUS
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Here's my version. Should work on every map, but I recognized a few bugs, you may change it as you want.

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addhook("hit","damage")

function initArray(m)
	local array = {}
	for i = 1, m do
		array[i]=0
	end
	return array
end

murderer=initArray(32)

parse("mp_wpndmg knife 50")
parse("sv_gm 1")
parse("mp_respawndelay 255")

-- Murderer Script by Tobey

function damage(vic,id)
	if hitallow==true then
		if player(vic,"health")==50 then
			parse("customkill "..id.." murdered "..vic)
		end
		if murderer[id]==1 then
			parse("customkill "..id.." murdered "..vic)
		end
	else
		return 1
	end
end

addhook("second","bla")
function bla()
	p = #player(0,"table")
	live = #player(0,"tableliving")
	xxx=math.random(1,p)
	-- general
	if p>=2 then
		if gamework==false then
			parse("restart 3")
			gamework=true
		end
		times=times-1
		if player(xxx,"exists") then
			if times==0 then
				murderer[xxx]=1
				msg2(xxx,"©000128255You're the murderer! Keep it in secret. ;)")
				msg("©255000000Murderer released! Beware!")
				hitallow=true
			elseif times>0 then
				msg("Time left: "..times)
			end
		elseif times==0 then
			parse("restart")
		end
		if live==1 then
			msg("©255000000The murderer won the game!")
			parse("restart")
		end
	else
		gamework=false
	end
end

addhook("startround","reset")
function reset()
	times=10
	hitallow=false
	msg("©255000000Murderer is going to be chosen in 10 seconds!")
	if p<2 then
		msg("©000128128Game can't start - too less players!")
	end
end

addhook("walkover","no")
function no()
	return 1
end

addhook("buy","buying")
function buying()
	return 1
end

addhook("spawn","stripp")
function stripp(id)
	parse("strip "..id.." 0")
end

addhook("kill","xx")
function xx(id,vic)
	if murderer[vic]~=1 then
		msg2("©128000000You killed an innocent player, sadly...")
	else
		msg("©255000000"..player(id,"name").." killed the murderer "..player(vic,"name").."!")
		parse("restart")
	end
end

working time ~30 min.

old Re: Murderer mod

Prest1Ge
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user RAVENOUS has written
Here's my version. Should work on every map, but I recognized a few bugs, you may change it as you want.

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addhook("hit","damage")

function initArray(m)
	local array = {}
	for i = 1, m do
		array[i]=0
	end
	return array
end

murderer=initArray(32)

parse("mp_wpndmg knife 50")
parse("sv_gm 1")
parse("mp_respawndelay 255")

-- Murderer Script by Tobey

function damage(vic,id)
	if hitallow==true then
		if player(vic,"health")==50 then
			parse("customkill "..id.." murdered "..vic)
		end
		if murderer[id]==1 then
			parse("customkill "..id.." murdered "..vic)
		end
	else
		return 1
	end
end

addhook("second","bla")
function bla()
	p = #player(0,"table")
	live = #player(0,"tableliving")
	xxx=math.random(1,p)
	-- general
	if p>=2 then
		if gamework==false then
			parse("restart 3")
			gamework=true
		end
		times=times-1
		if player(xxx,"exists") then
			if times==0 then
				murderer[xxx]=1
				msg2(xxx,"©000128255You're the murderer! Keep it in secret. ;)")
				msg("©255000000Murderer released! Beware!")
				hitallow=true
			elseif times>0 then
				msg("Time left: "..times)
			end
		elseif times==0 then
			parse("restart")
		end
		if live==1 then
			msg("©255000000The murderer won the game!")
			parse("restart")
		end
	else
		gamework=false
	end
end

addhook("startround","reset")
function reset()
	times=10
	hitallow=false
	msg("©255000000Murderer is going to be chosen in 10 seconds!")
	if p<2 then
		msg("©000128128Game can't start - too less players!")
	end
end

addhook("walkover","no")
function no()
	return 1
end

addhook("buy","buying")
function buying()
	return 1
end

addhook("spawn","stripp")
function stripp(id)
	parse("strip "..id.." 0")
end

addhook("kill","xx")
function xx(id,vic)
	if murderer[vic]~=1 then
		msg2("©128000000You killed an innocent player, sadly...")
	else
		msg("©255000000"..player(id,"name").." killed the murderer "..player(vic,"name").."!")
		parse("restart")
	end
end

working time ~30 min.


thx tobey , i will test it now and say my opinion
My opinion . Mod is GREAT but , if you kill player you become discovered ( it writhes PlayerName Murdered PlayerName2) + items need to be pickable , and when you kill civilian , you become traitor ! (all must kill you )

But in other , Script is good
edited 1×, last 17.05.11 07:34:18 am

old Re: Murderer mod

RAVENOUS
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user Prest1Ge has written
thx tobey , i will test it now and say my opinion
My opinion . Mod is GREAT but , if you kill player you become discovered ( it writhes PlayerName Murdered PlayerName2) + items need to be pickable , and when you kill civilian , you become traitor ! (all must kill you )

But in other , Script is good


No, you don't become discovered, since the "murdered" customkill message is shown even for the non-murderers. You need just one hit with the murderer, because otherwise it would be too unbalanced, so he has to act silently, like killing other players with only 50 HP left.

And I don't gave him a machete, because everyone would see and hear that. That's more revealing as the one-hit-kill.

That with the that you become a traitor is addable easily.

old Re: Murderer mod

Prest1Ge
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Quote
user RAVENOUS has written
user Prest1Ge has written
thx tobey , i will test it now and say my opinion
My opinion . Mod is GREAT but , if you kill player you become discovered ( it writhes PlayerName Murdered PlayerName2) + items need to be pickable , and when you kill civilian , you become traitor ! (all must kill you )

But in other , Script is good


No, you don't become discovered, since the "murdered" customkill message is shown even for the non-murderers. You need just one hit with the murderer, because otherwise it would be too unbalanced, so he has to act silently, like killing other players with only 50 HP left.

And I don't gave him a machete, because everyone would see and hear that. That's more revealing as the one-hit-kill.

That with the that you become a traitor is addable easily.

Oh , Ok then script is GREAT ! but can you add sound when civilian killed ?

old Re: Murderer mod

MrShock
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I do not played Skulltag any time, but I think this mod will not be bad. Good luck !

old Re: Murderer mod

Prest1Ge
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user MrShock has written
I do not played Skulltag any time, but I think this mod will not be bad. Good luck !

try to play this mod ! Its AWESOME !!

old Re: Murderer mod

Night Till Death
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if you dont mind i can make a mansion horror map with secrets like opening panes & bookshells

A Lot of dark places to hide in the shadows

Im still thinking of choosing between the Family Guy Mansion or take the Map from Skulltags WhoDunIt Museum Or Mansion



Edit : @Tobey - Im telling you easy to use the knife... 2 hits & the victim is dead. I also had an Extra secret item for the killer but im still not shure about him having Stealth Suit

Anyway all the killer needs is a knife when he is choosen & some mines with a gas grenade.

I also had an idea if someone becomes a killer he can use secret passage ways like shortcuts so he does not have to run arround the whole map. Just like in WhoDunIt doom.

Edit #2 : The time before the killer should be choosen should be between 15 to 30 seconds,the items on map should spawn if picked up after each 5 minuts,The killers nickname must not be seen when he kills somebody it should be only like ( The murderer killed *PLAYER NAME*),
Constant rain, thunder & darkness for more dark feelings,
Regular items should be scatterd around the maps like : Chainsaw,Gut Bomb,Wrench(No Building),Flare,1/2 Pistols on map,1 Shotgun,Primary & Secondary ammo,Machete,Medikits & Bandages,Many hiding places like shadows behind the stair case,secret hiding places,Chat mainly disabled so that if someone saw the killer he cant type in his name or everybody will find out who he is & it will probably ruin the gameplay (Although this is why i got the idea of the Murderer getting a Stealth Suit after doing like 5/7 kills in 1 round.

Also the murderer should be choosen RANDOM not in a line.
The maps should have little sources of light like : Weak glowing lamps,Burning Candles,Lightning Strikes,Sort of scary distracting sounds in some time like : Screams,Taps,Fake stepps. I also had an idea about using the bloody footsteps scripts for more reallity so that if the Murderer hit somebody but did not kill him he could track him down for some time while the victim is bleeding

It should really make a great mood for the script & the game mode itself
edited 1×, last 17.05.11 09:09:52 pm

old Re: Murderer mod

RAVENOUS
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The real murderer shouldn't be revealed, so he shouldn't have items that show him open to the others. Anything else would be selfrape.

old Re: Murderer mod

Prest1Ge
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user Nem has written
user Night Till Death has written
WhoDunIt Museum Or Mansion

Please do a mansion
Its awesome map

i added thunder , rain and darkness to dust , now i create graveyard map . all maps starts with MR_(map name)

old Re: Murderer mod

EngiN33R
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For some reason I think this thread should be moved into the Mods section.
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