Garry's Mod

Garry's Mod

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Instagib
   
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İçerik Türü: Eklenti
Eklenti Türü: Oyun Modu
Eklenti Etiketleri: Eğlence
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31.500 MB
24 Ara 2023 @ 14:42
15 Nis @ 18:08
35 Değişiklik Notu ( görüntüle )

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Instagib

UselessGhost tarafından 1 koleksiyonda
Instagib
6 öğe
Açıklama
This is an instagib gamemode I coded so that I could play with some of my friends. My goal was to create something not unlike old sourcemods while playing into Source movement mechanics to give it an enjoyable flow. It also features multiple gametypes in both 2 team and 4 team variants. Heavily inspired by Ratz Instagib.

How to play
The objective is simple: point at an enemy and shoot. First to the fraglimit or highest scoring player when the timer runs out wins.

Left-click fires a shot.
Right-click fires a boost. Think of it like a rocket jump in TF2 that does no damage to yourself and only affects you.
Middle-click or Reload toggles zoom.
Hold space to bunnyhop (configurable on the server)

Press Q to drop the flag in CTF and Keep Away.
Press C to taunt (configure in the F4 menu)
Press F1 to switch to spectator view
Press F2 in warmup to swap teams if teams are enabled
Press F4 to open the player options menu

Game Types
There are several game types that can be selected using the sv_gametype CVar.

* Deathmatch (sv_gametype dm): Bog standard deathmatch. Shoot the other players until you have enough points to win.
* Capture the Flag (sv_gametype ctf): Standard capture the flag. Capture the enemy team's flag and take it back to your base (but make sure your flag doesn't get captured too, or you won't be able to score any points!) Only works when teams are enabled.
* Keep Away (sv_gametype keepaway): A slight variation on 1 flag. Grab the neutral flag and hold onto it for as long as possible, fending off anyone else who attacks you.
* Freeze Tag (sv_gametype freezetag): A rendition of the traditional playground game freeze tag. Killed players are turned into beacons that can be respawned with the help of another player. Only works with teams enabled.
* Last Man Standing (sv_gametype lms): Players are awarded points if they are the last player left alive.

Teams can be enabled by running sv_teams 1. All gamemodes support teams, and some require it.

Map cycle
Edit data/instagib/mapcycle.txt or the nextlevel CVAR to configure what maps the server loads next. If sv_mapvote is enabled, the mapcycle file will be used as a map pool for end of match map voting. The following example mapcycle can be used as a starting point.

# format: # mapname sv_gametype sv_teams # (without the leading hash and space) # deathmatch gib_gronchcube dm 0 gib_scudgehole dm 0 gib_snortdortly dm 0 gib_deadsimple dm 0 # team deathmatch gib_gronchcube dm 1 gib_scudgehole dm 1 gib_snortdortly dm 1 gib_deadsimple dm 1 # ctf gib_scudgehole ctf 1 gib_snortdortly ctf 1 # keepaway gib_gronchcube keepaway 0 gib_scudgehole keepaway 0 gib_snortdortly keepaway 0 gib_deadsimple keepaway 0 # keepaway (teams) gib_gronchcube keepaway 1 gib_scudgehole keepaway 1 gib_snortdortly keepaway 1 gib_deadsimple keepaway 1 # freezetag gib_gronchcube freezetag 1 gib_scudgehole freezetag 1 gib_snortdortly freezetag 1 gib_deadsimple freezetag 1 # lms gib_gronchcube lms 0 gib_scudgehole lms 0 gib_snortdortly lms 0 gib_deadsimple lms 0

Server configuration
sv_respawntime: How long players stay dead for, time in seconds.
sv_spawnprotection: How long for players to be invulnerable for when they spawn in seconds. Spawn protection wears off instantly if the player shoots.
sv_warmuptime: How long to stay in warm-up, time in seconds
sv_roundtime: How long for each match to last, time in seconds
sv_gametype: What game type to run. Current options are "dm", "ctf" and "keepaway"
sv_fraglimit: How many eliminations it takes to win the round in deathmatch
sv_teams: Set to the amount of teams to enable. sv_teams 1/2 = 2 teams, 3 = 3 teams, 4 = 4 teams.
sv_autobalance_teams: Set to 1 to enable team autobalance.
sv_scramble_teams: Set to 1 to enable team scrambles at the end of matches.
sv_flagtimer: How long it takes for the flag to reset itself when dropped, in seconds
sv_capturelimit: How many flag captures it takes to win the round in CTF
sv_holdlimit: How many seconds of holding the flag it takes to win in keep away
sv_taglimit: How many team wipes in freezetag before a team wins..
sv_tagtimer: How long it takes for a player to naturally respawn in freezetag, in seconds.
sv_autohop: Set to 1 to enable auto bunnyhop, hold space to bhop. (Recommend setting sv_airaccelerate 1000 when this is enabled for some extra airstrafing fun)
sv_tribes: Set to 1 to enable Tribes mode. Hold shift to skate.
sv_titanfall: Set to 1 to enable Titanfall mode. Right click to grapple. Wallrunning and walljumping is also enabled.
sv_mapvote: Set to 1 to enable map voting at the end of rounds. Maps are pulled from the map cycle file.

Client configuration
cl_hitmarkers: Set to 1 to enable hit markers
cl_hitsounds: Set to 1 to enable hit sounds
cl_hitsound: The path to the sound you want to use as a hit sound
cl_screen_rotation: Set to 1 to roll the viewport when moving laterally (entirely cosmetic)

Credits
UselessGhost - game design, programming, mapping: gib_deadsimple
Tostykig - mapping: gib_gronchcube, gib_scudgehole and gib_snortdortly

Special thanks
Tobey Maguire's Pizza Delivery Deathmatch by TomatoSoup of which the Titanfall mode's mechanics were heavily based on
GibMod[github.com] by thegrb93[github.com] of which the "Violent" gib effect is based off of