SS_ ?? Created 14 years ago2010-03-03 11:36:30 UTC by ashephard ashephard

Created 14 years ago2010-03-03 11:36:30 UTC by ashephard ashephard

Posted 14 years ago2010-03-03 11:37:28 UTC Post #279432
So I read somewhere on here recently, I think it was Huntey, saying that he and Urby had discovered another mode of counter-strike that most people don't map for, called SS_<mapname>.

The brief gameplay settings that were described sounded very interesting.

Before I lay out my ideas, for maps and possibly a mod, can anyone tell me more about the features of the SS mode, or where I can find more info about it.

Also, how hard is it to edit .fgd files, to customise the gameplay settings such as SS_. I assume it takes advanced programming skills?

Hope you guys understood all that, I can clarify if needed.

EDIT: Oh, and what versions of counterstrike does the SS_ mode work with?
Posted 14 years ago2010-03-03 12:49:22 UTC Post #279435
I can't answer much as I too only heard about it since I'm not a CSS player anymore but don't waste your time with a mod. You can't do it. All big mods fail.
Habboi HabboiSticky White Love Glue
Posted 14 years ago2010-03-03 14:08:14 UTC Post #279437
haha, me and urby just made it up.

It can be done with standard entities in Hammer, or through server console commands (with mani-admin plugin installed)

Here's a basic run-down of the rules we came up with, and how to achieve them.

Players only have 15hp. Simply cover the spawn points with trigger_hurts that deal 85 damage once per round. logic_auto might be required, as retriggering every round can be buggy in CSS.
Can be done in mani through console commands, but I can't remember how.

CTs are outnumbered. mp_autoteambalance 0. mp_limitteams 40.
Then it's just up to the players to join the right teams. We found 2/3 CTs versus ~10 Ts proved to be extremely fun.

CTs are stealth-oriented. Restrict non-silenced weapons (except scouts). Can't remember how to do this in mani OR hammer.

This set-up results in some VERY tense games. Make sure the maps used are nice and big with loads of varied routes so that CTs aren't at a disadvantage due to numbers.

Pick them off 1 by 1 :ciggie: :pwned:
Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-03-03 14:20:15 UTC Post #279438
I coded it all

It takes hours, if you want the code you'll have to pay me
Posted 14 years ago2010-03-03 23:13:15 UTC Post #279450
That sounds like it could be lots of fun. The maps and ideas I have in my mind line up with this.
Whatabout things like editing the hosties to 'act busy' and react to what is going on, like the way scientists do in halflife 1 when people are shooting near them or an enemy approaches etc.
Is there a way to allow terrorists to move the hosties around?

EDIT: No wonder I couldn't find any information about SS_ from google __ lol

@Tuna: What exactly did you code? I take it, that it was a hard task? I thought hours wasn't a long time for coding, when it came to days even weeks it became a long time.
Posted 14 years ago2010-03-04 08:22:58 UTC Post #279457
@Tuna: What exactly did you code? I take it, that it was a hard task? I thought hours wasn't a long time for coding, when it came to days even weeks it became a long time.
Tuna's just trolling. He didn't code anything.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-03-04 08:35:54 UTC Post #279458
Yeah, he tends to do that.
In all of his posts.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-04 10:36:58 UTC Post #279459
I thought as much, mainly because he asked to be paid.. lol, idiot.

So can anyone give me an answer to those questions, or atleast an educated guess? :P
Posted 14 years ago2010-03-04 10:41:47 UTC Post #279460
HAWL, DONT CALL MA BRUV AN IDIOT
Whatabout things like editing the hosties to 'act busy' and react to what is going on
Not possible in CSS.
Is there a way to allow terrorists to move the hosties around?
nope.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-03-04 11:00:26 UTC Post #279461
haha, well your bruv shouldn't be a smart ass to people he doesn't know.. unless he was just joking.

Well thats a shame. Obviously you would have to do some advanced programming to create a mod based on the CSS code, which allows such things to happen.
Posted 14 years ago2010-03-04 13:08:52 UTC Post #279463
I'll take ?10 for code delivery
Posted 14 years ago2010-03-04 16:21:34 UTC Post #279464
Is there a way to allow terrorists to move the hosties around?
nope.
Wait, I'm sure it could be done in non-source CS. Am I wrong?
Posted 14 years ago2010-03-04 16:26:23 UTC Post #279465
I don't know about CS 1.6, but I can categorically assure you that in CS Source, Terrorists can not manipulate hostages in any way other than killing them. Anything otherwise would make gameplay vastly unfair.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-03-04 18:40:47 UTC Post #279467
You used to be able to do it waaaaaaaaaaaaay back in the day.
Like... CS 1.3.
Posted 14 years ago2010-03-04 22:13:38 UTC Post #279472
DAMN!

It could be coded though?

Yes but playing on a map with SS or similar rules would make for very interesting and realistic gameplay, especially if the T's could hide behind them.

And then to take things further, hostages could be given conditions to punish or reward the CT's and T's, i.e. a Terrorist kills a hostage and his money goes up slightly so that he can afford a better gun, but his health drops significantly.

(That could be related to real life, as he would become a priority target in the eyes of the CT's).

And if a CT is in the presence or can see a hostage getting killed, he loses some money and some health, giving him incentive to kill the T and save the rest of the hostages. And if a CT accidentally killed a hostage his money would be significantly reduced, and some health lost.
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