Poll

What alignment would you like to see expanded in Mafia Madness? (elaboration appreciated)

The Innocents
15 (29.4%)
The Mafia
8 (15.7%)
Unaligned Good
2 (3.9%)
Unaligned Neutral
11 (21.6%)
Unaligned Evil
8 (15.7%)
Something else?? (elaborate in post)
7 (13.7%)

Total Members Voted: 51

Author Topic: Mafia Madness (too) [BETA] [OFFLINE] [Public Beta v2.2.1; Deathville v1.1.0]  (Read 27190 times)

how would you preview what a role list would look like with different playercounts
there is no documentation on this and aaaaaa
otto said something about $MM::Debug when i brought it up
don't know the instructions on how to use it but that's what he said



fairly certain this is my own fault, but i just updated so

if anyone could explain to me why this might be happening to me it'd be greatly appreciated

one of the addon requirements recently added in the gamemode requires Sound_Blockland for some reason
http://swololol.com/rd?f=Sound_Blockland

there have been no add-on requirements added. i only removed Server_TsuEval and i'm not getting that error with the latest version. it may be an expansion you've made or something? i'm not sure if that would break things or not but i'm not able to reproduce this

how would you preview what a role list would look like with different playercounts
there is no documentation on this and aaaaaa
i was certain i had something to do this easily since i had to be able to do that but it looks like i don't

the process would be to set $MMDebug to 1 and to call MM_InitModeCustom($DefaultMinigame);. the resulting roles list would be echoed out. (or just start a round)
the only thing to figure out is how you would want to change the number of players to test for, which could be done by changing line 781 in MM_Gamemods.cs (line 782 is actually a commented-out replacement that would work) or by packaging MinigameSO::MM_GetNumPlayers(%this) to return a specified value
« Last Edit: February 24, 2016, 07:10:30 PM by otto-san »

alrighty thanks (add a command or something in a future update plspls)

currently looking into making a map voting system for my server
skill gave me a save dump and some of the saves looks like they'll work well, they also appear to be for public release so it shouldn't be a problem, nor should it be anyways.
probably won't use anything MM provides, seems much easier just to code everything.

EDIT: adding Sound_Blockland to the gamemode.txt fixed the issue Titanium and I had

is there anything different about your gamemode from the latest version? a different save or anything?

is there anything different about your gamemode from the latest version? a different save or anything?
nothing lol

again just add Sound_Blockland and it goes away

alrighty thanks (add a command or something in a future update plspls)map
Mapp ???? ? Wher e

i'm not able to actually reproduce the problem. i haven't added anything since the last version that would require it either

i'm working on a gamemode right now that's actually a bit Bigger than the other gamemodes. it's the first gamemode i've made that will feature its own special roles (for a new alignment as well as other alignments) and gameplay tweaks. hopefully i'll be able to test it out soon
« Last Edit: February 24, 2016, 11:03:44 PM by otto-san »

honestly wondering if it's even worth making the map rotation system considering my server's been dead with 2 other MM2 servers up
1 of which i can't even join most of the time due to lack of port forwarding


What maps though

[TDM] Town         needs work/placement bricks/barriers
Murder Mystery Mansion      needs placement bricks/barriers
NWB Museum         needs placement bricks/barriers
Summer Blocktown      needs placement bricks/barriers
Mini Pyramid         needs placement bricks/barriers


https://dropfile.to/5sl44

mini pyramid w/ boundaries, but idk if afterlife or abd crap is placed.

otto why


just make it a named brick that way the game can always resolve something like _afterLifeSpawn, we don't need datablocks.

like forget you could get rid of most of MinigameSO::MM_GetAfterLifeTransform() if you use named bricks
stop making me work around this convoluted mess >:(