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i will try something. one by one adding a workshop until it does not work anymore
If that playermodel doesn't show up wearing a hat, it could be an issue with some addon you've gotten from the workshop. I think it's unlikely to be an issue with the Defective itself, but I've been wrong in the past on these sorts of things.
A bit of history: The reason not all playermodels can wear the hat is because a lot of the custom ones deviate too much from the standard model. Most of them don't even have head hitboxes, even if they do have "heads" (TTT2 can show you which ones do and don't in the F1 menu under playermodels). If you want a playermodel to be hattable, it can be done, but I forget if it's something the admin has to force or if the playmodel's creator has to make that change.
that's strange.
the detective has a hat but the defective doesn't.
if the role is reversed it's the same.
Thanks anyway!
eg. two defectives = 4 traitors, one defective = two traitors
i think it'd be capable of stirring more chaos is all
if it's not possible though that's perfectly fine
But what is the use case for this behavior? Are you trying to make it so that, for example, there's only two Traitors when a Defective is chosen (and both of those Traitors would be Defectives)?
One more thing, though, is there a way to make it so defective can change the number of traitors when it spawns, or is that out of the scope of what the settings can do?
I think setting these two ConVars to the specified values will do the trick (haven't tested myself):
ttt_defective_pct 1.0
ttt_defective_max 99
A percentage of 1.0 will attempt to force every Traitor into a Defective, and raising the max to a sufficiently high value is needed (the default value of "1" will make it so that only one Defective can spawn)
I'll also note that ttt_defective_random controls the actual chance of the Defective role being considered during role selection. You shouldn't have to change this).
If I recall correctly, to make this work I believe you'll also need the Defective on its own layer, with a higher priority than any other Traitor subroles that you may have. This should prevent issues where TTT2 selects a Traitor subrole (ex. Glutton) first for one Traitor, and only afterwards encounters the selection logic for the Defective.
I mean prevent traitors from spawning (so just defective spawns)
Let me know if you want it to be a different shade of red (and if so, provide the RGB values)
This has been a common complaint both on the server I used to run, and on multiple other servers. Changing the default to a shade of Red would make it a lot harder to accidentally teamkill your defective teammate.
https://youtu.be/jmveQPf7Wg4
also here is a link to the collection of addons I'm using, hope this helps:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2913451164
It could be that there's some sort of conflicting addon that you have. Or perhaps there's some combination of ConVars that I haven't properly tested. If you wish, you could submit a bug on GitHub, though I would need more information from you (ex. video, addon list, etc.)
I have the problem that the detective still gets the role "Master Chief" even though ttt2_defective_special_det_handling_mode is set to "1".
Could you please look into this?
1. The Defective may receive a visage of a special detective role. Probabilities are determined by that role's own chances of popping up in game
2. The Defective will be notified of the role they are disguised as through a rather large popup that disappears after a few seconds
3. Everyone who can see the Defective's true role (including the Defective themselves) will further be notified via chat message
4. Those who can see the Defective's true role will see a line like "Disguised as <ROLE>" when hovering their cursor over the Defective
The changes were substantial, so let me know if you (or anyone else!) runs into any issues.
If you want, I can add a new mode for ttt2_defective_special_det_handling_mode. This new mode would assign a probability for the Def to look like a Sheriff/Sniffer/Banker/etc. while also not altering the role of special Dets. However, I should warn you that this will put the Def at a significant disadvantage: They would not have the abilities of their assumed role. This is particularly evident if the Def is masquerading as a Sheriff or Sniffer, as they would not have a Magnifying Glass or Deputy Deagle and thus would be extremely easy to identify.
I would be unwilling to also give the Def the abilities of the special Det role that they're masquerading as: This would require hardcoding for every special Det role (i.e. buggy)
Set ttt2_defective_inform_everyone to 0
Set ttt2_defective_disable_spawn_if_no_detective to 0
Set ttt2_defective_demote_detective_pct to 1.0
For a more technical answer: TTT2 doesn't allow for fine role selection logic such as "Only enable this role if this other role is or is not present". The above two options hack in what you desire (your players won't notice the difference).
Round Info should be able to see that the Defective is a Traitor. It does on my end at least. It does this both at the start of the round (by saying that there's 2 traitors in the game in chat), and when the Defective kills you (by displaying a pop-up saying as much).
There's a couple things that could have gone wrong here. One possibility is that you have a conflicting addon that is reinterpreting the Defective as an Innocent. Another possibility is that you have a conflicting addon or strange role distribution settings (ex. making "ttt_min_inno_pct" too low) which have added a 3rd traitor to your scenario, when you only want 2 (This doesn't explain why Round Info is telling you that the Defective is Innocent though).
I'm not sure how this could come about in the Defective's source code alone. Try taking out addons that can mess with a player's role and see if you are still able to reproduce the issue.
In addition, credits were reworked. I ended up removing ttt2_defective_gain_traitor_credits, as the Defective now gains credits like a Traitor by default. I don't think this will impact the Defective's ability to mimic a Detective, as Traitors tend to gain more credits than Detectives in general.
Finally, I decoupled the Defective's starting credits from the Detective's, so you may need to set that value manually in your server.
I think what I could do is have a ConVar that is a percentage (0.0 by default). If that percentage is hit, then in the beginning of a round where there is at least one def, I could "demote" a det into an innocent for each def in game. This demotion would also affect special det roles such as the Sheriff or Vigilante. The popup that normally informs everyone (when ttt2_defective_inform_everyone is enabled) would also be prevented from showing up if there are no dets in general, but could still show up if there's a mix of the two.
ttt2_defective_disable_spawn_if_no_detective would need to be disabled for this.
Keep in mind that if there are more dets than defs, than there would still be a mix of the two with this ConVar. Reason for this is because flat out demoting all dets seems pretty OP to me.
Would that work for you?