Garry's Mod

Garry's Mod

[TTT2] Impostor [ROLE]
 This topic has been pinned, so it's probably important
blackmagicfine  [developer] 14 May, 2021 @ 8:01pm
Convars
[img]https://i.imgur.com/jIBWtbM.png[/img]

Convars are variables that are introduced to allow server owners to customize the gameplay without changing the code. There are always a handful of convars automatically created by TTT2, that define the spawn parameters of this role and are found in ULX. Additionally there might be some role specific convars, which have to be set in the server config file.

Normal Role Convars (also found in ULX):
# enable or disable this role ttt_impostor_enabled [0/1] (default: 1) # the percentage of players that are spawned as this role ttt_impostor_pct [0.0..1.0] (default: 0.17) # the limit of players that spawn as this role each round, this overwrites the percentage ttt_impostor_max [0..n] (default: 1) # the probability each round of this role being spawned at all ttt_impostor_random [0..100] (default: 30) # the amount of players needed for this role to spawn ttt_impostor_min_players: [0..n] (default: 6)

Rolespecific Convars:
### GENERAL ### # At the beginning of the round, should everyone be told how many impostors are among us? ttt2_impostor_inform_everyone [0/1] (default: 0) # How much damage should the impostor be able to do with traditional guns and crowbars? ttt2_impostor_normal_dmg_multi [0.0..n.m] (default: 0.5) # Should everyone be informed via pop-ups about how sabotages work every time a sabotage occurs? ttt2_impostor_sabo_pop_ups [0/1] (default: 1) ### INSTANT KILL ### # What method can the Impostor use to instantly kill their victim? ttt2_impostor_kill_mode [0/1] (default: 0) # 0: Interact with the use key while the victim is in line of sight (Warning: this is janky when either player is running around) # 1: Impostor is given a knife # What is the range on the impostor's instant-kill ability? ttt2_impostor_kill_dist [0..n] (default: 150) # What is the cooldown (in seconds) on the impostor's instant-kill ability? ttt2_impostor_kill_cooldown [0..n] (default: 45) ### VENTING ### # How many vents does the impostor start with? ttt2_impostor_num_starting_vents [0..n] (default: 3) # How many vents does can the impostor hold? ttt2_impostor_vent_capacity [0..n] (default: 6) # What is the maximum number of vents allowed on the map (-1 for unlimited)? ttt2_impostor_global_max_num_vents [-1..n] (default: 9) # What is the range on the Impostor's vent placement tool? ttt2_impostor_vent_placement_range [0..n] (default: 100) # If set, newly created vents will attempt to use the creator's position as the exit point (as long as the vent is close enough to them). Allows for quick and creative vent placement. Can lead to map abuse (i.e. hiding vents in ridiculous locations). If not set, all created vents (regardless of placement distance) will attempt to set the exit point out and in front automatically. Enforces sane vent placement. However, the user will be forced to place vents on walls near the floor in most scenarios. ttt2_impostor_nearby_new_vents_use_ply_pos_as_exit [0/1] (default: 1) # Should vents be invisible upon creation, only being revealed when entered or exited? ttt2_impostor_hide_unused_vents [0/1] (default: 1) # Can the secondary fire on the Vent tool be used to take back already placed vents? ttt2_impostor_vent_secondary_fire_mode [0..2] (default: 1) # 0: Impostors cannot take vents back # 1: Impostors can only take unrevealed vents back # 2: Impostors can take any kind of vent back # Should all traitor roles be able to use vents that the Impostor(s) have placed? ttt2_impostor_traitor_team_can_use_vents [0/1] (default: 1) ### SABOTAGE STATION ### # Should the Impostor's sabotage abilities create a Sabotage Station entity (If disabled, the sabotage abilities can only end once their duration has been exceeded)? ttt2_impostor_station_enable [0/1] (default: 1) # Should the Impostor be able to know where the sabotage station will spawn, be able to switch the spawn location, and add new station spawns? ttt2_impostor_station_manager_enable [0/1] (default: 1) # Should Impostors be unable to create sabotage stations in the same place twice (until all available locations have been exhausted)? ttt2_impostor_dissuade_station_reuse [0/1] (default: 0) # How far away can sabotage station spawn locations be from each other? ttt2_impostor_min_station_dist [0..n] (default: 1000) # What is the radius of the circle that players need to enter in order to disable the current sabotage? ttt2_impostor_station_radius [0..n] (default: 300) # What proportion of the players (alive and dead, rounded up) need to enter the sabotage station's radius in order to end the current sabotage (ex. If 0.25, and there are 6 players, then at least 2 need to enter the station's radius)? Note: Both dead and alive players are counted for determining this threshold. ttt2_impostor_stop_station_ply_prop [0.0..n.m] (default: 0.25) # How long must enough players be in the sabotage station's radius to end it? ttt2_impostor_station_hold_time [0..n] (default: 5) ### SABOTAGE LIGHTS ### # How long (in seconds) should the lights be sabotaged for (<= 0 to disable ability)? ttt2_impostor_sabo_lights_length [0..n] (default: 55) # What is the cooldown (in seconds) on the impostor's Sabotage Lights ability? ttt2_impostor_sabo_lights_cooldown [0..n] (default: 120) # What should happen when the lights are sabotaged? ttt2_impostor_sabo_lights_mode [0/1/2] (default: 0) # 0: A series of Screen fades occur, which blacks out the entire screen. Flashlights will not help you. # 1: Map lighting is temporarily disabled. Flashlights work. Effectiveness depends on map (ex. some props may still be fully lit, and players may be easier to see instead of harder) # 2: Surrounds everyone with a black fog. Impostors also experience fog, though they have much greater visibility than their opposition. Strange behavior when used with other fog effects (ex. one overrides the other) # How long (in seconds) should it take for lights to fade to black upon activating Sabotage Lights under Screen Fade mode (<= 0.0 to disable ability)? Note: Only applicable if ttt2_impostor_sabo_lights_mode is 0 (Screen fade mode) Note: Fade time is nonlinear. HUD's color difference may be off for large fade times.. ttt2_impostor_sabo_lights_fade_trans_length [0.0..n.m] (default: 2.0) # How long (in seconds) should the victims be in complete darkness under Screen Fade mode (< 0.0 to disable ability)? Note: Only applicable if ttt2_impostor_sabo_lights_mode is 0 (Screen fade mode) ttt2_impostor_sabo_lights_fade_dark_length [0.0..n.m] (default: 1.0) # How long (in seconds) should the victims be safe from the dark under Screen Fade mode? Note: Only applicable if ttt2_impostor_sabo_lights_mode is 0 (Screen fade mode) ttt2_impostor_sabo_lights_fade_bright_length [0..n] (default: 5) # What scale should be applied to the fog distance for the victims (<= 0.0 to disable ability)? Note: Only applicable if ttt2_impostor_sabo_lights_mode is 2 (Fog mode) ttt2_impostor_sabo_lights_fog_scale_other [0..n.m] (default: 1.0) # What scale should be applied to the fog distance for the Impostor (<= 0 to apply no fog to Impostor)? Note: Only applicable if ttt2_impostor_sabo_lights_mode is 2 (Fog mode) ttt2_impostor_sabo_lights_fog_scale_impo [0..n] (default: 1.5) # Should all (non-Impostor) traitor roles be affected by an Impostor's Sabotage Lights? ttt2_impostor_traitor_team_is_affected_by_sabo_lights [0/1] (default: 0) ### SABOTAGE COMMS ### # How long (in seconds) should the comms be sabotaged for (<= 0 to disable ability)? ttt2_impostor_sabo_comms_length [0..n] (default: 60) # What is the cooldown (in seconds) on the impostor's Sabotage Comms ability? ttt2_impostor_sabo_comms_cooldown [0..n] (default: 120) # During Sabotage Comms, should the affected be deafened in addition to having text/voice chat disabled? ttt2_impostor_sabo_comms_deafen [0/1] (default: 1) # Should all (non-Impostor) traitor roles be affected by an Impostor's Sabotage Comms? ttt2_impostor_traitor_team_is_affected_by_sabo_comms [0/1] (default: 0) ### SABOTAGE O2 ### # How long (in seconds) should O2 be sabotaged for (<= 0 to disable ability)? ttt2_impostor_sabo_o2_length [0..n] (default: 60) # What is the cooldown (in seconds) on an Impostor's Sabotage O2 ability? ttt2_impostor_sabo_o2_cooldown [0..n] (default: 120) # For Sabotage O2, How much HP per second should be lost? ttt2_impostor_sabo_o2_hp_loss [1..n] (default: 1) # For Sabotage O2, How many seconds should occur between HP deductions? ttt2_impostor_sabo_o2_interval [1..n] (default: 1) # How many seconds until Sabotage O2 starts incurring hp loss? ttt2_impostor_sabo_o2_grace_period [0..n] (default: 10) # At what HP threshold should Sabotage O2 stop damaging a given player? ttt2_impostor_sabo_o2_stop_thresh [0..n] (default: 10) # Should all (non-Impostor) traitor roles be affected by an Impostor's Sabotage O2? ttt2_impostor_traitor_team_is_affected_by_sabo_o2 [0/1] (default: 1) # Should impostors be affected by their own Sabotage O2? ttt2_impostor_is_affected_by_sabo_o2 [0/1] (default: 1) ### SABOTAGE REACTOR ### # What is the timelimit on the Sabotage Reactor ability (<= 0 to disable ability)? ttt2_impostor_sabo_react_length [0..n] (default: 90) # What is the cooldown (in seconds) on an Impostor's Sabotage Reactor ability? ttt2_impostor_sabo_react_cooldown [0..n] (default: 120) # What should happen when the reactor is sabotaged and it is not stopped in time? ttt2_impostor_sabo_react_win_mode [0..1] (default: 0) # 0: EVERYONE LOSES. Everyone! Including the Impostor and their team!!! # 1: The Impostor's team wins (ex. If a Doppelganger steals the Impostor's role, they can win from this) ### SPECIAL ROLE HANDLING ### # Should traitors be informed when a player who doesn't have a Traitor subrole enters and exits a vent? ttt2_impostor_inform_about_non_traitors_venting [0/1] (default: 1) # Can the Trapper use the vents, and if so, for how long (Disabled if 0)? ttt2_impostor_trapper_venting_time [0..n] (default: 30) # Should trappers be informed when anyone enters and exits a vent? ttt2_impostor_inform_trappers_about_venting [0/1] (default: 1) # Should jesters be able to use vents? ttt2_impostor_jesters_can_vent [0/1] (default: 0)
Last edited by blackmagicfine; 6 Jun, 2023 @ 8:37pm