Garry's Mod
Fistful of Traitors (wild west cowboy ttt)
 Αυτό το θέμα έχει επισημανθεί, οπότε πιθανώς είναι σημαντικό
wget  [δημιουργός] 10 Δεκ 2022, 5:10
list of server cvars
the description has reached the character limit so i'm putting the list of serverside console variables here

server cvars:

ttt_fof_kickdoors_enabled 1 : doors can be kicked open
ttt_fof_kickdoors_forceoneway 1 : allow one-way doors to be kicked open from any side

ttt_fof_kickprops_fixforce 0 : heavier props receive less push from kicks
ttt_fof_kickprops_noinstantbreak 1 : weaker props will break on impact after being launched instead of breaking immediately when kicked

ttt_fof_hats 1 : players spawn with cowboy hats
​ ​ ​ ​ 0 = hats are disabled
​ ​ ​ ​ 1 = players receive different random hats
​ ​ ​ ​ 2 = players receive the same random hat

ttt_fof_show_holstered 1 : holstered pistols and rifles will be visible on a player

ttt_fof_freewhiskey 1 : detectives will spawn with free whiskey

ttt_fof_deathreload 1 : guns dropped from killed players will be fully loaded

ttt_fof_lastinno_walker 1 : spawn a Colt Walker somewhere in the map when there's one innocent left alive

ttt_fof_penetration 1 : allow certain guns to penetrate players

ttt_fof_silencer 1 : allow traitors to buy the silencer
ttt_fof_snakes 1 : allow traitors to buy a bag of venomous snakes
ttt_fof_deadeye 1 : allow traitors to buy the deadeye ability
ttt_fof_dynamitebelt 1 : allow traitors to buy the dynamite belt

ttt_fof_snakes_damage 10 : snake bite damage
ttt_fof_snakes_damage_consecutive 5 : reduced snake bite damage on consecutive bites
ttt_fof_snakes_stunsecs 3 : duration of snake bite paralysis in seconds
ttt_fof_snakes_noknockback 1 : snake bites won't deal any knockback force

ttt_fof_deadeye_nerf 0 : decreases the deadeye firing speed bonus for most guns
ttt_fof_deadeye_visible 1 : other players can see if someone is holding the deadeye weapon
ttt_fof_deadeye_audible 1 : the deadeye marking sound can be heard by other players

ttt_fof_dynamite_replace_incend 1 : dynamite spawn in place of incendiary grenades
ttt_fof_dynamite_replace_smoke 1 : dynamite spawn in place of smoke grenades
ttt_fof_dynamite_replace_discombob 1 : dynamite spawn in place of discombobulators

ttt_fof_accuracy_analysis_enabled 1 : allow clients to use the accuracy analysis feature

ttt_knife_bhop 1 : holding the knife grants autohop and increased air acceleration

ttt_jumpanimtweak 1 : simplifies player jump animations to make them easier to shoot

ttt_magneto_hpstation 1 : allow detectives to carry health stations with the magneto-stick
ttt_magneto_lagcomp 1 : enable lag compensation for props carried with the magneto-stick

ttt_stomp_mult 1 : adjusts stomp damage received by the victim
ttt_stomp_cushion 0.33 : adjusts stomp damage received by the attacker

---

the following cvars require a server restart for new values to be applied, these allow you to disable certain features of this addon if they conflict with other installed addons
ttt_fof_compatdisable_kick 0 : players can kick
ttt_fof_compatdisable_whiskey 0 : health station model is replaced with big whiskey
ttt_fof_compatdisable_crowbar 0 : slower attack interval on missed swings
ttt_fof_compatdisable_crouch 0 : crouch view offset raised to 36 units (from tttwr)
ttt_fof_compatdisable_knife 0 : traitor's knife can instakill with a backstab (from tttwr)
ttt_fof_compatdisable_flaregun 0 : red-coloured flare gun plus some buffs (from tttwr)
ttt_fof_compatdisable_newton 0 : newton launcher can pull plus some buffs (from tttwr)
ttt_fof_compatdisable_magneto 0 : props are transparent when carried (from tttwr)
ttt_fof_compatdisable_radio 0 : decoy and radio are merged into one
ttt_fof_compatdisable_bloodimpacts 0 : server-side blood impact particles and decals

---

these cvars are for enabling guns that are disabled from spawning by default
ttt_fof_spawnwep_smith 0 : Smith Carbine
ttt_fof_spawnwep_hammerless 0 : S&W Hammerless

the hammerless revolver is disabled by default because i think its niche is already covered by the deringer, though i might enable it in the future since it's pretty harmless

the smith carbine is disabled because its main downside of having only one shot is easily counteracted by the fact that revolvers are just scattered around to be picked up for free, and players typically don't find it enjoyable to be instakilled from long-range, so this gun will remain disabled by default

---

this cvar adds a new mechanic to the dynamite
ttt_fof_dynamite_enable_custom_fuse_time 0 : allow players to set dynamite fuse time

this lets players adjust their dynamite's fuse timer when they hold their reload key (usually R) with the dynamite deployed

the fuse time can be set at the maximum of 5 seconds (which is the default fuse time) or at the minimum of 0.5 seconds

the max blast damage from the dynamite explosion depends on how long the fuse was set to (shorter fuse time = lower damage), from 150 damage at 5 seconds to 50 damage at 1 second

this is experimental because of how significantly it changes how people can use the dynamite, since it turns into a much more powerful weapon that can be used a lot more offensively even with the decreased damage

---

this cvar changes how the coachgun and the sawed-off shotgun works
ttt_fof_buff_doublebarrels 0 : significantly increases the rate of fire of double-barrelled shotguns

this is an experimental option because, while players typically expect to be able to unload two shots from a double-barrel in quick succession, it'd be a ridiculously easy instakill that takes very little effort to pull off

i try to balance this by making the second shot extremely inaccurate until you wait for the accuracy to fully recover in 0.8 seconds (which is identical to the attack interval of the double-barrelled shotguns when this option is turned off)

---

this cvar adds a movement mechanic to the coachgun and sawed-off shotgun
ttt_fof_doublebarrels_selfknock 0 : applies self-knockback to the shooter when firing a double-barreled shotgun while airborne

this is similar to the Force-A-Nature from Team Fortress 2, where shooting the shotgun while airborne pushes you back, allowing for some advanced movement techniques
(the amount of force applied to the shooter in this addon is obviously much smaller though)

this is experimental because, while it's quite fun to use, adding a movement option like this is very significant

this opens up a lot of flanking opportunities and shortcuts in a map which might not be intended by the mapper, and it can also let players reach places that they're not supposed to reach

as unintuitive as it sounds, more mobility can make a game play slower, because it can let players escape too easily, get to annoying camping spots, or generally just avoid combat

---

these cvars are intended as an alternative to sprint addons
ttt_fof_walkspeed_crowbar 220 : walking speed while holding a crowbar (recommended value: 235)
ttt_fof_walkspeed_unarmed 220 : walking speed while unarmed (recommended value: 250)

Fistful of Traitors wasn't designed to be used with sprinting, since the gunplay is supposed to force players to fight each other in a deliberate manner, and sprint implementations for TTT tend to just give players a button to throw off the flow of a fight or just run away too easily

to disable sprinting, set "ttt_sprint_enabled 0" if you're using Custom Roles, or "ttt2_sprint_enabled 0" if you're using TTT2, or just uninstall whatever sprinting addon you have
Τελευταία επεξεργασία από wget; 23 Μαρ, 19:05