Garry's Mod

Garry's Mod

TTT2 (Base) - v0.13.2b
1,338 Comments
Tim | Mineotopia  [author] May 14 @ 9:08am 
@Fitzen: To have them all on one layer is correct. You probably want to set the random of all of them to 100. Because the role layering first select a role from a layer, then checks the random. If the random is only 10, you have a 90% chance that no role is selected.

You should additionally set the percentage to 0.17 (rounded up) so that it is always true for 6 players.

> I'm guessing I simply do the same thing for detective, traitor and innocent layers to randomize it. But if I want to leave some chance for a non-upgraded base traitor do I lower the odds for sub-roles in that layer?

yes. If you have a random of 50 for the hitman for example, then on average there will only be a hitman every second round. But the overall traitor count stays constant.
Tim | Mineotopia  [author] May 14 @ 9:04am 
@ErpipaKNIFE: Subscribe to it and/or put it in your server collection. It basically works as any other ttt addon as well
Fitizen May 14 @ 8:26am 
Hello, I'm struggling to wrap my head around role layering and distributions (sorry if you get this question a lot).

I have 6 players and want to guarantee a detective, 2 traitors and a neutral role plus two innocents. If I want one random neutral role, do I assign the neutral roles I have in a layer all an equal fraction in the 'chance of this role' slider (e.g 10 out of 100) and set role distribution per player to .16?

I'm guessing I simply do the same thing for detective, traitor and innocent layers to randomize it. But if I want to leave some chance for a non-upgraded base traitor do I lower the odds for sub-roles in that layer?

I appreciate you guys still responding to comments after all this time so thank you.
ErpipaKNIFE May 13 @ 12:45pm 
how to use this?
DeCeddy May 12 @ 3:48pm 
Hi, I'm getting the following problem in my "Problems" tab:

"TTT2 Warning: CS:S does not appear to be mounted by GMod. Things may break in strange ways. Server admin? Check the TTT readme for help.

1. unknown - gamemodes/terrortown/gamemode/server/sv_main.lua:409"

I believe this problem to be the source of my issue that on many maps, weapons refuse to spawn when I am hosting a peer-to-peer server from my machine. This is what I am trying to fix in the first place.

Interestingly enough, the folder "server" in my "gamemode" folder strictly does not appear in my files, therefore I cannot investigate the Lua in question.
I have all CS:S resources in the "addons" folder of Garry's Mod. The base game TTT does not produce the error, all weapons are spawning as intended, even with different weapon packs like Lykrasts or Fuzziks.

Appreciate your help, thanks in advance!
Tim | Mineotopia  [author] May 6 @ 8:11am 
@TTV this appears to be a recent incompatibility with ArcCW. I'm not sure yet what is the cause, but we'er aware of it: https://github.com/TTT-2/TTT2/issues/1507

@Strawberry: Hard to tell, seems to be a mod conflict. Make sure that the addon checker output is clean
Strawberry May 5 @ 6:16pm 
hi! i'm having a problem where when i attempt to search bodies, it gives me this message.
is this something i can fix? is it a mod conflict? no other mods are showing errors, so i'm just very confused!

[TTT2 (Base) - v0.13.2b] lua/ttt2/extensions/util.lua:259: attempt to index local 'color' (a nil value)
1. utilGetDefaultColor - lua/ttt2/extensions/util.lua:259
2. SkinHook - gamemodes/terrortown/gamemode/client/cl_vskin/default_skin.lua:1872
3. unknown - gamemodes/terrortown/gamemode/client/cl_vskin/vgui/dprofilepanel_ttt2.lua:308 (x53)
Neuro May 3 @ 9:36pm 
Not sure if this has been answered yet, but the scoreboard keeps getting stuck on players screens. Not sure what caused this, but it goes away after reconnecting but this is obviously a problem since it happens to me while im hosting. If theres any solution to this, it'd be greatly appreciated.
Tim | Mineotopia  [author] May 2 @ 9:25am 
check 3 comments below yours. It is a deprectation warning, the addon dev of ttt_push has to update their addon. Nothing we can do about that, but also nothing you have to worry about
Domini02 May 1 @ 4:30am 
[TTT2 (Base) - v0.13.2b] [DEPRECATION WARNING] Using `AccessorFuncDT` is deprecated and will be removed in a future version.
1. AccessorFuncDT - lua/ttt2/libraries/none.lua:35
2. unknown - lua/weapons/weapon_ttt_push.lua:49
Tim | Mineotopia  [author] Apr 22 @ 2:55am 
@Krieger No, I have no clue what could cause this. But id you'd join our discord, we could likely figure this out together
KriegerSan Apr 21 @ 8:17am 
[TTT2 (Base) - v0.13.2b] lua/includes/extensions/entity.lua:369: bad argument #3 to 'SetFunc' (number expected, got nil)
1. SetFunc - [C]:-1
2. SetFOVTransitionTime - lua/includes/extensions/entity.lua:369
3. SetFOV - gamemodes/terrortown/gamemode/shared/sh_player_ext.lua:1293
4. unknown - addons/temp/lua/weapons/weapon_pwb_akm.lua:113

With the [TTT] PWB weapon packs, there is a screen jitter before sprinting. This problem is not present with other sprint addons. I'm also modifiying the PWB packs and disabling the custom sprinting animations for all the weapons, but the problem persists. Figure it's a long shot, but any advice?
Tim | Mineotopia  [author] Apr 12 @ 2:59am 
jo, ist ne Deprecation Warning, dass sich der Entwickler von dem Addon darum kümmern soll. Aber du kannst es ignorieren.
cry. Apr 9 @ 9:46am 
[TTT2 (Base) - v0.13.2b] [DEPRECATION WARNING] Using `AccessorFuncDT` is deprecated and will be removed in a future version.
1. AccessorFuncDT - lua/ttt2/libraries/none.lua:35
2. unknown - lua/entities/ttt_tstation/shared.lua:36

Das bekomme ich immer wenn ich dem Server join
Hero05IT4 Apr 8 @ 8:55am 
Ok, thank you!
Tim | Mineotopia  [author] Apr 6 @ 4:56am 
for weapons that have already a pretty small cone the crosshair is clipped. That means the improved cone is not shown (I think this is true for the deagle for example). This is how it was in base TTT as well and it seems to be the best tradeoff. Otherwise you might end up for barely visible crosshairs for highly accurate weapons.

But there are also weapons that don't change their accuracy when aiming. So this depends on the weapon.
Hero05IT4 Apr 4 @ 1:24pm 
Hello! I just noticed that when you Aim Down Sight the crosshair's cone doesn't become smaller... Does it mean that the weapons have the same accuracy when you don't aim? Or is it just a visual issue?
julien4z526534 Apr 1 @ 7:39am 
Ok actually nevermind, it works now for some reason.
julien4z526534 Apr 1 @ 7:09am 
Alright, will do
Tim | Mineotopia  [author] Apr 1 @ 6:39am 
are there any errors? Also please join our discord if you need help
julien4z526534 Apr 1 @ 6:01am 
Hi, I've been using this with the TTT Bots 2L0 mod, and for some reason, after a first round is over, new rounds never start, and instead it says "time's up" over and over again. Any tips?
mexikoedi Mar 23 @ 8:56am 
@Lito Maybe it's an addon which was updated and now started to cause issues. Check your collection for addons which could cause this. Maybe there is an error in your console?

@artemkin What is not working? If you have issues check your console for errors and addons for potential conflicts.

Otherwise you could check out the FAQ page or join the Discord for further assistance.
piratik poko Mar 23 @ 8:38am 
why its dont work?
Lito Mar 22 @ 2:36pm 
All of a sudden my interface is gone, any tips?
Tim | Mineotopia  [author] Mar 20 @ 2:31am 
@Hero05IT4 You're welcome!
Hero05IT4 Mar 18 @ 1:23pm 
Thank you for bringing static crosshair back!
Only_a_Shadow Mar 18 @ 10:19am 
Hello there, we got a problem with the hud.

I checked the log and there is a problem with the id-bomb 2.0 addon.

we use this addon over a year now and never had problems before.

So now if we connect to the Server, we cant see a HUD, if I connect as a superadmin, I can see the HUD like normal.
A normal user cannot see any HUD-Settings in the F1 menu, me as a superadmin, can see every setting like normal.
I created a testgroup using ULX and gave it all permissions, but I still cant see any HUD-Settings in F1 menu.

Do I miss something?
Kayako Saeki Mar 10 @ 12:54pm 
Fixed: We removed the weapon information system object and my custom made item and it works now.
Kayako Saeki Mar 10 @ 12:39pm 
Our radar is suddenly not working anymore. We can buy it, but nothing happens after 30 seconds and we get errors from ttt2 base. Any suggestions?
Tim | Mineotopia  [author] Mar 10 @ 11:24am 
Are your sure? Our beta testers on discord said that everything works fine with 0.13.1. If you could go into more detail an open an issue on GitHub it would be very helpful for us so we can fix it
L3cH3 Mar 9 @ 10:21pm 
The scopes in TF and ARCCW are kinda broke with the new updates
Hero05IT4 Mar 9 @ 1:41pm 
I just noticed that players can grab other classes special weapons now such as knives, lens, etc...
Tim | Mineotopia  [author] Mar 7 @ 1:21pm 
Awesome!
Hero05IT4 Mar 7 @ 12:43pm 
@Tim! I managed to change the model!
Tim | Mineotopia  [author] Mar 5 @ 8:15am 
@Isaac: What's your traitor percentage value?

And did you notice that the magneto stick now hat two modes? One mode to drop stuff, one to throw
Tim | Mineotopia  [author] Mar 5 @ 8:14am 
@Hero05IT4: Of yourse I will keep both options, don't worry! And abnout the role model, take a look at the Necromancer Zombie for example. There you see whyt you have to do. If you need help with that, please join our discord
Miekstep Mar 2 @ 10:21am 
After the update its somehow impossible to get the right amount of traitors, before the Update we always had 2 Traitors with 6-8 ppl and 3 with 9-10, but after the update no matter what I change its 1 Traitor with 6-8 and 2 with 9-10ppl
Also somehow cant throw stuff anymore with the Magneto stick even though it should be enabled
Hero05IT4 Mar 1 @ 1:03am 
One question: how can I set a specific player model for a specific role? For example, I would like to set a juggernaut model for the Blitz role. And a sort of undead soldier for the shinigami when he respawns. How can I do it in Lua?
Hero05IT4 Feb 29 @ 7:08am 
So it would be cool if you keep both the options
Hero05IT4 Feb 29 @ 7:05am 
I've always used the static crosshair, I prefer that type instead of the dynamic one. Thx for bringing it back in the next update! Your gamemode is awesome! Keep up the good work!
Tim | Mineotopia  [author] Feb 28 @ 2:37am 
I guess we will add a new mode in the next update. I did not expext anyone to request this. We have static line length, but I assumed it would be nice for the gap length to change and represent the accuracy. I guess I was wrong
Hero05IT4 Feb 27 @ 11:48am 
How to make crosshair static?
Tim | Mineotopia  [author] Feb 27 @ 3:24am 
which mode do you mean? you mean if it is stuck to a suface? kind of, the owner can pick it up again and then place it again
Ailesmik Feb 27 @ 2:53am 
Is there a function to change this mode of C4 later?:coolhorse:
Tim | Mineotopia  [author] Feb 27 @ 2:50am 
update is live, I hope everything works now as intended
Tim | Mineotopia  [author] Feb 26 @ 5:54am 
@Ailesmilk: We discussed this a bit and decided that it is a neat idea to keep it that way. If you place it on a wall, it is fixed to it and you can't move it. If you just throw it into the world, then you will be able to move it around.
Tim | Mineotopia  [author] Feb 26 @ 4:44am 
All reported bugs are fixed and a release is due tomorrow. Again, sorry for the inconvenience we caused!

Check out what is done here: https://github.com/TTT-2/TTT2/milestone/10
Tim | Mineotopia  [author] Feb 26 @ 1:27am 
@Ailesmilk: This is not intended, I will take a look at it!
Tim | Mineotopia  [author] Feb 26 @ 1:26am 
@Styro: This is because they don't use the weapon_tttbase. Simething I did not anticipate. Will be fixed in the next release in the coming days
Tim | Mineotopia  [author] Feb 26 @ 1:26am 
@Tric: They are in gameplay -> accesibility
But this is a bug, I'm on it and it will be fixed in 0.13.1. I'm sorry for the inconvenience