This was taken from another site and they want help with some coding. (I have removed names)
[QUOTE=USER]Alright, USER and I were discussing this yesterday: the possibility of a hardcore TTT server. We figured we could transform server 2 (face it, it never serves a purpose) into this server. While it is a long shot, the idea would be to have a 17-slot server. In this server, there would be but one traitor (we would have to ask the developer to create a sub-build for us that would do this). Therefore, it would be a 1 vs. 16 deal. Due to this, the traitor would have to exercise extreme caution and wit in this mode. Leaving bodies around would lead to certain death by detective, while storming a group of players would end in immediate failure. Of course, to do a game like this, there would need to be some modifications as well. The traitor would need to start out with slightly more credits, perhaps 5. In addition, he would need certain additions to make sure that all 16 players couldn't just group up in one area and stall for time. Therefore, implements such as the 1-hit knife could be smart in this mode, along with the ability to perhaps buy weapons at will (ammo would be scarce in some maps). Just an idea, but I think this could be pretty damn cool to try if we could get the TTT dev to make a mini-mod for us in this way. :D[/QUOTE]
Effectively what they need is a Trouble in Terrorist Town version that always selects one Traitor and gives the Traitor 5 credits. If someone here could do this we would be very thankfull.
I also jumped the gun and asked the experts here to do this before they set our developers onto this task. If they want me to remove/edit this I will.
I'll look into it, gimme a minute
init.lua - Gives 5 credits on start -- Replace the 1 line of coding that look like this
[code]
CreateConVar("ttt_credits_starting", "2"))
[/code]
with this
[code]-- Traitor credits
CreateConVar("ttt_credits_starting", "5")
[/code]
init.lua - Makes 1 traitor only -- Replace the 1 line of coding that looks like this
[code]
((not table.HasValue(prev_roles[ROLE_TRAITOR], pply)) or (math.random(1, 3) == 2)) then
[/code]
with this
[code]
((not table.HasValue(prev_roles[ROLE_TRAITOR], pply)) or (math.random(1, 3) == 2)) and (ts < 1) then
[/code]
I'm not 100% sure this will work, but it's a pretty simple change.
[QUOTE=Ratzz;31062251]I'll look into it, gimme a minute[/QUOTE]
Thank you.
You're welcome.
Or you can change the convar that controls the percentage of players who are traitors to 1%. That way it would take over 100 players for more then 1 traitor. Which would be impossible.
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Thanks for sandbagging me.
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