So I am trying to make a Gmod TTT server and it was working fine with just the basics but when I added the config files to my server.cfg file from [url]http://ttt.badking.net/config-and-commands/convars[/url] My maps stopped working. When I start the server it does nothing but if someone joins it shows 0 rounds and 0 time and the map reloads after the preparing face. Also for some reason they spawn alive even when alone. So naturally I deleted the contents of my server.cfg file to get it back to the way it was but now when people join it still says 0 rounds although there is more than an hour till map change and they can only play the one round before it reloads the map constantly.
I am very new at this but I haven't even added anything but the ulx to it and it's very frustrating that I can't even get a regular game of TTT to work, let alone add anything to it. If anyone can help with this problem and if anyone can also help show me how to add a simple map cycle I would appreciate it very much.
You probably changed the max player settings. Put all the convars back in and post your server.cfg.
Yes now that you mention it I did change the max players. Although changing it back didn't work.
this exactly whats in my server.cfg
Round structure
Preparation and post-round
ttt_preptime_seconds (def. 30):
The length of the preparation phase that occurs after players spawn in and before traitors are selected and a new round begins. Specified in seconds.
ttt_firstpreptime (def. 60):
The length of the preparation phase for only the first round after a map loads. It is useful to make this higher than ttt_preptime_seconds so that players do not have to sit out a round just because they loaded slightly too slowly.
ttt_posttime_seconds (def. 30):
The length of time after a round has ended before the next preparation phase begins. The round report is displayed at the start of this phase. During this phase, stats/points are no longer tracked.
Round length
ttt_haste (def. 1):
Enables Haste Mode. In Haste Mode, the initial round time is short. Every death increases it by some amount. Puts pressure on traitors to keep things moving, which is more interesting for the innocent players. See below.
ttt_haste_starting_minutes (def. 5):
Replaces ttt_roundtime_minutes when Haste Mode is on. Sets the initial time limit. (Haste Mode only)
ttt_haste_minutes_per_death (def. 0.5):
Specifies the number of minutes that is added to the round time for each death. Setting this to 0.5 will result in 0.5 * 60 = 30 seconds being added. (Haste Mode only)
ttt_roundtime_minutes (def. 10):
The time limit for each round, given in minutes, when Haste Mode is disabled.
Map switching and voting
ttt_round_limit (def. 6):
The max number of rounds until the map is switched.
ttt_time_limit_minutes (def. 75):
The max number of minutes until the map is switched or a vote is started (see above).
ttt_always_use_mapcycle (def. 0):
Enables the use of your mapcycle.txt even if voting is enabled. Since GMod 13 no voting exists (at the time of writing), so this does nothing.
Gameplay
Traitor and Detective counts
ttt_traitor_pct (def. 0.25):
Percentage of total players that will be a traitor. The number of players will be multiplied by this number, and then rounded down. If the result is less than 1 or more than the player count, it is clamped to those values.
ttt_traitor_max (def. 32):
Maximum number of traitors. Customize this if you want to finetune the number of traitors at your server's max playercount, for example to make sure there are max 3 traitors on a 16 player server. By default there is basically no max.
ttt_detective_pct (def. 0.13):
Percentage of total players that will be a detective (detective innocent). Handled similar to traitor_pct (rounded down etc).
ttt_detective_max (def. 32):
Maximum number of detectives. Can be used to cap or disable detectives.
ttt_detective_min_players (def. 10):
Minimum number of players before detectives enter play. At lower playercounts it will be purely normal innocents vs traitors, at higher ones some innocents will be detective.
ttt_detective_karma_min (def. 600):
If a player's Karma falls below this point, his chances of being selected as detective are reduced.
DNA
ttt_killer_dna_range (def. 550):
Maximum range within which a DNA sample of the killer is planted on the corpse of the victim.
ttt_killer_dna_basetime (def. 100):
Killer's DNA samples time out depending on how near he was to the victim. After that time has passed, the sample cannot be gathered anymore. This cvar sets the time in seconds when the killer was 0 units away. The time is lower when the range was higher, via a falloff curve. Note that due to the shape of the curve the time can sink below 0 even if the killer is within range according to the ttt_killer_dna_range convar, if the basetime is too low.
Voicechat battery
ttt_voice_drain (def. 0):
Enables the voicechat battery feature. Voicechatting reduces a battery meter, when it's empty the player can't voicechat and must wait a few seconds for it to recharge.
ttt_voice_drain_normal (def. 0.2):
Battery drain per tick of voicechat for normal players. "Tick" refers to a game tick, ie. 1/66th of a second.
When full the battery meter is at 100. With the power of math, we can see that the default setting allows you to speak continuously for 100 / (0.2 * 66) = 7.6 seconds before any recharging is needed.
ttt_voice_drain_admin (def. 0.05):
Battery drain per tick of voicechat for both admins and Detectives. Set to 0 to allow infinite mic usage.
ttt_voice_drain_recharge (def. 0.05):
Battery recharge rate per tick of not voicechatting.
Other gameplay settings
ttt_minimum_players (def. 2):
Number of players that must be present before the round begins. This is checked before the preparation phase starts, and before the actual round begins.
ttt_postround_dm (def. 0):
Enables damage after a round has ended. Kills are not recorded for scoring purposes, so it's a free for all.
ttt_dyingshot (def. 0):
Experimental. Enables a feature that causes a player who is using his ironsights and is killed (by a gun, and not a headshot) to fire an inaccurate dying shot.
ttt_no_nade_throw_during_prep (def. 0):
Prevents the throwing of grenades during the preparation phase.
ttt_weapon_carrying (def. 1):
Enables the carrying of weapons with the Magneto-stick. If you are experiencing crashes, try disabling this. When the pickup range is short, as it is by default, crashes seem very rare.
ttt_weapon_carrying_range (def. 50):
Range at which weapons can be picked up for carrying with the Magneto-stick, see ttt_weapon_carrying.
ttt_teleport_telefrags (def. 0):
If 1, the Teleporter weapon will kill players standing on the teleport destination. If 0, the teleporter user will instead not be able to teleport if someone is in the way.
ttt_ragdoll_pinning (def. 1):
Lets traitors pin corpses to walls using the Magneto-stick. If you are experiencing lag due to the increased physics simulation required due to players moving ragdolls around often, it may be best to disable this.
ttt_ragdoll_pinning_innocents (def. 0):
Lets non-traitor players pin corpses as well. Not recommended.
Karma
ttt_karma (def. 1):
Enables the karma system. Players start with a certain amount of karma, and lose it when they damage/kill "teammates" (ie. innocent if they're innocent, traitor if traitor). The amount you lose is dependent on the karma of the person you hurt or killed.
ttt_karma_strict (def. 1):
If enabled, the damage penalty increases more quickly as karma goes down. When strict is off, the damage penalty is very low when people stay above 800. Enabling strict mode makes karma play a larger role in discouraging any unnecessary kills, while disabling it results in a more "loose" game where karma only hurts players who constantly teamkill.
ttt_karma_starting (def. 1000):
Karma players start out with. If you want players to be able to "earn" a damage bonus, you could set this to 850 or so. Playing clean rounds will let them increase it to a 1000 and do a few percent more damage than a new player.
ttt_karma_max (def. 1000):
Maximum karma a player can have. Note that increasing it above 1000 does not mean players with 1100 karma will get a damage bonus. It would just give them a "buffer" before they get a damage penalty.
ttt_karma_ratio (def. 0.001):
The ratio of the damage that is used to compute how much of the victim's karma is subtracted from the attacker's. You can make penalties larger by slightly(!) increasing this, to eg. 0.0015, or smaller by reducing it.
ttt_karma_kill_penalty (def. 15):
All karma penalties are based on damage dealt. The kill penalty is just an extra amount of "damage" dealt when you kill someone. So if this was 100, and you headshot someone with a rifle, it would penalise you as if you dealt 200 damage.
ttt_karma_round_increment (def. 5):
The base amount by which everyone's karma is "healed" at the end of every round.
ttt_karma_clean_bonus (def. 30):
If a player has not hurt or killed a teammate this round, he will be "healed" an extra 30 karma (for a total of 35, un
You can't copy the entire page like that. That page just outlines all the convars and what they do.
Meaning remove all text and leave only the commands and convars.
Thank you so much! I mean it was a pretty idiotic error and embarrassing but i'm glad I got it fixed. And hopefully this will help people in the future. However I am wondering can I change the max players now on the cmd and it will work?
My server.cfg looks like this now:
ttt_preptime_seconds 30
ttt_firstpreptime 60
ttt_posttime_seconds 30
ttt_haste 1
ttt_haste_starting_minutes 5
ttt_haste_minutes_per_death 0.5
ttt_roundtime_minutes 10
ttt_round_limit 6
ttt_time_limit_minutes 75
ttt_always_use_mapcycle 0
ttt_traitor_pct 0.25
ttt_traitor_max 32
ttt_detective_pct 0.13
ttt_detective_max 32
ttt_detective_min_players 10
ttt_detective_karma_min 600
ttt_killer_dna_range 550
ttt_killer_dna_basetime 100
ttt_voice_drain 0
ttt_voice_drain_normal 0.2
ttt_voice_drain_admin 0.05
ttt_voice_drain_recharge 0.05
ttt_minimum_players 2
ttt_postround_dm 0
ttt_dyingshot 0
ttt_no_nade_throw_during_prep 0
ttt_weapon_carrying 1
ttt_weapon_carrying_range 50
ttt_teleport_telefrags 0
ttt_ragdoll_pinning 1
ttt_ragdoll_pinning_innocents 0
ttt_karma 1
ttt_karma_strict 1
ttt_karma_starting 1000
ttt_karma_max 1000
ttt_karma_ratio 0.001
ttt_karma_kill_penalty 15
ttt_karma_round_increment 5
ttt_karma_clean_bonus 30
ttt_karma_traitordmg_ratio 0.0003
ttt_karma_traitorkill_bonus 40
ttt_karma_low_autokick 1
ttt_karma_low_amount 450
ttt_karma_low_ban 1
ttt_karma_low_ban_minutes 60
ttt_karma_persist 0
ttt_karma_debugspam 0
ttt_karma_clean_half 0.25
ttt_use_weapon_spawn_scripts 1
ttt_credits_starting 2
ttt_credits_award_pct 0.35
ttt_credits_award_size 1
ttt_credits_award_repeat 1
ttt_credits_detectivekill 1
ttt_det_credits_starting 1
ttt_det_credits_traitorkill 0
ttt_det_credits_traitordead 1
ttt_spec_prop_control 1
ttt_spec_prop_base 8
ttt_spec_prop_maxpenalty -6
ttt_spec_prop_maxbonus 16
ttt_spec_prop_force 110
ttt_spec_prop_rechargetime 1
ttt_idle_limit 180
ttt_namechange_kick 1
ttt_namechange_bantime 10
ttt_ban_type ulx
ttt_detective_hats 1
ttt_playercolor_mode 1
ttt_ragdoll_collide 0
ttt_bots_are_spectators 0
ttt_debug_preventwin 0
ttt_locational_voice 0
ttt_allow_discomb_jump 0
ttt_spawn_wave_interval 0
ttt_minimum_players
Sorry, you need to Log In to post a reply to this thread.