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Added a new scoring variable named score.survivePenaltyMultiplier to punish surviving players of a losing team
Added in game spawn editor system that can be found in F1->Administration
Moved all TTT weapons to this repository (with cleaned up code)
Added in four new libraries
map: A library which handles map specific data
entspawn: A library that handles the spawning and spawns of all entity types
entspawnscript: A library that handles the new TTT2 entity spawn script to customize spawns
plyspawn: A library that builds on top of entspawn to handle the more complex player spawn (originally named spawn, see Breaking changes)
Added a new submenu to the administration settings regarding basic role setup
Added a new menu to the F1 menu to set up and configure all installed menus
Added two new hooks to modify the contents of the newly added menu
ROLE:AddToSettingsMenu(parent)
ROLE:AddToSettingsMenuCreditsForm(parent)
Added a new in-game player model selector
Added new convars that can change the way playermodels are selected (these can be found in the gamemode menu)
Added a new ConVar ttt2_use_custom_models (def: 0) to enable the custom player model selector
Added indicator that shows if a model has a headshot hitbox
Added possibility to enable/disable detective hats for individual player models
Added a new admin only menu for server addon settings
Added automatic default values for serverConVars
Added two new role variables:
isPublicRole: This makes the role behave like a detective in such a way, that the role is public known and shown in the scoreboard. This means other roles can use this without special role syncing; additionally roles with that flag will be handled like a detective if killed by an 'evil' role, meaning that they will receive a credit bonus
isPolicingRole: This rolevar adds all "detective-like" features to the detective, for example the ability to be called to a corpse etc.
Added two new role conVar variables:
creditsAwardDeadEnable: To award this role if a certain percentage of players from the enemy teams died
creditsAwardKillEnable: To award this role if they killed a high value public role
Changed
Split up kill, suicide and teamkill in the round end screen to make it more clear
Decreased the minimum cost of equipment in the equipment editor to 0
Changed disguise such that every role can now use the function
Completely reworked how weapons, ammo and players spawn in the world
Sliders only update ConVars on mouseRelease now
Changed the way credits on kills are distributed in a way that non-default roles can easily use this as well
Breaking Changes
Removed the (unused?) ConVar ttt2_custom_models
Removed the function GetRandomPlayerModel(), use playermodels.GetRandomPlayerModel() instead
Renamed the spawn module to plyspawn
Hook PlayerSelectSpawn doesnt return a spawnEntity anymore
SpawnWillingPlayers is deleted and not available anymore
renamed the ttt_credits_starting to ttt_traitor_credits_starting to be more in-line with all other roles WARNING: This means that every traitor now starts with 0 credits until the convar reset button is pressed (on existing servers)
removed the alone_bonus convar because it only complicated the credits system further without adding much benefit
This discussion was created from the release v0.10.0b.
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Added
score.survivePenaltyMultiplier
to punish surviving players of a losing teamBreaking changes
)ROLE:AddToSettingsMenu(parent)
ROLE:AddToSettingsMenuCreditsForm(parent)
ttt2_use_custom_models
(def: 0) to enable the custom player model selectorisPublicRole
: This makes the role behave like a detective in such a way, that the role is public known and shown in the scoreboard. This means other roles can use this without special role syncing; additionally roles with that flag will be handled like a detective if killed by an 'evil' role, meaning that they will receive a credit bonusisPolicingRole
: This rolevar adds all "detective-like" features to the detective, for example the ability to be called to a corpse etc.creditsAwardDeadEnable
: To award this role if a certain percentage of players from the enemy teams diedcreditsAwardKillEnable
: To award this role if they killed a high value public roleChanged
Breaking Changes
ttt2_custom_models
GetRandomPlayerModel()
, useplayermodels.GetRandomPlayerModel()
insteadspawn
module toplyspawn
PlayerSelectSpawn
doesnt return a spawnEntity anymorettt_credits_starting
tottt_traitor_credits_starting
to be more in-line with all other rolesWARNING: This means that every traitor now starts with 0 credits until the convar reset button is pressed (on existing servers)
alone_bonus
convar because it only complicated the credits system further without adding much benefitThis discussion was created from the release v0.10.0b.
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