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[TTT2] Thief [ROLE]
   
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Content Type: Addon
Addon Type: ServerContent
Addon Tags: Fun, Roleplay
File Size
Posted
Updated
353.945 KB
11 Nov, 2021 @ 5:06pm
5 Jan @ 5:06pm
3 Change Notes ( view )

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[TTT2] Thief [ROLE]

Description
Once a thief, always a thief...

You have to use TTT2 in order to use this role. Additionally using ULX for TTT2 is recommended. Report bugs concerning this role here[github.com] and submit new role ideas here[github.com]. A list of all currently available roles can be found here.

Discord: https://discord.gg/Npcbb4W
Source: https://github.com/TaintedEnergy/ttt2-role-thief




The thief will steal wins from other teams (if they are still alive). All players are alerted that a thief is in the round so they can be careful not to win (and have their win stolen) before the thief is dead.

Killing the right people may cause a particular team to win and give you a win to steal. However, innocents and traitors may team up to try find you.

Note: Cannot steal win from a Jester.



Convars are variables that are introduced to allow server owners to customize the gameplay without changing the code. There are always a handful of convars automatically created by TTT2, that define the spawn parameters of this role and are found in ULX. Additionally there might be some role specific convars, which have to be set in the server config file.

Normal Role Convars (also found in ULX):
# enable or disable this role ttt_thief_enabled [0/1] (default: 1) # the percentage of players that are spawned as this role ttt_thief_pct [0.0..1.0] (default: 0.17) # the limit of players that spawn as this role each round, this overwrites the percentage ttt_thief_max [0..n] (default: 1) # the probability each round of this role being spawned at all ttt_thief_random [0..100] (default: 30) # the amount of players needed for this role to spawn ttt_thief_min_players: [0..n] (default: 6)

Rolespecific Convars:
# Should a thief be a public role? ttt2_thief_is_public [0..1] (default: 0) # Should all players in the round be alerted that a thief is present? ttt2_thief_announce [0..1] (default: 1)
8 Comments
FeatherJackal 17 Mar, 2023 @ 11:16pm 
Hey, cool role. Should the thief see all "no team" roles? He can identify the Amnesiac by his outline on our server and all other "No Team" roles are highlighted like the Clairvoyant.
TaintedEnergy  [author] 14 Jul, 2022 @ 8:23pm 
Thanks for the feedback Max Quordlepleen! Its been a while but I've just looked at the code and I haven't written anything special for handling jester wins. I would agree with the idea that killing the Jester to win would be too easy, so I might add some more info to this role's description about that.
Max Quordlepleen 14 Jul, 2022 @ 6:26pm 
This is one of my favorite roles I've seen in a long time. We've made thief rounds rare but when they happen everyone gangs up on the thief and it's delightful :)
I do have one thing to report, though, which is that we've had occurrences where the thief would kill the jester but the jester would still get this win. Is this intended? Logically I would expect the thief to steal that win. Or maybe that would make thief too easy since the jester can't fight back?
KlmSheep 28 Jan, 2022 @ 5:33am 
Hello.
I was wondering how players should be alerted when there's a Thief in the game.
Because I can't see any message of any kind.
ttt2_thief_announce is set on 1.
Any idea ?
Prononyx 17 Jan, 2022 @ 6:45am 
hello, yesterday we played with this role a lot.
It turned out, that the thieve is usally camps in some corner, as mentioned here.
The thieve waits until the other teams kill each other.
Maybe it is possible to add something like a timer where he has to have someone in his crosshair. Like a contact timer or something like that. So he is forced to look for other players and can't hide for a long period.
Gianni 14 Nov, 2021 @ 11:14am 
Revealing the location of the Thief would be good, because the Thief could hide to try to naturally allow another team to win. If the other players decide to prioritize finding the Thief before doing anything else, then the Thief could hide to protect himself and try to get one kill at a time, and now the game just becomes a goose hunt.

Or maybe Detectives can be given/can buy a portable thief tester from the shop that can test if a player is the thief or not. And the portable tester gun would have some kind of cooldown (i.e. 30 seconds). Then the Detective can narrow down who is the Thief and make sure to kill them.
TaintedEnergy  [author] 12 Nov, 2021 @ 12:32am 
I kinda like the idea of globally revealing the Thief's location. However, the Thief does not want to hide the whole round, because if the timer runs out, the game ends in a tie. No one wants this to occur, so the thief would not want to hide as much as other roles would. There is also a convar to make the Thief's role public, if there are concerns of not identifying who the Thief is.

If you've played a few rounds with the Thief and they win too often, please let me know.
Cpt.Haxray 11 Nov, 2021 @ 8:07pm 
I love the idea of this but i got one main concern about this role's design. Couldn't the Thief just sit in a corner or wandering the map doing nothing the whole round? Even if everyone is alerted that there is a Thief, there' no way to 100% identify someone as a Thief. They could very easily simply do nothing and get an easy win without much counterplay, especially for innocent roles.

I think a potential solution to this problem would be to reveal their identically globally if they go too long without preforming an action. Perhaps this could be something simple like actively damaging/killing other players, or something more unique/role specific, like having to steal items from another player(goes with the Thief theme), which puts them at risk of being discovered.