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About your first message: This is currently not possible. Feel free to contribute or open an issue on GitHub
RE your second message: Something like this is actually planned. If we find the time to rework the shop. A lot of backend work was already done in the last months
You can ignore these warnings.
These are for the role authors.
The warnings you have posted are caused by the following roles: Defector, Blocker and Sleeper.
If you want you can inform the role authors so they can update their roles.
callback - gamemodes/terrortown/gamemode/client/cl_main.lua:200
LoadFolder - lua/ttt2/libraries/fileloader.lua:99
unknown - gamemodes/terrortown/gamemode/client/cl_main.lua:199
[TTT2 (Base) - v0.13.2b] [DEPRECATION WARNING]: Loaded language file from 'lang/', this folder is deprecated. Please switch to 'terrortown/lang/'. Source: "lang/en/blocker.lua"
1. callback - gamemodes/terrortown/gamemode/client/cl_main.lua:200
2. LoadFolder - lua/ttt2/libraries/fileloader.lua:99
3. unknown - gamemodes/terrortown/gamemode/client/cl_main.lua:199
[TTT2 (Base) - v0.13.2b] [DEPRECATION WARNING]: Loaded language file from 'lang/', this folder is deprecated. Please switch to 'terrortown/lang/'. Source: "lang/en/sleeper.lua"
1. callback - gamemodes/terrortown/gamemode/client/cl_main.lua:200
2. LoadFolder - lua/ttt2/libraries/fileloader.lua:99
3. unknown - gamemodes/terrortown/gamemode/client/cl_main.lua:199
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.
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.
"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!
@Strawberry: Hard to tell, seems to be a mod conflict. Make sure that the addon checker output is clean
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)
1. AccessorFuncDT - lua/ttt2/libraries/none.lua:35
2. unknown - lua/weapons/weapon_ttt_push.lua:49
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?
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
But there are also weapons that don't change their accuracy when aiming. So this depends on the weapon.
@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.
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?