![]() ![]() After that time has passed, the sample cannot be gathered anymore. Killer’s DNA samples time out depending on how near he was to the victim. Maximum range within which a DNA sample of the killer is planted on the corpse of the victim. If a player’s Karma falls below this point, his chances of being selected as detective are reduced. At lower playercounts it will be purely normal innocents vs traitors, at higher ones some innocents will be detective. Minimum number of players before detectives enter play. Can be used to cap or disable detectives. Handled similar to traitor_pct (rounded down etc). Percentage of total players that will be a detective (detective innocent). 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. If the result is less than 1 or more than the player count, it is clamped to those values. The number of players will be multiplied by this number, and then rounded down. Percentage of total players that will be a traitor. Since there is no longer a built-in map voting system in GMod, this has no effect. The max number of minutes until the map is switched.Įnables the use of your mapcycle.txt even if voting is enabled. The max number of rounds until the map is switched. The time limit for each round, given in minutes, when Haste Mode is disabled. Setting this to 0.5 will result in 0.5 * 60 = 30 seconds being added. Specifies the number of minutes that is added to the round time for each death. Replaces ttt_roundtime_minutes when Haste Mode is on. Puts pressure on traitors to keep things moving, which is more interesting for the innocent players. In Haste Mode, the initial round time is short. During this phase, stats/points are no longer tracked. The round report is displayed at the start of this phase. The length of time after a round has ended before the next preparation phase begins. 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. The length of the preparation phase for only the first round after a map loads. ![]() The length of the preparation phase that occurs after players spawn in and before traitors are selected and a new round begins. ![]() Round structure Preparation and post-round You can always view the current value on your server by simply typing only the name in the server console and pressing enter. The default value of each convar is listed for reference. ![]() You can find those in-game in the F1 menu. In these games, Medics and Engineers expressly do not have a safe time to prepare.The below is a listing of settings servers can configure in their server.cfg (or similar) to customize the gamemode. Setup time is different from the control point lock at the start of Arena and King of the Hill games, where the single control point is locked from capture for a short amount of time but otherwise, players may move freely, build, or kill each other. As such, activities during Setup time can significantly influence round outcome. In certain Payload Race maps, both sides get an equal opportunity Setup to pre-construct Buildings. In general, Setup time permits the offensive/defensive play of certain maps to begin immediately as the gates open Payload teams have to fight for control of the Cart from the very start, and the fight to get to the first defended control point begins at BLU Spawn. Engineer's Wrenches build twice as fast per swing during Setup. Setup time typically lasts 60 seconds, but some maps, such as Thunder Mountain, have an extended Setup time, while Well (Control Point) has only 45 seconds of Setup time and Hightower's Setup time is so short as to be practically non-existent.ĭuring Setup time, Medic's Medi Guns charge at an increased rate that does not slow when the target is fully Overhealed. Also on Payload and Attack/Defend Control Point maps, the time permits defending Demomen to set Sticky traps and other classes to get to particular positions that may take some time to reach. Setup allows all players extra time to chat plans and change classes, weapons, and Contracts. This Setup time allows teams to make certain preparations before contact, including Overhealing, building Medic charges, and constructing Buildings, although on most Payload and Attack/Defend Control Point maps, attacking BLU Engineers are restricted from building during Setup. The beginning of Setup resets all player conditions and charges, but does not reset Dominations from an immediately preceding round. Setup time follows, but excludes, the "waiting for players" interval that happens after a map loads. Setup time, commonly Setup, is the interval where the round has begun but the game clock has not started and certain gates are closed and locked, restricting contact between the teams. ![]()
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