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That behaviour from the original was balanced
If you don’t like some of the tweaks you can just turn them off using the convars listed in the description. If you really want, you could turn off every convar except for the dead ringer tweak.
I'd appreciate it a lot if you could include the pull request by @The Stig in a quick hotfix.
Without that convar we are currently unable to use this addon.
Also, a minor thing, the classic HUD doesn't seem to go away after you die. It only does so after the next round starts.
Please let me know if you update the mod.
You'll have to add ttt_deadringer_cloak_attack 0 to the list of convars needed in the description for the dead ringer to work like the original version.
ttt_deadringer_cloak_reactivate 1
ttt_deadringer_sound_activate_local 0
ttt_deadringer_sound_deactivate_local 0
- No sound is played locally for the user when the dead ringer recharges
- The dead ringer now turns itself off after cloaking and uncloaking, rather than staying active. I can see someone getting shot again and complaining why their dead ringer didn't go off again
- The cloak HUD element now shows regardless if you have the dead ringer on or off, the old version used to indicate whether the dead ringer was on by the HUD element only showing when it was
Otherwise this version is a very nice update, the convars and hooks added especially. If you're willing to make those changes or add convars for them, I would definitely switch over to your mod! Keep up the good work!
Fixed
- Fixed even more issues with a player's weapons still being visible to other players
- Fixed a player's role being forcibly set when being confirmed
- Fixed weapon think code not being called on clients for listen servers
- Fixed several hooks not being registered properly by ensuring they are registered after the gamemode has loaded
- Added `ttt_deadringer_cloak_transparency`
- Added `ttt_deadringer_cloak_targetid`
- Added `ttt_deadringer_damage_threshold`
- The addon will now fake your role on the scoreboard while you are cloaked if your body is confirmed
- Added some help test for TTT and TTT2 do show what the primary and secondary buttons do
Changed
- Renamed `ttt_deadringer_chargetime` to `ttt_deadringer_cloak_cooldown` to be more consistent with the new transparency convar
- Renamed `ttt_deadringer_cloaktime` to `ttt_deadringer_cloak_duration` to be more consistent with other convars
- Renamed `ttt_deadringer_cloaktime_reuse` to `ttt_deadringer_cloak_reuse` to be more consistent with other convars
ttt_deadringer_corpse_confirm is now off by default, if you previously had this on I highly recommend changing this to off in the TTT2 settings. This will prevent corpses from automatically being confirmed on the scoreboard, which can cause some issues. Please only turn this on if you like confusing your players
Ok I have removed the ttt_deadringer_corpse_role setting in favor of a new ttt_deadringer_corpse_mode setting.
By default (ttt_deadringer_corpse_mode = 0), for TTT2, bodies will display as 'Fake'. The Dead Ringer is powerful enough as is so I think be default exposing the body as fake balances it a bit more.
Changing this setting to 1 will display the player's REAL role on the corpse. A setting of 2 will spoof the player's role to be innocent.
Keep in mind this setting applies to non-public roles only. If your role is visible to everyone by default (like Detective) then the corpse will always show your real role.
When ttt_deadringer_corpse_confirm is 1, the player's role (fake or real depending on the setting above) will be confirmed. This setting only applies to TTT2 as TTT already seems to do this?
ttt_deadringer_corpse_role (def: 0) - Determines if a player's real role or a fake innocent role will be shown on the corpse
ttt_deadringer_corpse_confirm (def: 1) - Determines if the fake corpse will confirm the player's role when checked. This may be used in tandem with ttt_deadringer_corpse_role to confirm fake/real roles
Thanks for the information.