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mNote
27 Feb 2010, 05:35pm
http://media.moddb.com/cache/images/downloads/1/21/20750/thumb_620x2000/ttt800.jpg

http://www.zombiemaster.org/smf/index.php?PHPSESSID=f6bbe1e43108aa6f3e3c2a164abc18 76&topic=9124.0

The link above is a good overview of what this game-mode is about.

More details in this link: http://ttt.badking.net/info



Trouble in Terrorist Town is a mystery solving game where everyone on the server are either involved in a crime or the victim of it. Every terrorist looks alike but 2-5 are randomly selected to become Traitors and their goals are to kill all of the Innocent terrorists. Depending on the number of players, 1-2 Detective terrorists will gain additional resources to help identify the Traitor terrorists and kill them before they can kill any more of their own kind.

The basic rule for this kind of server is:

- No Random Death-Matching (No RDMing)
- No Ghosting
- No Revenge-Kills

This kind of server shares the same principle as Prison Break where players are free to "role-play" and do whatever the hell they want. Traitors will eventually kill some people and even Innocents can kill Innocents so this game could really easily become a "Random Death Match" and end a round pretty fast. There have also been instances where players will kill you out of vengeance and try and justify it with invalid (ie stupid) reasons.

However, with the above basic rules set into place, everything else is fair play.

Read the MOTD for more information!

mNote
16 May 2010, 11:37pm
Version 10-06-10:

- Ragdolls colliding with eachother is now disabled by default to prevent ragdoll-related physics glitching causing lag. Can be re-enabled with ttt_ragdoll_collide (default 0).

- Added (experimental!) new weapons, one for Traitors and one for Detectives:
* Traitors get the Newton Launcher, a gun that pushes a target with much more force and a longer range than the crowbar. Has a recharge rather than ammo.
* Detectives get a UMP SMG that slightly shocks a target with each bullet, screwing with their aim.

- When Fretta voting is enabled, TTT now always starts a gamemode vote when the round/time limit is reached (and mapcycle isn't forced on), instead of only starting one when enough players vote for it when the round ends.

- Added proper kill attribution when an attacker pushes his victim into water with leeches that end up killing him.

- Added logging of DNA sample retrieval in the damage log (ie. server logs or ttt_print_damagelog).

- Fixed non-TTT-compatible weapons not being removed when players pick them up.

http://www.zombiemaster.org/smf/index.php?topic=9303.40