Trouble in Terrorist Town GMod 10 gamemode Version of 02-09-2009 *** Description: Disaster strikes in the Terrorist team! These plucky bomb-planting fighters have traitors in their midst who are looking to kill them all! But who are the traitors... and who will come out of this alive? *** Installation: Extract .zip contents into: X:\Steam\steamapps\your@account\garrysmod\garrysmod\gamemodes So that you get a \garrysmod\gamemodes\terrortown\ directory. Only the server needs to manually install it. Clients will automatically receive the necessary files when they connect. *** Convars: (Scroll down for concommands) Something you should know to understand these settings: A round in TTT has the following phases: Preparation phase -> [1] -> Round is happening -> [2] -> Post-round phase. During the preparation phase players cannot hurt each other or destroy explosive props. It's a ceasefire situation while everyone gets a chance to spread out and gather items. At [1], the traitors are picked, and newly connected players will spawn as spectator (see ttt_latejoin_seconds however). After this point the game is on, you could say. It keeps going until at [2] a victory condition happens: either the traitors win, or the innocents win, or the timelimit is reached. Then a moment of contemplation and review occurs in the form of the post- round phase. ttt_roundtime_minutes (def. 30): The time limit for each round, given in minutes. ttt_preptime_seconds (def. 30): The length of the preparation phase that occurs after players spawn in and before traitors are selected and a new round begins. Specified in seconds. ttt_posttime_seconds (def. 30): The length of time after a round has ended before the next cycle of begins. The round report is displayed at the start of this phase. During this phase, stats/points are no longer tracked and everyone who survived gets to kill his fellow survivors. Specified in seconds again. ttt_latejoin_seconds (def. 60): The period of time after the start of the round (ie. AFTER the preparation phase is over) during which newly connected players will spawn alive instead of having to spectate. ttt_traitor_pct (def. 0.3): Percentage of total players that will be a traitor. The number of players will be multiplied by this number, and then rounded down. If the result is less than 1 or more than the player count, it is clamped to those values. ttt_minimum_players (def. 2): Number of players that must be present before the round begins. This is checked before the preparation phase starts, and before the actual round begins. ttt_announce_deaths (def. 1, ie. enabled): Enables notification messages when a traitor or innocent player has died, of the form "A traitor has died", or "An innocent has died", ie. without names. ttt_ammo_removed_pct (def. 0.25): Percentage of ammo items that will NOT be spawned. Increase this value to increase ammo scarcity, both for map-placed ammo and ammo in breakable creates. At zero it will have no effect. ttt_weapon_removed_pct (def. 0.25): Percentage of weapons that will NOT be spawned. Again, increase to reduce the weapons available to players. At zero it will have no effect. ttt_debug_preventwin (def. 0, ie. disabled): Prevents the round from ending, useful for testing on your own, but little else. *** Concommands: ttt_roundrestart: Triggers the round to restart, will go immediately to a new round in the form of a new preparation phase. Requires GMod admin/superadmin status, or sv_cheats enabled. ttt_dropweapon: Will drop your current weapon. By default the key that would open the GMod spawn menu (default: Q) instead performs this action. You can manually bind it to other keys using this concommand. ttt_am_i_traitor: Shows you in big letters whether or not you are a traitor. You could just look at the HUD. Not very useful anymore. *** Credits: theGreenBunny made this.