In a map that I have finished, I included traitor rooms. I've used func_doors that are triggered by a ttt_traitor_button, so only a traitor may access it. The only problem is, I found out if you crowbar it, the door opens. Which means anyone (Innocent or traitor) may get inside the traitor room. Should I use a func_tracktrain and use path_tracks, or use something else?
How would I be able to make a button only a traitor can trigger?. I'm making a building that when a traitor press a button the whole thing collapses, but when an Inno presses it, nothing happens. What entity would I need to use?
Use ttt_traitor_button. Find it in the entities menu.
Check the example .vmf files under "Downloads". There is a traitor checker example.
Don't use ttt_traitor_check, use a normal trigger that outputs to a ttt_logic_role.
Oh, why thank you. I can't see the example .vmf ; but would I link the ttt_logic_role to the trigger outputs? As in, I'd put OnTrigger, (via this input) TestActivator?
How do I add a traitor tester into my map? Does it have to do with ttt_traitor_check?..I added the base, a door & 2 lights, one green & one red, and a button. The button has 2 outputs, 1 for the ttt_traitor_check, via this input CheckForTraitor, the 2nd one for the door to close (so they stay inside the tester).. I can't figure out how to make the green light glow if they're innocent, or make the red light glow if they're traitor. Can anyone help me with this?