Author Topic: Betrayal in Block Boulevard (BBB) - Official WIP Topic: Playable 1/12/13  (Read 26350 times)

traitor item: gloves
dna left on bodies by you would have some time taken off its expiration timer

you do know that you just added up
75%
25%
12.5%

adds up to 112.5%
might want to fix that

you do know that you just added up
75%
25%
12.5%

adds up to 112.5%
might want to fix that

don't worry, nobot just doesn't know how roles are assigned
the gamemode won't need 112.5% of the current player count

bags are very very different from knives in the "you can't leave someone to die horribly with a knife and you can't keep stuff in a knife" way
We are making the default items first and after we finish we can add extra content later.

When you kill a player, have you made it so that the body doesn't disappear or is it still by default and the body vanishes after 5 seconds.
Yes we already have that.

use a vehicle, and give everyone the same character look like in normal ttt
also, other traitors should be able to let other traitors kill them for no karma loss, so you can approved-kill another traitor to look like youre innocent
Uh, no.

Fellow traitors would just kill other traitors all day long.



- Random Deathmatch (RDM) -


Random DeathMatch (abbreviated to "RDM") is a term used to denote when a player randomly kills other players without just cause, such as when the player is not a Traitor in Betrayal In Block Boulevard. This is a bannable offense.

It is also considered RDM to kill fellow Traitors while you are a Traitor yourself.


you do know that you just added up
75%
25%
12.5%

adds up to 112.5%
might want to fix that
Ok here is the deal that a lot of people do not understand.

The detectives are part of the innocent team so they count as innocents.
Really it should be like 12.5% detectives and 67.5% innocents right?
No.

It also depends on the playercount.
If there is like 7 players then it can be 0% detectives and 75% innocents.

Since the detectives are basically innocents they are both 75%.
I really hate how everybody is OCD about how I messed up percentages instead of having to put:
Innocents - (based off playercount and detectives)
Detectives - (based off playercount and innocents)

It's straight off the website as well.
http://gmod.wikia.com/wiki/Trouble_In_Terrorist_Town

don't worry, nobot just doesn't know how roles are assigned
the gamemode won't need 112.5% of the current player count
I know that it won't because if it did it wouldn't work on Gmod.

Bump to keep port motivated.

I know that it won't because if it did it wouldn't work on Gmod.

you're wrong anyway

ttt_traitor_pct (def. 0.25):
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_traitor_max (def. 32):
Maximum number of traitors. 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. By default there is basically no max.

ttt_detective_pct (def. 0.13):
Percentage of total players that will be a detective (detective innocent). Handled similar to traitor_pct (rounded down etc).

ttt_detective_max (def. 32):
Maximum number of detectives. Can be used to cap or disable detectives.

ttt_detective_min_players (def. 10):
Minimum number of players before detectives enter play. At lower playercounts it will be purely normal innocents vs traitors, at higher ones some innocents will be detective.

ttt_detective_karma_min (def. 600):
If a player's Karma falls below this point, his chances of being selected as detective are reduced.

you're wrong anyway

ttt_traitor_pct (def. 0.25):
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_traitor_max (def. 32):
Maximum number of traitors. 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. By default there is basically no max.

ttt_detective_pct (def. 0.13):
Percentage of total players that will be a detective (detective innocent). Handled similar to traitor_pct (rounded down etc).

ttt_detective_max (def. 32):
Maximum number of detectives. Can be used to cap or disable detectives.

ttt_detective_min_players (def. 10):
Minimum number of players before detectives enter play. At lower playercounts it will be purely normal innocents vs traitors, at higher ones some innocents will be detective.

ttt_detective_karma_min (def. 600):
If a player's Karma falls below this point, his chances of being selected as detective are reduced.
Oh stuff.

Didn't realize all that stuff was in the mod.
Good job.

not good job
you failed son, now i must kill you.

This reminds me of that old game called Mafia where you would sit in a circle and play it.

This will be a fun gamemode, I can't even what kinds of situations and tactics this will bring, Im looking forward to this.

This reminds me of that old game called Mafia where you would sit in a circle and play it.
Yes only it is 2x better.

Uh, no.

Fellow traitors would just kill other traitors all day long.


let
let
the other traitor has to select you and select an option that lets you kill him with no karma loss, otherwise you still lose karma for killing the other traitor


let
let
the other traitor has to select you and select an option that lets you kill him with no karma loss, otherwise you still lose karma for killing the other traitor
Still not a good idea