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Copy file name to clipboardExpand all lines: CONVARS.md
+87-1Lines changed: 87 additions & 1 deletion
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@@ -116,6 +116,7 @@ ttt_shadow_enabled 0 // Whether or not the Sha
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ttt_arsonist_enabled 0// Whether or not the Arsonist should spawn
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ttt_hivemind_enabled 0// Whether or not the Hive Mind should spawn
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ttt_plaguemaster_enabled 0// Whether or not the Plaguemaster should spawn
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ttt_taskmaster_enabled 0// Whether or not the Taskmaster should spawn
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// Individual Role Spawn Weights
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ttt_hypnotist_spawn_weight 1// The weight assigned to spawning the Hypnotist
@@ -165,6 +166,7 @@ ttt_shadow_spawn_weight 1 // The weight assigned to
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ttt_arsonist_spawn_weight 1// The weight assigned to spawning the Arsonist
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ttt_hivemind_spawn_weight 1// The weight assigned to spawning the Hive Mind
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ttt_plaguemaster_spawn_weight 1// The weight assigned to spawning the Plaguemaster
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ttt_taskmaster_spawn_weight 1// The weight assigned to spawning the Taskmaster
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// (Note: Each role is limited to one player per round.)
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@@ -216,6 +218,7 @@ ttt_shadow_min_players 0 // The minimum number of
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ttt_arsonist_min_players 0// The minimum number of players required to spawn the Arsonist
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ttt_hivemind_min_players 0// The minimum number of players required to spawn the Hive Mind
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ttt_plaguemaster_min_players 0// The minimum number of players required to spawn the Plaguemaster
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ttt_taskmaster_min_players 0// The minimum number of players required to spawn the Taskmaster
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// Grouped Role Spawn Settings
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ttt_twins_enabled 0// Whether or not the Twins should spawn
@@ -967,7 +970,88 @@ ttt_plaguemaster_dart_replace_timer 0 // How long (in seconds)
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ttt_plaguemaster_body_search_mode 1// Whether dead bodies reveal if they had the plague when searched. 0 - Don't show. 1 - Show if died from plague. 2 - Show if Infected with plague.
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ttt_plaguemaster_can_see_jesters 0// Whether jesters are revealed (via head icons, color/icon on the scoreboard, etc.) to the Plaguemaster
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ttt_plaguemaster_update_scoreboard 1// Whether the Plaguemaster shows dead players as missing in action
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-
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// Taskmaster
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ttt_taskmaster_blocks_team_wins 1// Whether the Taskmaster should block teams (innocent, traitor, monster) from winning if they are alive and haven't finished their tasks.
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ttt_taskmaster_is_passive 0// Whether the Taskmaster should count as a 'passive' role for roles that need to kill other players, allowing them to win while the Taskmaster is still alive (if 'ttt_taskmaster_wins_with_others' is enabled)
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ttt_taskmaster_kill_tasks 1// The number of kill tasks assigned to the Taskmaster
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ttt_taskmaster_misc_tasks 2// The number of miscellaneous tasks assigned to the Taskmaster
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ttt_taskmaster_repeat_rerolls 1// Whether the Taskmaster can be assigned tasks they previously rerolled away from
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ttt_taskmaster_win_block_length 60// How long (in seconds) the Taskmaster should block teams (innocent, traitor, monster) from winning for (if 'ttt_taskmaster_blocks_team_wins' is enabled). Set to 0 to block until time runs out
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ttt_taskmaster_wins_with_others 1// If the Taskmaster should be allowed to win alongside other teams/players
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// Taskmaster tasks
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ttt_taskmaster_calldetective_enabled 1// Whether the 'Call a Detective to a Body' task should be enabled
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ttt_taskmaster_carrycorpse_enabled 1// Whether the 'Carry a Corpse for X Seconds' task should be enabled
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ttt_taskmaster_carrycorpse_time 60// The time (in seconds) a player must carry a player corpse to complete the 'Carry Corpse' task
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ttt_taskmaster_chat_enabled 1// Whether the 'Send X Messages' task should be enabled
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ttt_taskmaster_chat_times 25// The number of text messages a player must sent to complete the 'Send X Messages' task
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ttt_taskmaster_completion_bonus 1// How many credits the Taskmaster should get whenever they complete a task
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ttt_taskmaster_crouch_enabled 1// Whether the 'Crouch for X Seconds' task should be enabled
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ttt_taskmaster_crouch_time 40// The time (in seconds) a player must stay crouched to complete the 'Crouch' task
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ttt_taskmaster_crouchnearbody_enabled 1// Whether the 'Crouch Near a Body' task should be enabled
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ttt_taskmaster_crouchnearbody_range 1// The distance (in meters) away a player must stay within to count for the 'Crouch Near Body' task
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ttt_taskmaster_crouchnearbody_time 20// The time (in seconds) a player must stay near a body to count for the 'Crouch Near Body' task
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ttt_taskmaster_crowbar_enabled 1// Whether the 'Swing a Crowbar 50 Times' task should be enabled
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ttt_taskmaster_crowbar_times 50// The number of times a player must use their crowbar to complete the 'Swing Crowbar' task
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ttt_taskmaster_damageeveryone_enabled 1// Whether the 'Damage Everyone Else' task should be enabled
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ttt_taskmaster_dodamage_amount 200// The amount of damage a player must do to complete the 'Deal X Damage' task
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ttt_taskmaster_dodamage_enabled 1// Whether the 'Deal X Damage' task should be enabled
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ttt_taskmaster_firebullets_enabled 1// Whether the 'Fire X Bullets' task should be enabled
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ttt_taskmaster_firebullets_times 100// The jump of times a player must fire a bullet to complete the 'Fire X Bullets' task
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ttt_taskmaster_getplayerkilled_enabled 1// Whether the 'Get Target Killed' task should be enabled
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ttt_taskmaster_getplayertokill_enabled 1// Whether the 'Get Target to Kill' task should be enabled
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ttt_taskmaster_healthunder_amount 15// The amount of health a player must stay under to complete the 'Health Under' task
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ttt_taskmaster_healthunder_enabled 1// Whether the 'Survive Under X Health' task should be enabled
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ttt_taskmaster_healthunder_time 60// The time (in seconds) a player must stay under the target health to complete the 'Health Under' task
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ttt_taskmaster_holstered_enabled 1// Whether the 'Stay Holstered for X Seconds' task should be enabled
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ttt_taskmaster_holstered_time 60// The time (in seconds) a player must stay holstered to complete the 'Holstered' task
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ttt_taskmaster_jump_enabled 1// Whether the 'Jump x Times' task should be enabled
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ttt_taskmaster_jump_times 100// The jump of times a player must jump to complete the 'Jump X Times' task
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ttt_taskmaster_kill360_enabled 1// Whether the 'Kill a Player After a 360' task should be enabled
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ttt_taskmaster_kill360_time 3// The time (in seconds) a player has after completing a 360 to kill a player for the 'Kill a Player After a 360' task
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ttt_taskmaster_killaiming_enabled 1// Whether the 'Kill a Player While Aiming' task should be enabled
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ttt_taskmaster_killairborne_enabled 1// Whether the 'Kill an Airborne Player' task should be enabled
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ttt_taskmaster_killbehind_enabled 1// Whether the 'Kill a Player From Behind' task should be enabled
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ttt_taskmaster_killbehind_view_angle 75// The angle (in degrees) from a player's eye angle within which the Taskmaster is 'spotted' for the 'Kill a Player From Behind' task
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ttt_taskmaster_killcrowbar_enabled 1// Whether the 'Kill a Player With a Crowbar' task should be enabled
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ttt_taskmaster_killdistant_enabled 1// Whether the 'Kill a Distant Player' task should be enabled
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ttt_taskmaster_killdistant_range 25// The minimum distance (in meters) away a player can be to count for the 'Kill a Distant Player' task
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ttt_taskmaster_killdouble_enabled 1// Whether the 'Get a Double Kill' task should be enabled
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ttt_taskmaster_killdouble_time 5// The time (in seconds) the taskmaster has between kills to complete the 'Get a Double Kill' task
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ttt_taskmaster_killheadshot_enabled 1// Whether the 'Kill a Player With a Headshot' task should be enabled
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ttt_taskmaster_killlastbullet_enabled 1// Whether the 'Kill a Player With Your Last Bullet' task should be enabled
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ttt_taskmaster_killmidair_enabled 1// Whether the 'Kill a Player While Midair' task should be enabled
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ttt_taskmaster_killnearby_enabled 1// Whether the 'Kill a Nearby Player' task should be enabled
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ttt_taskmaster_killnearby_range 5// The maximum distance (in meters) away a player can be to count for the 'Kill a Nearby Player' task
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ttt_taskmaster_killonehit_enabled 1// Whether the 'Kill a Player in One Hit' task should be enabled
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ttt_taskmaster_killpistol_enabled 1// Whether the 'Kill a Player With a Pistol' task should be enabled
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ttt_taskmaster_killretaliate_enabled 1// Whether the 'Kill a Player That Attacked First' task should be enabled
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ttt_taskmaster_killtarget_enabled 1// Whether the 'Kill Target' task should be enabled
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ttt_taskmaster_killweapon_enabled 1// Whether the 'Kill a Player With a Specific Weapon' task should be enabled
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ttt_taskmaster_lookatplayer_enabled 1// Whether the 'Look at Target' task should be enabled
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ttt_taskmaster_lookatplayer_time 30// The time (in seconds) a player must look at their target to complete for the 'Look at Player' task
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ttt_taskmaster_pickupshopitem_enabled 1// Whether the 'Pick up a Shop Item' task should be enabled
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ttt_taskmaster_standonplayer_enabled 1// Whether the 'Stand on a Player for X Seconds' task should be enabled
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ttt_taskmaster_standonplayer_time 15// The time (in seconds) a player must stay stand on top of another player to complete the 'Stand On Player' task
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ttt_taskmaster_stayhidden_enabled 1// Whether the 'Stay Hidden for X Seconds' task should be enabled
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ttt_taskmaster_stayhidden_time 30// The time (in seconds) a player must hide to complete for the 'Stay Hidden' task
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ttt_taskmaster_stayhigher_enabled 1// Whether the 'Be Highest for X Seconds' task should be enabled
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ttt_taskmaster_stayhigher_time 30// The time (in seconds) a player must stay higher up to complete the 'Highest Player' task
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ttt_taskmaster_stayinarea_enabled 1// Whether the 'Stay in Area for X Seconds' task should be enabled
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ttt_taskmaster_stayinarea_range 5// The distance (in meters) away from the location that a player must stay within to count for the 'Stay in Area' task
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ttt_taskmaster_stayinarea_time 30// The time (in seconds) a player must stay inside the target area to count for the 'Stay in Area' task
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ttt_taskmaster_staylower_enabled 1// Whether the 'Be Lowest for X Seconds' task should be enabled
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ttt_taskmaster_staylower_time 30// The time (in seconds) a player must stay lower down to complete the 'Lowest Player' task
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ttt_taskmaster_stayneartarget_enabled 1// Whether the 'Stay Near Target' task should be enabled
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ttt_taskmaster_stayneartarget_range 5// The distance (in meters) away a player must stay within to count for the 'Stay Near Target' task
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ttt_taskmaster_stayneartarget_time 30// The time (in seconds) a player must stay near their target to count for the 'Stay Near Target' task
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ttt_taskmaster_survive_enabled 1// Whether the 'Survive' task should be enabled
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ttt_taskmaster_takedamage_enabled 1// Whether the 'Take Damage and Survive' task should be enabled
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ttt_taskmaster_takedamage_time 60// The time (in seconds) a player must survive without taking further damage to complete the 'Take Damage' task
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ttt_taskmaster_weaponpickups_count 20// The number of unique weapons a player must pick up to complete the 'Pick Up Weapons' task
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ttt_taskmaster_weaponpickups_enabled 1// Whether the 'Pick up X Weapons' task should be enabled
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// ----------------------------------------
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// GROUPED ROLE SETTINGS
@@ -1145,6 +1229,7 @@ ttt_shadow_starting_health 100 // The amount of health t
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ttt_arsonist_starting_health 100// The amount of health the Arsonist starts with
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ttt_hivemind_starting_health 100// The amount of health the Hive Mind starts with
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ttt_plaguemaster_starting_health 100// The amount of health the Plaguemaster starts with
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ttt_taskmaster_starting_health 100// The amount of health the Taskmaster starts with
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// Individual Role Max Health. Set to 0 or -1 to use the game's default maximum health.
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ttt_traitor_max_health 100// The maximum amount of health a Traitor can have
@@ -1199,6 +1284,7 @@ ttt_shadow_max_health 100 // The maximum amount of
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ttt_arsonist_max_health 100// The maximum amount of health the Arsonist can have
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ttt_hivemind_max_health 100// The maximum amount of health the Hive Mind can have
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ttt_plaguemaster_max_health 100// The maximum amount of health the Plaguemaster can have
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ttt_taskmaster_max_health 100// The maximum amount of health the Taskmaster can have
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// Round Time
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ttt_roundtime_win_draw 0// Whether a round that ends because the round time limit has passed counts as a draw. If it is not a draw, the traitor team loses
<li><em>role</em> - The new role value to use or the original passed into the hook. Use <code>ROLE_NONE</code> to hide the attacker's role from the victim</li>
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