Garry's Mod

Garry's Mod

[TTT2] Skele-Doot [ROLE]
15 Comments
SvveetMavis 3 Mar, 2024 @ 3:32pm 
you should add this as the set playermodel for it

https://sp.zhabite.com/sharedfiles/filedetails/?id=3144011868&
Tweek, The Goblin  [author] 23 Oct, 2022 @ 2:15pm 
@serylt glad you found a fix, still a very odd bug to have especially after all the credit removal. I wonder if its something tied to original TTT triggering it instead of TTT2 code.
Serylt 23 Oct, 2022 @ 1:52pm 
Heya, so we've checked. The problem still persists and we got no clue why that would happen. Whenever the skeledoot is killed, the traitor gets a credit.

So, we just set the HP to 2500. It works even better now, much funnier if the skeledoot is *practically* unkillable as the whole server sometimes chases after them. :Attacker:
Serylt 9 Oct, 2022 @ 9:55am 
Thank you kindly! I'll have a look for further bugs and if I see them, I'll hit you up. :3
Tweek, The Goblin  [author] 9 Oct, 2022 @ 9:43am 
Still not sure why its happening, but to be safe I added 3 functions to prevent credits from skeledoot XD
Serylt 9 Oct, 2022 @ 9:16am 
Fascinating! It's easy to test. Just have one traitor, one innocent, one skeledoot ("jester") and let the traitor kill the skeledoot. Then it says "awarded one credit for killing a Skeledoot".
Tweek, The Goblin  [author] 9 Oct, 2022 @ 8:39am 
@SeryIt No that's not intended. That's odd I haven't seen that occur in our test games. I'll see if if anything comes up on my end, but they should be following all the jester settings as it's base.
Serylt 9 Oct, 2022 @ 8:16am 
Funnily, whenever a traitor identifies the skele-doot, the traitor receives one credit for it. Judging from the settings, the skele-doot should not be carrying any credits. Is this intentional?
NoColorFrog 22 May, 2022 @ 4:13am 
ok. thank you
Tweek, The Goblin  [author] 7 Apr, 2022 @ 6:38am 
@NoColorFrog In that case possibly I've never tried it that way. I would assume if I make the client side file check for custom sounds and you were to use that for your meme sounds on the server it might work. I'll share where to put sound files when I add the custom sounds update :)
NoColorFrog 7 Apr, 2022 @ 4:04am 
thanks for your reply, can i set my own server side sound, i'm a host of 32-players server. but i host with my own PC(ulx)
Tweek, The Goblin  [author] 4 Apr, 2022 @ 12:10pm 
@NoColorFrog atm there isn't really a way, but that's a cool idea. I'll see if I can make something for this, it would be cool to have an option. The only issue would be that the meme audio would be client side if I did this, while regular audio would play server side.
NoColorFrog 4 Apr, 2022 @ 12:56am 
funny role, i want to replace the default audio to my own meme audio, what should i do
Tweek, The Goblin  [author] 18 Mar, 2022 @ 12:59pm 
Thanks @The1337Gh0st XD I used my suicide barrel script for that, guess i missed the one line XD I'll update it now :)
The1337Gh0st 18 Mar, 2022 @ 12:46pm 
There appears to be a bug with the role where the model is not resetting on round end or role change. In the role's shared file, you have it as this:

hook.Add("TTT2UpdateSubrole", "UpdateSkeledootRoleSelect", function(ply, oldSubrole, newSubrole)
if newSubrole == ROLE_SKELEDOOT then
ply:SetSubRoleModel(sd.model)
elseif oldSubrole == ROLE_SBARREL then
ply:SetSubRoleModel(nil)
end
end)

This should be changed to:

hook.Add("TTT2UpdateSubrole", "UpdateSkeledootRoleSelect", function(ply, oldSubrole, newSubrole)
if newSubrole == ROLE_SKELEDOOT then
ply:SetSubRoleModel(sd.model)
elseif oldSubrole == ROLE_SKELEDOOT then
ply:SetSubRoleModel(nil)
end
end)