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@dieechtenilente
Last active January 18, 2018 19:49

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  1. dieechtenilente revised this gist Jan 18, 2018. 1 changed file with 1 addition and 1 deletion.
    2 changes: 1 addition & 1 deletion server.cfg
    Original file line number Diff line number Diff line change
    @@ -53,7 +53,7 @@ ttt_time_limit_minutes 75 //def: 75

    //Enables the use of your mapcycle.txt even if voting is enabled. Since GMod 13 no voting exists (at the time of writing),
    //so this does nothing.
    ttt_always_use_mapcycle 0 //def: 0
    //ttt_always_use_mapcycle 0 //def: 0

    //
    //Gameplay
  2. dieechtenilente created this gist Jan 18, 2018.
    366 changes: 366 additions & 0 deletions server.cfg
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,366 @@
    // server name
    hostname "My TTT Server"
    sv_contact "mail@localhost"

    // rcon passsword
    rcon_password "SuperSecretPassword"

    //
    // TTT config
    //


    //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. (30)
    ttt_preptime_seconds 30


    //The length of the preparation phase for only the first round after a map loads. It is useful to make this higher than
    //ttt_preptime_seconds so that players do not have to sit out a round just because they loaded slightly too slowly.
    ttt_firstpreptime 60 //def: 60

    //The length of time after a round has ended before the next preparation phase begins. The round report is displayed at
    //the start of this phase. During this phase, stats/points are no longer tracked.
    ttt_posttime_seconds 30 //def: 30

    //
    //Round length
    //

    //Enables Haste Mode. In Haste Mode, the initial round time is short. Every death increases it by some amount. Puts pressure
    //on traitors to keep things moving, which is more interesting for the innocent players. See below.
    ttt_haste 1 //def: 1

    //Replaces ttt_roundtime_minutes when Haste Mode is on. Sets the initial time limit. (Haste Mode only)
    ttt_haste_starting_minutes 5 //def: 5

    //Specifies the number of minutes that is added to the round time for each death. Setting this to 0.5 will result
    //in 0.5 * 60 = 30 seconds being added. (Haste Mode only)
    ttt_haste_minutes_per_death 0.5 //def: 0.5

    //The time limit for each round, given in minutes, when Haste Mode is disabled.
    ttt_roundtime_minutes 10 //def: 10

    //
    //Map switching and voting
    //

    //The max number of rounds until the map is switched.
    ttt_round_limit 6 //def: 6

    //The max number of minutes until the map is switched or a vote is started (see above).
    ttt_time_limit_minutes 75 //def: 75

    //Enables the use of your mapcycle.txt even if voting is enabled. Since GMod 13 no voting exists (at the time of writing),
    //so this does nothing.
    ttt_always_use_mapcycle 0 //def: 0

    //
    //Gameplay
    //

    //
    //Traitor and Detective counts
    //

    //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_pct 0.25 //def: 0.25

    //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_traitor_max 32 //def: 32
    //Percentage of total players that will be a detective (detective innocent). Handled similar to traitor_pct (rounded down etc).
    ttt_detective_pct 0.13 //def: 0.13
    //Maximum number of detectives. Can be used to cap or disable detectives.
    ttt_detective_max 32 //def: 32
    //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_min_players 10 //def: 10
    //If a player's Karma falls below this point, his chances of being selected as detective are reduced.
    ttt_detective_karma_min 600 //def: 600

    //
    //DNA
    //

    //Maximum range within which a DNA sample of the killer is planted on the corpse of the victim.
    ttt_killer_dna_range 550 //def: 550

    //Killer's DNA samples time out depending on how near he was to the victim. After that time has passed, the sample cannot be
    //gathered anymore. This cvar sets the time in seconds when the killer was 0 units away. The time is lower when the range was higher, via a falloff curve. Note that due to the shape of the curve the time can sink below 0 even if the killer is within range according to the ttt_killer_dna_range convar, if the basetime is too low.
    ttt_killer_dna_basetime 100 //def: 100
    //
    //Voicechat battery
    //
    ttt_voice_drain 0 //def: 0
    //Enables the voicechat battery feature. Voicechatting reduces a battery meter, when it's empty the player can't voicechat and
    //must wait a few seconds for it to recharge.
    //Battery drain per tick of voicechat for normal players. "Tick" refers to a game tick, ie. 1/66th of a second.
    //When full the battery meter is at 100. With the power of math, we can see that the default setting allows you to speak
    //continuously for 100 / (0.2 * 66) = 7.6 seconds before any recharging is needed.
    ttt_voice_drain_normal 0.2 //def: 0.2
    //Battery drain per tick of voicechat for both admins and Detectives. Set to 0 to allow infinite mic usage.
    ttt_voice_drain_admin 0.05 //def: 0.05
    //Battery recharge rate per tick of not voicechatting.
    ttt_voice_drain_recharge 0.05 //def: 0.05
    //
    //Other gameplay settings
    //
    //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_minimum_players 2 //def: 2
    //Enables damage after a round has ended. Kills are not recorded for scoring purposes, so it's a free for all.
    ttt_postround_dm 0 //def: 0

    //Experimental. Enables a feature that causes a player who is using his ironsights and is killed (by a gun, and not a headshot)
    //to fire an inaccurate dying shot.
    ttt_dyingshot 0 //def: 0

    //Prevents the throwing of grenades during the preparation phase.
    ttt_no_nade_throw_during_prep 0 //def: 0

    //Enables the carrying of weapons with the Magneto-stick. If you are experiencing crashes, try disabling this. When the pickup
    //range is short, as it is by default, crashes seem very rare.
    ttt_weapon_carrying 1 //def: 1

    //Range at which weapons can be picked up for carrying with the Magneto-stick, see ttt_weapon_carrying.
    ttt_weapon_carrying_range 50 //def: 50

    //If 1, the Teleporter weapon will kill players standing on the teleport destination. If 0, the teleporter user will instead not
    //be able to teleport if someone is in the way.
    ttt_teleport_telefrags 0 //def: 0

    //Lets traitors pin corpses to walls using the Magneto-stick. If you are experiencing lag due to the increased physics simulation
    //required due to players moving ragdolls around often, it may be best to disable this.
    ttt_ragdoll_pinning 1 //def: 1

    //Lets non-traitor players pin corpses as well. Not recommended.
    ttt_ragdoll_pinning_innocents 0 //def: 0

    //
    //Karma
    //

    //Enables the karma system. Players start with a certain amount of karma, and lose it when they damage/kill "teammates" (ie. innocent
    //if they're innocent, traitor if traitor). The amount you lose is dependent on the karma of the person you hurt or killed.
    ttt_karma 1 //def: 1
    //If enabled, the damage penalty increases more quickly as karma goes down. When strict is off, the damage penalty is very low when
    //people stay above 800. Enabling strict mode makes karma play a larger role in discouraging any unnecessary kills, while disabling it results in a more "loose" game where karma only hurts players who constantly teamkill.
    ttt_karma_strict 1 //def: 1
    //Karma players start out with. If you want players to be able to "earn" a damage bonus, you could set this to 850 or so. Playing
    //clean rounds will let them increase it to a 1000 and do a few percent more damage than a new player.
    ttt_karma_starting 1000 //def: 1000
    //Maximum karma a player can have. Note that increasing it above 1000 does not mean players with 1100 karma will get a damage bonus.
    //It would just give them a "buffer" before they get a damage penalty.
    ttt_karma_max 1000 //def: 1000
    //The ratio of the damage that is used to compute how much of the victim's karma is subtracted from the attacker's. You can make
    //penalties larger by slightly(!) increasing this, to eg. 0.0015, or smaller by reducing it.
    ttt_karma_ratio 0.001 //def: 0.001
    //All karma penalties are based on damage dealt. The kill penalty is just an extra amount of "damage" dealt when you kill someone.
    //So if this was 100, and you headshot someone with a rifle, it would penalise you as if you dealt 200 damage.
    ttt_karma_kill_penalty 15 //def: 15
    //The base amount by which everyone's karma is "healed" at the end of every round.
    ttt_karma_round_increment 5 //def: 5

    //If a player has not hurt or killed a teammate this round, he will be "healed" an extra 30 karma (for a total of 35, under default
    //settings). So if you have bad karma it is rewarding to lie low.
    ttt_karma_clean_bonus 30 //def: 30

    //Like ttt_karma_ratio, but for the karma reward for damaging a traitor. By default damaging a traitor is rewarded roughly 1/4th of
    //the penalty you'd get if it were a full-karma innocent.
    ttt_karma_traitordmg_ratio 0.0003 //def: 0.0003
    //Bonus karma for killing a traitor. Scaled by the traitordmg_ratio.
    ttt_karma_traitorkill_bonus 40 //def: 40
    //Automatically kick players who get a low karma level at the end of a round.
    ttt_karma_low_autokick 1 //def: 1
    //The karma threshold at which players get kicked.
    ttt_karma_low_amount 450 //def: 450
    //When autokicking, also ban players if this is enabled. No effect if autokick is off.
    ttt_karma_low_ban 1 //def: 1
    //Minutes to ban players, 0 should be perma. Of course has no effect if banning is off.
    ttt_karma_low_ban_minutes 60 //def: 60
    //Stores the karma of a player in persistent storage, at the end of the round or if they disconnect. Then upon reconnection it will
    //be loaded. This means the karma will persist even when the map changes.
    ttt_karma_persist 0 //def: 0
    //Enables debug output to console about karma changes.
    ttt_karma_debugspam 0 //def: 0
    //When a player's Karma is above the starting level (meaning the karma max has been configured to be higher than that), all his karma
    //increases will be reduced based on how far his karma is above that starting level. So it goes up slower the higher it is.
    //This reduction goes in a curve of exponential decay: initially it's fast, and it slows down as the increment gets smaller. This
    //convar sets at what point the bonus has been halved (so the half-life). With the default value of 0.25, if a the starting amount
    //of karma is 1000 and the max 1500, and a player has karma 1125 ((1500 - 1000) * 0.25 = 125), then his clean round bonus will
    //be 30 / 2 = 15. So to make the bonus go down faster you'd set this convar lower, to make it go down slower you'd increase it towards 1.
    ttt_karma_clean_half 0.25 //def: 0.25
    //
    //Map-related
    //
    //Toggles whether weapon scripts will be used. These .txt files in the /maps/ folder can be used to override or add weapon, ammo and
    //player spawnpoints in a map. This is very useful for CS:S or HL2DM maps.
    ttt_use_weapon_spawn_scripts 1 //def: 1
    //
    //Traitor credits
    //
    //Number of credits traitors start with. Traitors can spend credits on special equipment.
    ttt_credits_starting 2 //def: 2
    //When this percentage of the innocent players are dead, traitors are awarded more credits.
    ttt_credits_award_pct 0.35 //def: 0.35
    //The number of credits awarded.
    ttt_credits_award_size 1 //def: 1
    //Whether the credit award is handed out multiple times. if for example you set the percentage to 0.25, and enable this, traitors
    //will be awarded credits at 25% killed, 50% killed, and 75% killed.
    ttt_credits_award_repeat 1 //def: 1
    //Number of credits a traitor receives when he kills a detective (detective) player.
    ttt_credits_detectivekill 1 //def: 1
    //
    //Detective credits
    //
    //Number of credits detective players start with.
    ttt_det_credits_starting 1 //def: 1
    //Number of credits detectives receive when they kill a traitor.
    ttt_det_credits_traitorkill 0 //def: 0
    //Number of credits detectives receive when a traitor dies, no matter what killed him.
    ttt_det_credits_traitordead 1 //def: 1
    //
    //Prop possession
    //
    //Toggle whether spectators can possess props.
    ttt_spec_prop_control 1 //def: 1
    //Number of prop punches in a filled punch-o-meter with no score modifier.
    ttt_spec_prop_base 8 //def: 8
    //Maximum decrease of the punch-o-meter limit for a negative score.
    ttt_spec_prop_maxpenalty -6 //def: -6
    //Maximum increase of the punch-o-meter limit for a positive score.
    ttt_spec_prop_maxbonus 16 //def: 16
    //Amount of force by which each punch moves the prop.
    ttt_spec_prop_force 110 //def: 110
    //Number of seconds for one point in the punch-o-meter to recharge.
    ttt_spec_prop_rechargetime 1 //def: 1
    //
    //Admin-related
    //
    //Time in seconds a player is allowed to be idle after a round has started before he is moved to spectator.
    ttt_idle_limit 180 //def: 180
    //Check for name changes during an active round, and kick players who did one.
    ttt_namechange_kick 1 //def: 1
    //Time in minutes to ban players who changed their name. Set to 0 to disable.
    ttt_namechange_bantime 10 //def: 10
    //Specifies how automatic bans made by TTT (low karma, namechange, etc) should be performed. This lets you specify whether TTT should
    //use an admin plugin to ban, which can then make it easier to remove or adjust those bans using your admin plugin's interface.
    ttt_ban_type autodetect

    //Types:
    //def: autodetect: Will detect the Lua-based plugins ULX and Evolve if present, else it will use standard "banid" bans.
    //ulx: Force the use of ULX/Ulib to ban.
    //evolve: Force the use of Evolve to ban.
    //sm: Will use Sourcemod's sm_ban command. Note that SM is not auto-detected.
    //gmod: Uses standard "banid" to ban.
    //
    //Miscellaneous
    //
    //Enable to make detectives get a special hat. May be buggy.
    ttt_detective_hats 0 //def: 0
    //Sets player coloring mode. 0 = off, 1 = muted/dark colors only, 2 = select from a larger list of colors including brighter ones,
    //3 = fully random colors.
    ttt_playercolor_mode 1 //def: 1
    //By default ragdolls will not collide with other ragdolls and some small physics objects (or doors set not to collide with debris).
    //Enabling ragdoll collision will change that. Earlier versions of TTT had ragdoll collision, but this allowed griefers to create
    //situations where ragdolls were physics-glitched to constantly collide, causing serious lag. Some maps may expect ragdolls to collide
    //though. Use with care.
    ttt_ragdoll_collide 0 //def: 0
    //Bots are spawned as spectators and will never be traitor. Useful for sourceTV.
    ttt_bots_are_spectators 0 //def: 0
    //Prevents the round from ending, useful for testing on your own, but little else.
    ttt_debug_preventwin 0 //def: 0
    //Toggles locational 3D voicechat sound for living players.
    ttt_locational_voice 0 //def: 0
    //Enable to make the Discombobulator push force reliable for the thrower. This means you can easily perform discomb jumps, which is
    //fun but exploitable on certain maps.
    ttt_allow_discomb_jump 0 //def: 0
    //If 0, spawns all players at once, and will attempt to rig extra spawnpoints if there are not enough. Can result in players spawning
    //in walls. If larger than 0, spawns players in waves, where each wave spawns as many players as there are spawnpoints. The time between
    //each wave is the value of the convar in seconds, so setting it to 5 will mean waves are 5 seconds apart. Spawn waves are probably the
    //best method for large servers.
    ttt_spawn_wave_interval 0 //def: 0
    //
    // server logging
    //
    log on
    sv_logbans 1
    sv_logecho 1
    sv_logfile 1
    sv_log_onefile 0
    // operation
    sv_lan 0
    sv_region 3 //Europa
    exec banned_user.cfg
    exec banned_ip.cfg