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TTT Wormhole-Venting
   
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun
File Size
Posted
Updated
13.836 MB
23 Feb @ 3:26am
18 Sep @ 6:15am
20 Change Notes ( view )

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TTT Wormhole-Venting

In 1 collection by Emzatin
Emzatins Up-to-Date Kollektion
122 items
Description
UPDATE 1. June 2025:

The previous wormhole model has been replaced by an actual vent model, so the wormholes now look like regular vents on the ground! The model has a limited render distance, allowing you to hide the vents in plain sight!


This traitor weapon adds venting to TTT!
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Controls:

Left-click to place a wormhole at your feet. Press E to occupy a wormhole.
This will turn your view into third-person, turn you invisible and invincible.
While inside a wormhole, you can teleport to other wormholes by pressing left-click on their icons (which will be visible through walls).
Changing weapons lets you exit the wormhole.

Innocents can break wormholes with any weapon, which will make the occupant pop out of the wormhole.
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Strategy:

Placing a wormhole behing a crate, a table, a barrel, or similarly sized objects, lets you observe the surrounding area in third-person without being seen. Once an innocent turns away from you, simply exit the wormhole and shoot them in the back!

Placing a wormhole in a safe space, e.g., a traitor room, gives you the ability to teleport away from any sticky situtation relatively quickly.
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Detectives can buy this weapon, but only receive 3 Ammo (i.e., 3 wormholes) instead of 10.

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Convars:
ttt_wormhole_ammo
ttt_wormhole_ammo_det
ttt_wormhole_size
ttt_wormhole_maxrenderdistance
30 Comments
MooseGoneMad 24 Sep @ 5:25pm 
For anyone looking at this thread in the future, this player model selector works in TTT2 and doesn't have the issue (from what I've seen so far): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1350278118&searchtext=playermodel+selector
Emzatin  [author] 18 Sep @ 6:25am 
There are 2 ways you can fix your issue: Either use the command

"sv_playermodel_selector_force 0"

or if you for some reason dont want that, you can get the author of the other addon to implement a fix, since (this time) its not my addons fault.
The author has to only change 1 thing: They have to add the code

"not IsValid(ply:GetNWEntity( "inwormhole" , nil)) and not IsValid(ply:GetNWEntity( "inGnome" , nil)) and"

to the if-condition in line 280 of the file "lf_playermodel_selector.lua". This will fix your errors.
MooseGoneMad 17 Sep @ 5:51pm 
I found another dependency -- "Enhanced Playermodel Selector" does the same thing, making you third person when you enter the vent: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=504945881
I don't know how to allow players to use custom player models without this addon. Let me know if there's any more information I can provide.
Emzatin  [author] 6 Sep @ 11:26am 
ok i just pushed an update, which on my computer fixed the issue. Please make sure that my new version doesnt introduce any other problems with the playermodels (i did overwrite some of the code of that addon)
MooseGoneMad 6 Sep @ 9:41am 
Sorry for getting back late, the issue is with "Custom Playermodels for TTT": https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=589400010

For some reason, this addon makes it so that your playermodel appears if you enter the wormhole (and look up/around while in it) and also, when using default skins you change skin by interacting with the wormhole.
Emzatin  [author] 2 Sep @ 9:02am 
Here are a few question which may help narrow down the problem:
-Is the name of a player in a wormhole visible?
-Does the same happen for detectives? Does the detective hat become invisible?
-Are you using custom playermodels?
-Does the problem appear if you disable all other mods?
MooseGoneMad 1 Sep @ 7:37pm 
Amazing.

Seeing a weird issue -- players who are in the vent still have collision and are fully visible. Is this an issue you've seen elsewhere, or just a "me" problem? No Lua errors as far as I have seen.
Emzatin  [author] 18 Aug @ 8:45am 
Done
MooseGoneMad 17 Aug @ 5:27pm 
Any chance this could get a cVar for the number of vents that can be placed? I'd like Traitors to have 3 (or 5, I'd want to balance as fit).
Emzatin  [author] 16 Aug @ 9:11am 
Alright thank you! If you wondering, the totem cant be placed on moveable or breakable ground. So maybe there was a hidden traitor trap or something, which prevented the placement