Ok on my TTT server I'm trying to use slaynr.. I can use it but when I slay the person it says their alive, but they can fly around and talk and chat. this is a problem because they can tell the alive players who the traitor is. any idea how to fix it? the code for all of the ttt_admin.lua is below. This is an addon from bender and skillz
local CATEGORY_NAME = "TTT Admin"
local gamemode_error = "The current gamemode is not trouble in terrorest town"
--[Ulx Completes]------------------------------------------------------------------------------
ulx.target_role = {}
function updateRoles()
table.Empty( ulx.target_role )
table.insert(ulx.target_role,"traitor")
table.insert(ulx.target_role,"detective")
table.insert(ulx.target_role,"innocent")
end
hook.Add( ULib.HOOK_UCLCHANGED, "ULXRoleNamesUpdate", updateRoles )
updateRoles()
--[End]----------------------------------------------------------------------------------------
--[Global Helper Functions][Used by more than one command.]------------------------------------
--[[send_messages][Sends messages to player(s)]
@param {[PlayerObject]} v [The player(s) to send the message to.]
@param {[String]} message [The message that will be sent.]
--]]
function send_messages(v, message)
if type(v) == "Players" then
v:ChatPrint(message)
elseif type(v) == "table" then
for i=1, #v do
v[i]:ChatPrint(message)
end
end
end
--[[corpse_find][Finds the corpse of a given player.]
@param {[PlayerObject]} v [The player that to find the corpse for.]
--]]
function corpse_find(v)
for _, ent in pairs( ents.FindByClass( "prop_ragdoll" )) do
if ent.uqid == v:UniqueID() and IsValid(ent) then
return ent or false
end
end
end
--[[corpse_remove][removes the corpse given.]
@param {[Ragdoll]} corpse [The corpse to be removed.]
--]]
function corpse_remove(corpse)
CORPSE.SetFound(corpse, false)
if string.find(corpse:GetModel(), "zm_", 6, true) then
corpse:Remove()
elseif corpse.player_ragdoll then
corpse:Remove()
end
end
--[[corpse_identify][identifies the given corpse.]
@param {[Ragdoll]} corpse [The corpse to be identified.]
--]]
function corpse_identify(corpse)
if corpse then
local ply = player.GetByUniqueID(corpse.uqid)
ply:SetNWBool("body_found", true)
CORPSE.SetFound(corpse, true)
end
end
--[End]----------------------------------------------------------------------------------------
--[Force role]---------------------------------------------------------------------------------
--[[ulx.force][Forces <target(s)> to become a specified role.]
@param {[PlayerObject]} calling_ply [The player who used the command.]
@param {[PlayerObject]} target_plys [The player(s) who will have the effects of the command applied to them.]
@param {[Number]} target_role [The role that target player(s) will have there role set to.]
@param {[Boolean]} should_silent [Hidden, determines weather the output will be silent or not.]
--]]
function ulx.slaynr( calling_ply, target_ply, num_slay, should_slaynr )
if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else
local affected_plys = {}
local slays_left = tonumber(target_ply:GetPData("slaynr_slays")) or 0
local current_slay
local new_slay
if ulx.getExclusive( target_ply, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( target_ply, calling_ply ), true )
elseif num_slay < 0 then
ULib.tsayError( calling_ply, "Invalid integer:\"" .. num_slay .. "\" specified.", true )
else
current_slay = tonumber(target_ply:GetPData("slaynr_slays")) or 0
if not should_slaynr then
new_slay = current_slay + num_slay
else
new_slay = current_slay - num_slay
end
--local slay_reason = reason
--if slay_reason == "reason" then
-- slay_reason = false
--end
if new_slay > 0 then
target_ply:SetPData("slaynr_slays", new_slay)
--target_ply:SetPData("slaynr_reason", slay_reason)
else
target_ply:RemovePData("slaynr_slays")
--target_ply:RemovePData("slaynr_reason")
end
local slays_left = tonumber(target_ply:GetPData("slaynr_slays")) or 0
local slays_removed = ( current_slay - slays_left ) or 0
if slays_removed==0 then
chat_message = ("#T will not be slain next round.")
elseif slays_removed > 0 then
chat_message = ("#A removed ".. slays_removed .." round(s) of slaying from #T.")
elseif slays_left == 1 then
chat_message = ("#A will slay #T next round.")
elseif slays_left > 1 then
chat_message = ("#A will slay #T for the next ".. tostring(slays_left) .." rounds.")
end
ulx.fancyLogAdmin( calling_ply, chat_message, target_ply, reason )
end
end
end
local slaynr = ulx.command( CATEGORY_NAME, "ulx slaynr", ulx.slaynr, "!slaynr" )
slaynr:addParam{ type=ULib.cmds.PlayerArg }
slaynr:addParam{ type=ULib.cmds.NumArg, max=100, default=1, hint="rounds", ULib.cmds.optional, ULib.cmds.round }
--slaynr:addParam{ type=ULib.cmds.StringArg, hint="reason", ULib.cmds.optional}
slaynr:addParam{ type=ULib.cmds.BoolArg, invisible=true }
slaynr:defaultAccess( ULib.ACCESS_ADMIN )
slaynr:help( "Slays target(s) for a number of rounds" )
slaynr:setOpposite( "ulx rslaynr", {_, _, _, true}, "!rslaynr" )
--[Helper Functions]---------------------------------------------------------------------------
hook.Add("TTTBeginRound", "SlayPlayersNextRound", function()
local affected_plys = {}
for _,v in pairs(player.GetAll()) do
local slays_left = tonumber(v:GetPData("slaynr_slays")) or 0
if v:Alive() and slays_left > 0 then
local slays_left=slays_left -1
if slays_left == 0 then
v:RemovePData("slaynr_slays")
v:RemovePData("slaynr_reason")
else
v:SetPData("slaynr_slays", slays_left)
end
v:Kill()
table.insert( affected_plys, v )
local corpse = corpse_find(v)
if corpse then
corpse_identify(corpse)
corpse_remove(corpse)
end
end
end
local slay_message
for i=1, #affected_plys do
local v = affected_plys[ i ]
local string_inbetween
if i > 1 and #affected_plys == i then
string_inbetween=" and "
elseif i > 1 then
string_inbetween=", "
end
string_inbetween = string_inbetween or ""
slay_message = ( ( slay_message or "") .. string_inbetween )
slay_message = ( ( slay_message or "") .. v:Nick() )
end
local slay_message_context
if #affected_plys == 1 then slay_message_context ="was" else slay_message_context ="were" end
if #affected_plys ~= 0 then
ULib.tsay(_, slay_message .. " ".. slay_message_context .." slain.")
end
end)
hook.Add("PlayerSpawn", "Inform" , function(ply)
local slays_left = tonumber(ply:GetPData("slaynr_slays")) or 0
local slay_reason = false
if ply:Alive() and slays_left > 0 then
local chat_message = ""
if slays_left > 0 then
chat_message = (chat_message .. "You will be slain this round")
end
if slays_left > 1 then
chat_message = (chat_message .. " and ".. (slays_left - 1) .." round(s) after the current round")
end
if slay_reason then
chat_message = (chat_message .. " for \"".. slays_reason .."\".")
else
chat_message = (chat_message .. ".")
end
ply:ChatPrint(chat_message)
end
end)
--[End]----------------------------------------------------------------------------------------
--[Force role]---------------------------------------------------------------------------------
--[[ulx.force][Forces <target(s)> to become a specified role.]
@param {[PlayerObject]} calling_ply [The player who used the command.]
@param {[PlayerObject]} target_plys [The player(s) who will have the effects of the command applied to them.]
@param {[Number]} target_role [The role that target player(s) will have there role set to.]
@param {[Boolean]} should_silent [Hidden, determines weather the output will be silent or not.]
--]]
function ulx.force( calling_ply, target_plys, target_role, should_silent )
if not GetConVarString("gamemode") == "terrortown" then ULib.tsayError( calling_ply, gamemode_error, true ) else
local affected_plys = {}
local starting_credits=GetConVarNumber("ttt_credits_starting")
local role
local role_grammar
local role_string
local role_credits
if target_role == "traitor" or target_role == "t" then role, role_grammar, role_string, role_credits = ROLE_TRAITOR, "a ", "traitor", starting_credits end
if target_role == "detective" or target_role == "d" then role, role_grammar, role_string, role_credits = ROLE_DETECTIVE, "a ", "detective", starting_credits end
if target_role == "innocent" or target_role == "i" then role, role_grammar, role_string, role_credits = ROLE_INNOCENT, "an ", "innocent", 0 end
for i=1, #target_plys do
local v = target_plys[ i ]
local current_role = v:GetRole()
if ulx.getExclusive( v, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( v, calling_ply ), true )
elseif GetRoundState() == 1 or GetRoundState() == 2 then
ULib.tsayError( calling_ply, "The round has not begun!", true )
elseif role == nil then
ULib.tsayError( calling_ply, "Invalid role :\"" .. target_role .. "\" specified", true )
elseif not v:Alive() then
ULib.tsayError( calling_ply, v:Nick() .. " is dead!", true )
elseif current_role == role then
ULib.tsayError( calling_ply, v:Nick() .. " is already " .. role_string, true )
else
v:ResetEquipment()
RemoveLoadoutWeapons(v)
RemoveBoughtWeapons(v)
v:SetRole(role)
v:SetCredits(role_credits)
SendFullStateUpdate()
GiveLoadoutItems(v)
GiveLoadoutWeapons(v)
table.insert( affected_plys, v )
end
end
ulx.fancyLogAdmin( calling_ply, should_silent, "#A forced #T to become the role of " .. role_grammar .."#s.", affected_plys, role_string )
send_messages(affected_plys, "Your role has been set to " .. role_string .. "." )
end
end
local force = ulx.command( CATEGORY_NAME, "ulx force", ulx.force, "!force" )
force:addParam{ type=ULib.cmds.PlayersArg }
force:addParam{ type=ULib.cmds.StringArg, completes=ulx.target_role, hint="Role" }
force:addParam{ type=ULib.cmds.BoolArg, invisible=true }
force:defaultAccess( ULib.ACCESS_SUPERADMIN )
force:setOpposite( "ulx sforce", {_, _, _, true}, "!sforce", true )
force:help( "Force <target(s)> to become a specified role." )