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https://www.youtube.com/watch?v=z2ynpoBHs9I
(I realize there's no sound, you'll have to trust that I was spamming E in the first part when showing what's supposed to happen in vanilla TTT)
Describe the bug (mandatory)
While running TTT2 the flag "Ignore player +USE" on prop_door_rotating (I'm unsure if other doors are affected) seems to be ignored. The player can still use their Use/interact key on that door and open it. The same thing doesn't seem to happen on vanilla TTT.
Navigate to the Traitor room at the very back of the building, where the jail cells and Traitor tester are located
Walk up to either door for the Traitor room and press E
Expected behaviour
The door to not open on use.
Context (please provide as much as you can)
Collection link of your Server: Not applicable as this still happened with all addons (Aside from TTT2 it's just Pointshop, ULX, TTT Weapon Placer, and some maps anyway) I had installed on my client unsubscribed and uninstalled when testing in Singleplayer.
No errors seemed to be thrown.
No add-ons, I removed everything. Tried in vanilla TTT and then with only TTT2 installed
Admittedly, I'm unsure if "Ignore player +USE" is the issue here or if it's just because I don't have the doors locked in the first place. Either way, not supposed to be able to open them like that.
The text was updated successfully, but these errors were encountered:
the door has the correct spawnflags (silent_general and ignore_player_use) set
the NWBool ttt2_door_player_use is correctly set to false for that door
targetid is therefor correctly not shown (as it won't show if you cannot use the door ... in theory)
i've looked over the door code in general and nothing jumps out to me
i'm currently suspecting that we have some fallback player USE situation/codepath that neither respects door.PlayerCanUse() nor entmeta:PlayerCanOpenDoor()
Your version of TTT2 (mandatory)
Video
https://www.youtube.com/watch?v=z2ynpoBHs9I
(I realize there's no sound, you'll have to trust that I was spamming E in the first part when showing what's supposed to happen in vanilla TTT)
Describe the bug (mandatory)
While running TTT2 the flag "Ignore player +USE" on prop_door_rotating (I'm unsure if other doors are affected) seems to be ignored. The player can still use their Use/interact key on that door and open it. The same thing doesn't seem to happen on vanilla TTT.
To reproduce
Steps to reproduce the behaviour:
Expected behaviour
The door to not open on use.
Context (please provide as much as you can)
https://i.imgur.com/5Y2OPJw.png
https://i.imgur.com/yZamSx6.png
Additional context
Admittedly, I'm unsure if "Ignore player +USE" is the issue here or if it's just because I don't have the doors locked in the first place. Either way, not supposed to be able to open them like that.
The text was updated successfully, but these errors were encountered: