Each round after detectives, traitors, jesters, and independents are chosen, a percentage of the remaining players will be part of the monster team. The following ConVars can be used to configure the requirements and restrictions on how monsters spawn.
ConVar | Default | Type | Description |
---|---|---|---|
ttt_monster_max | 1 | Integer | The maximum number of players that can spawn as a member of the monster team. |
ttt_monster_pct | 0.33 | Float (0-1) | Percentage of innocents, rounded up, that have the chance to spawn as a monster. |
ttt_monster_chance | 0.5 | Float (0-1) | The chance that a monster will spawn in each individual slot made by ttt_monster_pct . |
Example: There are eight players in the game. ttt_monster_pct
is 0.33, and ttt_monster_chance
is 0.5 as per the default values above. Four players have already been picked as traitors, detectives, jesters and independents. At most 33% of the remaining players (rounded up) can be monsters as ttt_monster_pct
is set to 0.33. This means that there will be at most two monsters. However, each of those players only has a 50% chance to be a monster as ttt_monster_chance
is set to 0.5. This means it is possible for the round to have zero, one, or two monsters. All remaining players who have not had a role assigned will be part of the innocent team.
If you wanted it to be possible for all non-traitor, non-detective, non-jester, non-independent players to be monsters at once, set ttt_monster_pct
to 1. Alternately, if you always wanted the same number of monsters in each round with no variation, set ttt_monster_chance
to 1. Setting either ttt_monster_pct
or ttt_monster_chance
to 0 will make it impossible for monsters to spawn.
Instructions for using ConVars can be found on the Configuring ConVars tutorial page, and ConVars specific to configuring each role can be found below.