Traitor Finder (GMOD TTT)

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Traitor Finder (GMOD TTT)
I need a Traitor Finder thx?
Quote Originally Posted by gay******sinspace View Post
yea no problem man add me
I've added you, but I believe you've blocked me
I can help, you have to do it like this, when the round starts, read from the memory and if there a T they will be isTraitor = 1, so do if isTraitor then say Traitor!
Quote Originally Posted by SchoolShooter666 View Post
I can help, you have to do it like this, when the round starts, read from the memory and if there a T they will be isTraitor = 1, so do if isTraitor then say Traitor!
Mind to elaborate? Try making a thread about it, I’m sure it’ll help many such as myself.
Quote Originally Posted by Beriyan View Post
Mind to elaborate? Try making a thread about it, I’m sure it’ll help many such as myself.
i dont know enough to make a thread, my chink.gang buddies told me about looking in a table?
either way ill ask some friends and post back if i get a clearer idea

edit: they said there is a place in memory that has all the players in it and there is a part where is says if they are T
so im guessing its just like reading anything else but you have to find the place in memorey where it is
most of them said to paste one from another cheat but when i do i get errors
Quote Originally Posted by SchoolShooter666 View Post
i dont know enough to make a thread, my chink.gang buddies told me about looking in a table?
either way ill ask some friends and post back if i get a clearer idea

edit: they said there is a place in memory that has all the players in it and there is a part where is says if they are T
so im guessing its just like reading anything else but you have to find the place in memorey where it is
most of them said to paste one from another cheat but when i do i get errors
I don't think that works. The client isn't given access to whether or not someone is a traitor, I don't think. I wrote a quick script to try it and it does not work:
Code:
concommand.Add( "trackedTest", function()
		for _,v in pairs(player.GetAll()) do
				if v:IsTraitor() then
						print(v:GetName() .. "\nYES\n")
				else
						print(v:GetName() .. "\nNO\n")
				end
		end
end )
Code:
local equipment = GetEquipmentForRole( ROLE_TRAITOR )
local tWeps = {}

for _, weapon in ipairs( equipment ) do
    tWeps[ weapon.id ] = true
end

hook.Add( "NetworkEntityCreated", "FindTraitors", function( ent )
    if !tWeps[ ent:GetClass() ] then return end

    local ply = ent:GetOwner()
    if ply:GetRole() == ROLE_TRAITOR then return end
    ply:SetRole( ROLE_TRAITOR )

    chat.AddText( Color( 255, 0, 0 ), "[Traitor Finder] ", color_white, ply:Nick(), " is a ", Color( 255, 0, 0 ), "TRAITOR", color_white, "." )
end )
Hello,
What Promptitude did is actually the correct method, in part. All you do is check inventories to see what weapons everyone has, if they have a traitor weapon, chances are they are a traitor. If a server blocks that then just track what weapons have been held and whether they are T weapons. Have fun!

minershock
Jonas
Promptitude's doesn't work.
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