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        <title>addon_examples</title>
        <link>https://wiki.threethieves.org/addon_examples?rev=1777677859&amp;do=diff</link>
        <description>coming when facepunch lets us do addons</description>
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        <title>admin_commands</title>
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        <description>coming soon</description>
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        <description>Doors and Elevators

This page will go over rotating doors, sliding doors, and elevators for your TTT map.

Rotating Doors

A door that will need to rotate on a pivot to open.



To implement, create a new empty in the outliner and add the Rotating Door</description>
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        <title>convars</title>
        <link>https://wiki.threethieves.org/convars?rev=1779583652&amp;do=diff</link>
        <description>Basics

Most gameplay settings are now native saved ConVars. These are stored in a large file:


config/convar/game.json


Each value appears under a convar. key. Example:


&quot;convar.ttt_rtv_enabled&quot;: {
  &quot;Value&quot;: &quot;False&quot;,
  &quot;Timeout&quot;: 1781214253,
  &quot;DeleteAt&quot;: 0
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        <title>custom_modeldoc_properties</title>
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        <description>L</description>
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        <description>coming soon when facepunch lets us do addons</description>
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        <link>https://wiki.threethieves.org/custom_weaponry?rev=1777677993&amp;do=diff</link>
        <description>coming soon when facepunch lets us do addons</description>
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        <dc:date>2026-05-15T02:30:09+00:00</dc:date>
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        <description>Doors and Elevators

This page covers rotating doors, sliding doors, and path-based elevators for TTT maps.

TTT doors and movers are map logic components. They can be used directly by players, driven by buttons, or controlled through map IO inputs such as</description>
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        <dc:date>2026-05-20T03:36:11+00:00</dc:date>
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        <title>how_to_make_a_ttt_map</title>
        <link>https://wiki.threethieves.org/how_to_make_a_ttt_map?rev=1779248171&amp;do=diff</link>
        <description>How to Make a TTT Map

Whether you are starting a new level or adding support for an existing map making it game ready is pretty simple. All that is required are weapon placements and spawnpoints. The rest of the entities are optional (Doors and Elevators).

Targeting the game in your addon project</description>
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        <dc:date>2026-05-14T22:58:19+00:00</dc:date>
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        <title>interactive_logic</title>
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        <description>Interactive Logic Tutorial

This page shows how to wire common TTT map interactions with map I/O. The examples are intentionally small. Once the patterns make sense, you can combine them into larger traps, puzzle rooms, traitor testers, elevators, secret doors, and environmental events.</description>
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        <dc:date>2023-05-25T03:06:00+00:00</dc:date>
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        <title>logic_entities</title>
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        <description>L</description>
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        <title>moderation</title>
        <link>https://wiki.threethieves.org/moderation?rev=1778815057&amp;do=diff</link>
        <description>Admin Roles, Prints, and Banning

This page covers server role assignment commands and the commands used to print current role state.

Files
 File  What it does  roles.json  Stores Moderator, Admin, and Owner role assignments. This is the role file server owners can edit or update in-game/via console commands.</description>
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        <description>Player Commands

These are normal player-facing commands that are safe to document publicly. Debug, developer, and internal diagnostic commands are intentionally not listed here.

Chat commands can be typed with either ! or / unless noted otherwise.</description>
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        <description>Dedicated Server Settings

Server hosting for TTT is still early and subject to change. This page documents the current dedicated-server setup as of 5/23/26.

This page does not explain how to install or start a baseline s&amp;box dedicated server. For general s&amp;box dedicated server setup, see:</description>
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        <description>coming soon when facepunch lets us do addons</description>
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        <dc:date>2026-05-01T23:25:48+00:00</dc:date>
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        <title>special_tags</title>
        <link>https://wiki.threethieves.org/special_tags?rev=1777677948&amp;do=diff</link>
        <description>L</description>
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        <title>start</title>
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        <description>Welcome to the Trouble in Terrorist Town Wiki

This documentation is current as of May 20, 2026.

Mapping

	*  How to Make a TTT Map
	*  Tools Overview
	*  Interactive Logic
	*  Doors and Elevators
	*  Water
	*  Teleporters

Dedicated Servers

	*  Server Basics
	*  Convars
	*  Moderation

Commands

	*  Player Commands</description>
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        <dc:date>2026-05-15T02:34:14+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>teleporters</title>
        <link>https://wiki.threethieves.org/teleporters?rev=1778812454&amp;do=diff</link>
        <description>Teleporters

Teleporters use the TTT Trigger Teleport component. Add it to an empty GameObject, then size the trigger collider to cover the area that should teleport players.



Basic Setup

	*  Create an empty GameObject for the teleporter.
	*  Add</description>
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        <dc:date>2026-05-04T02:08:29+00:00</dc:date>
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        <title>tools_overview</title>
        <link>https://wiki.threethieves.org/tools_overview?rev=1777860509&amp;do=diff</link>
        <description>TTT Mapping Tools

The mapping tools are small components that you add to objects in a map scene. Each component does one job: a button sends a signal, a mover moves, a trigger reacts to players, a spawner creates pickups, and so on. Build larger map features by combining these pieces.</description>
    </item>
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        <dc:date>2026-04-23T22:46:36+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>water</title>
        <link>https://wiki.threethieves.org/water?rev=1776984396&amp;do=diff</link>
        <description>Water

Water is very simple to add. Simply create a GameObject and add a collider box component. In the tags section at the top of the GameObject add a tag called &#039;water.&#039;



Make sure the collider has &#039;Is Trigger&#039; checked and &#039;Static&#039; unchecked.

The dimensions of the collider box will be where players are in water. Make sure the top of the collider is the same height as the top of the face with the water material.</description>
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