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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.

Click “Add Component” on the GameObject…


Navigate to the mapping tools or search for them directly


Component categories

Editor category Components Typical use
TTT Mapping Tools/Interaction/Buttons TTT Button, TTT Role Button World buttons, hold buttons, toggles, traitor/detective buttons.
TTT Mapping Tools/Interaction/State TTT Enable Target Turn lights, sounds, particles, components, or object groups on/off.
TTT Mapping Tools/Movement/Binary TTT Linear Mover, TTT Rotating Door Sliding doors, lifts, panels, hinged doors, rotating traps.
TTT Mapping Tools/Movement/Path TTT Path Mover, TTT Path Track, TTT Path Point Elevators, trains, multi-stop platforms, path-based movement.
TTT Mapping Tools/Triggers TTT Trigger Box, TTT Trigger Hurt, TTT Trigger Push, TTT Trigger Teleport, TTT Trigger Role Tester Room sensors, damage traps, fans, launch pads, teleporters, traitor testers.
TTT Mapping Tools/Spawners Weapon, ammo, grenade, and random spawn markers Round-resetting pickups.

Core ideas

Host-authoritative gameplay

Clients can press usable objects, but the host decides whether the action is allowed and applies the result. This matters for traps, doors, role checks, teleports, damage, pickup spawning, and round reset state. If you are able to, always test map logic with at least one host and one client, not only in editor-host mode. Feel free to ask us on Discord and we can give your map a test run on the development branch.

Map I/O signals

Most authored logic uses the same signal model:

  1. A sender fires an output.
  2. The output has one or more map links (Other map tools).
  3. Each map link finds a receiver by direct reference, object name, or tag.
  4. The receiver gets an input such as Activate, Open, Start, Stop, Toggle, Lock, or Unlock.

This is similar to Source-style target/input authoring, while still supporting direct component references for scene-authored maps (It's a pain in the ass to use the dropper tool in Hammer, so text is supported as well).

Reset between rounds

TTT maps reset between rounds. Doors, buttons, triggers, movers, role buttons, enable targets, and spawners are designed to return to their authored baseline without rebuilding the whole scene. A map should survive a full round cleanup and then behave like it was freshly loaded.

Stable names help wiring

When using TargetName, give target objects stable, clear names such as door_traitor_room, elevator_platform, or tester_light_green. Name matching trims whitespace and is case-insensitive, but you should still avoid duplicate names unless broadcasting to every match is intentional.

Do not change map tools to Object networking

Objects with mapping tools should not be set to NetworkMode.Object. Use the default NetworkMode.Snapshot mode.

Choosing the right component

Goal Use this Notes
Make a normal press, hold, or toggle button TTT Button Can fire different outputs when pressed, released, activated, toggled on, or toggled off.
Make a traitor/detective-style world button TTT Role Button Use RoleName for role-gated actions such as Traitor or Detective.
Turn an object, light, sound, or particle on/off TTT Enable Target Avoid disabling the same object that contains the receiver unless something else can re-enable it.
Slide a door, lift, or panel between two positions TTT Linear Mover Set MoveDelta in local space. Supports open/close/toggle and locking.
Make a hinged door or rotating panel TTT Rotating Door Use a hinge helper object as PivotTarget when the origin is not at the hinge.
Build an elevator or train TTT Path Mover + TTT Path Track + TTT Path Point Use GoTo or CallOrDepart inputs with point names as payloads.
Detect players entering an area TTT Trigger Box Good for pressure plates, room sensors, and relay logic.
Damage players in a volume TTT Trigger Hurt Trap activations can carry trap attribution.
Push or launch players TTT Trigger Push Useful for vents, fans, launch pads, and force traps.
Teleport players TTT Trigger Teleport Use a destination object or destination name. Blocked destinations fail instead of trapping players.
Test occupant roles TTT Trigger Role Tester Can fire pass and fail outputs; mixed occupancy can fire both.
Spawn weapons, ammo, or grenades Spawner components Spawners create fresh pickups after round reset.

Basic map authoring workflow

  1. Place player spawns and pickup spawners.
  2. Add doors, buttons, triggers, role buttons, movers, and any other authored interactions.
  3. Give signal targets stable names when using TargetName wiring.
  4. Wire outputs to receiver inputs with map links.
  5. Test every direct-use object from the host and from a client.
  6. Run at least one full round reset.
  7. Verify doors, triggers, spawns, props, and disabled targets return to the intended state.
  8. Publish the map package and keep its package ident handy for public curation or voting.

A tiny example

A button that opens a sliding door can be built with two components:

  1. Door object: add TTT Linear Mover, set MoveDelta, and name the object door_secret.
  2. Button object: add TTT Button, then add a TargetsOnActivated map link:
    • TargetName = door_secret

For more examples, continue to Interactive Logic.

tools_overview.1777857091.txt.gz · Last modified: 2026/05/04 01:11 by frank_lee_smith

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