Garry's Mod

Garry's Mod

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[TTT2] Handcuffs Rewritten [WEAPON]
   
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Roleplay
File Size
Posted
Updated
478.831 KB
19 Feb, 2021 @ 6:12pm
12 Mar, 2021 @ 3:44pm
2 Change Notes ( view )

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[TTT2] Handcuffs Rewritten [WEAPON]

In 3 collections by Wasted
TTT2 Dingus Server
581 items
Dingus Playerside
320 items
Dingode TTT2
326 items
Description
Handcuffs detective weapon rewritten for the TTT2

Recommended and tested with TTT2, but it may work with base TTT.

Source: https://github.com/ZacharyHinds/ttt2-handcuffs-redux

This addon is a rewrite of the Handcuffs detective weapon with TTT2 in mind. As such, it should no longer strips players of their role loadout equipment (such as the Mesmerist or Necromancer defib, the Glutton's Devour, the Marker's gun). It also adds a HUD status icon to show that you are currently handcuffed.

It also includes a new Traitor weapon, the Skeleton Key. This allows traitors to buy a "key" which they can use to unhandcuff their allies.

Handcuff Convars (also found in ULX):
# can handcuffed players free themselves by picking up jailer/skeleton key ttt2_handcuff_pickup_free [0 or 1] (default: 1) # can handcuffed players use any jailers key to escape (or just the key created when they were handcuffed) ttt2_handcuff_any_key [0 or 1] (default: 1) # should a handcuffed player who is freed with a skeleton key receive their handcuffs to use ttt2_handcuff_skeleton_handcuffs [0 or 1] (default: 1)

--
Credits:

Wasted: Creator of this addon
Wokki: The creator of the Handcuffs addon which inspired this one.
10 Comments
Wasted  [author] 4 Jan, 2022 @ 4:31pm 
@Golden Creations These are specifically for TTT2 and will not work in sandbox
[RIR.73]Uffz. Ten Cents 4 Jan, 2022 @ 3:51pm 
@Wasted do these work on sandbox or only TTT?
Max Quordlepleen 26 Mar, 2021 @ 8:12pm 
@Wasted I finally got a chance to try it out with some friends and I can't thank you enough for taking my suggestion :) Having a lot of fun with it
Wasted  [author] 20 Mar, 2021 @ 12:13pm 
@yellowdude4014 if you mean bots (like those summoned with the bot command), then yes, otherwise probably not
yellowdude4014 14 Mar, 2021 @ 5:15pm 
does it work on a npc?
Wasted  [author] 12 Mar, 2021 @ 3:45pm 
@Max Quordlepleen I've added your requested feature in the most recent update
Max Quordlepleen 28 Feb, 2021 @ 8:09pm 
I love these! They work super well and it's nice that the hands even get pushed behind a character's back when cuffed. My one suggestion would be to add some kind of functionality to uncuff oneself if you find the key on the ground. Just had a round were the detective cuffed a player and then died, and it could have been really intense for the cuffed player to quickly try to find the where the Detective had died to retrieve the key and free themselves.
D1.yt 22 Feb, 2021 @ 3:06pm 
oh, hmmm
Wasted  [author] 22 Feb, 2021 @ 2:39pm 
@D1.yt these handcuffs don't have the 30s timer to unhandcuff. Once you're handcuffed, you remain handcuffed until someone frees you
D1.yt 22 Feb, 2021 @ 1:05pm 
cool concept but I feel like the skeleton key might be useless if you can just wait 30s and for it being a hard counter. well maybe if the detective comes with handcuffs by default, it might be more useful