Jesus Christ, okay.
C4 in TTT is a quintessential Garry's Mod SWEP (scripted weapon), in that it is needlessly convoluted to actually understand and it's unclear if it even works as intended sometimes.
I will, in vain, attempt to simplify it.
C4, or 'Composition C-4', is a variety of plastic explosive with the British equivalent 'PE-4'.
I am worried that by listing this cursory explanation, I am on yet another watchlist.
In short, it's a bomb. In the context of TTT, C4 looks like this:
Looks pretty 'bomb-esque', I'd say.
Sorry, I'm stalling by lazily reposting Wikipedia because the numbers are so esoteric and boring to me. I'll get to it.
C4 can be bought from the Traitor shop for a single credit. When equipped and used, it can be thrown on to the floor. While on the floor, a timer between 45 seconds and 10 minutes can be set.
When this timer expires, the C4 will explode in a large radius, the players nearest this explosion will very often be killed if they have line-of-sight of the bomb.
The damage is calculated based on two factors, as there are two instances of damage associated with the blast, the first is applied if a player is within a sphere around the C4 when it explodes.
This is called 'Sphere Damage', for this exercise. It is lethal within 541 units from the blast but does reduced damage up to 603 units according to the TTT resource I'm copying verbatim to explain this.
I haven't a fucking clue.
'Blast Damage', conversely, is dealt within 1000 units around the bomb as it goes off, if you have line-of-sight. Line-of-sight, here, meaning 'if the bomb is not obstructed by walls' or so on.
With Blast Damage, the effective lethal range is 591 units, a considerable improvement over the lacking line-of-sight equivalent.
I need you to focus up because we're about to talk about wire probability and how to speak bomb.
The longer the timer on the C4, the less likely players are to be able to defuse the C4 by random chance.
Setting the timer to the lowest value, at 45-60 seconds, you'll give the innocent team five safe wires to defuse the bomb with, resulting in an 83% chance of a successful defusal (or far less, if you're like me).
This amount of 'safe wires' goes down from 5 by 1 wire each minute interval on the bomb so while there are five safe wires for a bomb set for the lowest end, the highest, at anything over 4m01s has only 1 safe wire.
So, setting a bomb that is harder to find, or in a central location that you're pretending to defuse can be a good play but, ultimately, you can set it to be much later for a paltry 17% chance to disarm it.
The only issue, then, is knowing that TTT rounds don't want to last that long, and having to work around that.
Worth noting, the player that placed the C4 can defuse it instantly, whatever they click; this ability is given to their teammates if the original owner dies.
An owl flutters toward you hopefully, you hear it chirp happily.
Wait... that isn't chirping! It's beeping!
In TTT, when a C4 is planted it becomes an immediate concern but there's no 'A bomb was just planted!' posted in the chat, or similar. Players will have to rely on hearing it beep.
Rather than just being a sound played repeatedly that has no further information encoded, C4 will actually beep differently when different criteria are met.
The bomb will beep as often as this formula resolves it should:
'n/30' where n is 'seconds left until detonation'.
To provide examples, if the bomb has a minute (60 seconds) left, it will beep once every 2 seconds. Or, if it has ten minutes left, it will beep once every 20 seconds.
How loud these beeps are, conversely, relies on a couple of factors.
If a Detective, with a Defuser, is within 300 units, the sound is amplified considerably; however, for the time being, purchasing a Defuser is disabled on the server.
The shorter bomb's fuse was set to, the louder it'll be.
With this information, hopefully we can avoid as cruel a fate as the one that befell Dewo, the legally-distinct language bird.
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