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Changing Equipmentslot in the F1 menu is inconistent. #1856

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Description

@Crashington

Your version of TTT2 (mandatory)

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  • Workshop version from Steam

Describe the bug (mandatory)

so i recently made the silenced pistol and m4 a normal world spawn as they are way too weak as traitor items on my server's meta. i of course want to have them go in secondary and primary weapon slots respectively, instead of the special slot, which thankfully i can control in the f1 menu

however, this just doesnt take an effect one in three or four times? and the weapon just goes in the special slot when you pick it up off the ground. To be clear it works most times, but somehow not always?

(I did the same thing with an R8 revolver addon from the workshop, switching from primary to secondary slot and it has the same problem)

To reproduce

Set one of these weapons to a world spawn in the "special weapon spawn" slot

Expected behaviour

the equipment should go in and be picked up into the slot designated by the equipment settings every time

Activity

  1. TimGoll commented on Jan 28, 2026

    @TimGoll
    Member

    Sounds like an issue with the way we override things to achieve this. Thanks for the report. If I understand this correctly, this happens with every weapon?

  2. added theissue type on Jan 28, 2026
  3. Crashington commented on Jan 28, 2026

    @Crashington
    Author

    It definitly happens with every weapon I have tested. Another curious thing: while you pick it up into the wrong slot it clearly somehow knows which slot it is SUPPOSED to be in. for example, if i have a mac 10, then pick up the R8 revolver (which is natively a primary, but i set it as a secondary) the R8 shows up as a SECOND slot 3 weapon, but it still prevents me from picking up a slot 2 weapon. If i pick up the silenced pistol and silenced m4 and have the bug happen to both, I will have them both in slot 7 but cant pick up an additional primary or secondary (I can swap, of course, and it swaps with the weapon that is supposed to be in its slot. For example the glock would get swapped with the silenced pistol in slot 7)

  4. TimGoll commented on Jan 28, 2026

    @TimGoll
    Member

    it clearly somehow knows which slot it is SUPPOSED to be in. for example, if i have a mac 10, then pick up the R8 revolver (which is natively a primary, but i set it as a secondary) the R8 shows up as a SECOND slot 3 weapon

    So it shows the correct slot in targetID, but puts it in the wrong slot in your inventory?

  5. Crashington commented on Jan 28, 2026

    @Crashington
    Author

    How do you check targetid?

  6. TimGoll commented on Jan 28, 2026

    @TimGoll
    Member

    How do you check targetid?

    TargetID is the text on screen that is shown when you look at something. It tells you which slot this weapon is for.

    If you were not talking about targetID, where did you get this from? "it clearly somehow knows which slot it is SUPPOSED to be in"

  7. Crashington commented on Jan 28, 2026

    @Crashington
    Author

    I mean this from the fact that it "blocks" the slot the weapon is supposed to be in (even if i pick the silenced pistol into slot 7, i cant pick up other secondaries even though slot 2 is technically free, at least according to the UI)

  8. TimGoll commented on Jan 28, 2026

    @TimGoll
    Member

    I mean this from the fact that it "blocks" the slot the weapon is supposed to be in (even if i pick the silenced pistol into slot 7, i cant pick up other secondaries even though slot 2 is technically free, at least according to the UI)

    understood!

  9. TW1STaL1CKY commented on Jan 29, 2026

    @TW1STaL1CKY
    Contributor

    This sounds like a mismatch of the slot value between server and clients?

  10. nike4613 commented on Jan 29, 2026

    @nike4613
    Contributor

    This is (I believe) an already known issue. It occurs specifically when world entities spawn before a client joins (so first round after map change and first server join). See #1433.

  11. TimGoll commented on Jan 29, 2026

    @TimGoll
    Member

    Ahhh! This explains why I've never seen this in my testing environment. The round auto restarts as soon as I join

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