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banimod / etpro / ettv forums Bani's Discussion Forums
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gotenks

Joined: 15 Nov 2002 Posts: 4040 Location: out of my mind
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Posted: Sun Jul 27, 2003 5:51 am Post subject: |
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| SwERvE wrote: | | Eh, I have done it a couple times so that I can backup either old city or depot yard. |
we're talkinga bout /kill to avoid getting hit by a panzer or killed by an enemy _________________ My Website
After a night of binge drinking:
| =FF=im2good4u wrote: | | WTF wanst i on top ? |
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SwERvE

Joined: 12 Nov 2002 Posts: 465 Location: my body is in Arizona but my mind has lost itself
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Posted: Sun Jul 27, 2003 2:28 pm Post subject: |
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I know...I was just trying to give examples of using the /lkill command that are acceptable in my opinion. *note avoiding being killed was not mentioned _________________ .::.<^JAFC^> website.::.
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O2.iceman
Joined: 24 Jul 2003 Posts: 92
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Posted: Sun Jul 27, 2003 8:48 pm Post subject: |
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I can't remember if these have been added to the list:
- Get rid of the stupid delay between the event and the notification appearing on the screen (kill/death messages etc)
- Allow fireteams to have 8 players
- Fix the map loading screen so you can have more than 26 characters in the MOTD. I mean c'mon, how fkn annoying, 26 characters and you can't even fit a URL. The whole screen is taken up by a big-arse map that is completely useless. The MOTD should be across the bottom of the screen, OSP-RtCW style.
Thanks _________________ O2.iceman
Oxygen |
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O2.iceman
Joined: 24 Jul 2003 Posts: 92
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Posted: Sun Jul 27, 2003 8:52 pm Post subject: |
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| Quote: | I appreciate /kill is a controversial subject, but please, please, please don't change it in any way for your up-coming Competition mod. If you want to do something with /kill for public play, then go right ahead, but if you change it in any way for Clan games you'll make producing the Competition mod pointless.
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Kendle just like we pointed out in your XP thread, options are there to be configured. Server admins and/or gaming communities can decide what the ideal option should be for their pub servers, competitions etc.
I honestly doubt /kill will be nerfed by default - I imagine the default will be current (vanilla) behaviour, but as long as the admin can configure the /kill behaviour, then why should you be against bani putting the OPTION into the mod? _________________ O2.iceman
Oxygen |
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=FF=im2good4u

Joined: 05 Feb 2003 Posts: 3924 Location: The Netherlands, HOLLAND
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Posted: Sun Jul 27, 2003 11:14 pm Post subject: Re: Features for banimod? |
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| bani wrote: | | O2.iceman wrote: | | - Give covertops a permanent symbol above their head |
eh... part of playing covops is the risk of friendly fire. would any ladders really approve of this?
sounds more like something for a pub mod than a comp mod... |
i woudn't like this 1 it sucks if you see a symbol pop of all the time  _________________
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Kendle

Joined: 03 Jun 2003 Posts: 343 Location: England
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Posted: Sun Jul 27, 2003 11:17 pm Post subject: |
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| O2.iceman wrote: | | I honestly doubt /kill will be nerfed by default - I imagine the default will be current (vanilla) behaviour, but as long as the admin can configure the /kill behaviour, then why should you be against bani putting the OPTION into the mod? |
I'm not against the option, as long as it is just that. I don't seriously believe Bani will nerf /kill anyway, there was a thread on Splash Damage forum about it and Bani was as vocal as everyone else for keeping it.
I agree with all the suggestions you've made Iceman. And I'm also getting feedback from the UK community about the XP situation, which needs to be locked at a certain level (2 being the most favoured) rather than a simple ON/OFF switch.
Any feedback on what you've done so far Bani? (if it's in another thread apologies for not seeing it). _________________ m00!.Kendle :: www.sinistercows.co.uk :: www.etnation.co.uk :: www.markroper.co.uk |
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bani Site Admin

Joined: 21 Jul 2002 Posts: 3685
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Posted: Mon Jul 28, 2003 2:08 am Post subject: |
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| Kendle wrote: | | Any feedback on what you've done so far Bani? (if it's in another thread apologies for not seeing it). |
bugfix: ammopacks/medpacks no longer "bounce off" players if you are too close.
bugfix: dont get points for defusing dynamite near non-destroyables (a/h cabinets, doors on goldrush)
b_statsaver (1 enable, default) - saves ALL stats (XP, weaponstats, team/class/weapon selection) across disconnects.
b_defaultskills defines default skill levels in this order:
battle sense, engineering, medic, signals, light weapons, heavy weapons, covops
b_noskillupgrades (default 0). players may score XP but they dont get skill upgrades.
b_shove (0 disable, else knockback value. defaults 80)
use +activate to shove players
b_banners (number of banners)
b_bannertime (time in seconds between banners)
b_bannerlocation (location of banners)
b_banner(1..xxx) (banner text)
removed unused bot code:
reduces server memory usage by 1.3mb
new console commands:
forcecvar - force client cvars to a specific value (eg r_drawfoliage 0 for radar). clients may not change the cvar.
time - reports round time left |
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Kendle

Joined: 03 Jun 2003 Posts: 343 Location: England
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Posted: Mon Jul 28, 2003 3:21 am Post subject: |
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Thanks Bani, great work!
| bani wrote: | b_defaultskills defines default skill levels in this order:
battle sense, engineering, medic, signals, light weapons, heavy weapons, covops
b_noskillupgrades (default 0). players may score XP but they dont get skill upgrades.
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Sorry for being a bit thick, but what does that mean exactly? How would a server admin use these to give all players Level 2, for instance, as presumably different skills are acquired for different Classes? How would this work if, during the game, a player swaps Class?
| bani wrote: | b_shove (0 disable, else knockback value. defaults 80)
use +activate to shove players
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Never played Shrub or Bani mods for RTCW where "shove" was used, but I can see it's appeal, and putting it on +activate is a far more elegant solution than having to bind another key. Nice 1. _________________ m00!.Kendle :: www.sinistercows.co.uk :: www.etnation.co.uk :: www.markroper.co.uk |
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bani Site Admin

Joined: 21 Jul 2002 Posts: 3685
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Posted: Mon Jul 28, 2003 3:29 am Post subject: |
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| Kendle wrote: | | bani wrote: | b_defaultskills defines default skill levels in this order:
battle sense, engineering, medic, signals, light weapons, heavy weapons, covops
b_noskillupgrades (default 0). players may score XP but they dont get skill upgrades.
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Sorry for being a bit thick, but what does that mean exactly? How would a server admin use these to give all players Level 2, for instance, as presumably different skills are acquired for different Classes? How would this work if, during the game, a player swaps Class? |
b_defaultskills "0 2 2 2 0 0 2"
would give all class-specific abilities level2, but battlesense/light/heavyweapons would be 0 ... |
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bani Site Admin

Joined: 21 Jul 2002 Posts: 3685
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Posted: Mon Jul 28, 2003 3:33 am Post subject: |
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oh yes, and the spawnpoint selected during warmup is saved  |
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Kendle

Joined: 03 Jun 2003 Posts: 343 Location: England
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Posted: Mon Jul 28, 2003 4:00 am Post subject: |
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| bani wrote: | | Kendle wrote: | | bani wrote: | b_defaultskills defines default skill levels in this order:
battle sense, engineering, medic, signals, light weapons, heavy weapons, covops
b_noskillupgrades (default 0). players may score XP but they dont get skill upgrades.
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Sorry for being a bit thick, but what does that mean exactly? How would a server admin use these to give all players Level 2, for instance, as presumably different skills are acquired for different Classes? How would this work if, during the game, a player swaps Class? |
b_defaultskills "0 2 2 2 0 0 2"
would give all class-specific abilities level2, but battlesense/light/heavyweapons would be 0 ... |
Excellent. Makes perfect sense (told you I was being thick). Fantastic work Bani. _________________ m00!.Kendle :: www.sinistercows.co.uk :: www.etnation.co.uk :: www.markroper.co.uk |
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=FF=im2good4u

Joined: 05 Feb 2003 Posts: 3924 Location: The Netherlands, HOLLAND
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Posted: Mon Jul 28, 2003 4:33 am Post subject: |
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cool and its funny to see that every thing is b_ instead of g_ lol
but cant b_statsaver 2 be used for saving during champaing restarts
and how about if admins can set ppl skill specified for each player like
setskill <pl nr> <0 0 0 0 0 0 (skills)> so they can add skills or remone skills as some sort of punishment _________________
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Badhabit

Joined: 26 Oct 2002 Posts: 332 Location: Boise, Idaho
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Posted: Mon Jul 28, 2003 5:43 am Post subject: |
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Bani
1. Are you also working on a semiadmin command or a way to change Ref settings?
2. Any Idea as to the ETA of a beta for testing. _________________ {Zer0}'s House of Torment 67.19.67.118:27960
{Zer0}'s RTCW server 67.19.67.119:27960
Now Lets Go Kick Some ASS
And thats an Order.
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O2.iceman
Joined: 24 Jul 2003 Posts: 92
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Posted: Mon Jul 28, 2003 1:09 pm Post subject: |
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I agree that I would I like to see some ref or admin fixes - referee's SHOULD be able to (but it doesn't work) force a vote in their favour by voting yes or no on a called vote, and if the ref calls a vote it should pass automatically. _________________ O2.iceman
Oxygen |
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bani Site Admin

Joined: 21 Jul 2002 Posts: 3685
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Posted: Mon Jul 28, 2003 2:24 pm Post subject: |
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| O2.iceman wrote: | | I agree that I would I like to see some ref or admin fixes - referee's SHOULD be able to (but it doesn't work) force a vote in their favour by voting yes or no on a called vote, and if the ref calls a vote it should pass automatically. |
is that the way OSP says it should work? |
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