we're talkinga bout /kill to avoid getting hit by a panzer or killed by an enemySwERvE wrote:Eh, I have done it a couple times so that I can backup either old city or depot yard.
Features for banimod?
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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
- 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
Oxygen
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 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.
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
Oxygen
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Re: Features for banimod?
i woudn't like this 1 it sucks if you see a symbol pop of all the timebani wrote:eh... part of playing covops is the risk of friendly fire. would any ladders really approve of this?O2.iceman wrote:- Give covertops a permanent symbol above their head
sounds more like something for a pub mod than a comp mod...
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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.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 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).
bugfix: ammopacks/medpacks no longer "bounce off" players if you are too close.Kendle wrote:Any feedback on what you've done so far Bani? (if it's in another thread apologies for not seeing it).
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
Thanks Bani, great work!
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_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.
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.bani wrote:b_shove (0 disable, else knockback value. defaults 80)
use +activate to shove players
b_defaultskills "0 2 2 2 0 0 2"Kendle wrote: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_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.
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.bani wrote:b_defaultskills "0 2 2 2 0 0 2"Kendle wrote: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_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.
would give all class-specific abilities level2, but battlesense/light/heavyweapons would be 0 ...
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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
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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