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Showing content with the highest reputation on 05/21/13 in all areas

  1. TheSilencerPL

    who voted what?

    I think that the thing that it's anonymous people vote for the maps that are, let's call it, "not the main stream" ones. I would like to avoid the hating actions after the voting is finished, so I am against this feature. But let's listen to other voices in the discussion.
    2 points
  2. For those interested what the danger zones are, please find more details here: http://mygamingtalk.com/_/news/pcgames/danger-zones-in-silent-mod-r105
    1 point
  3. Danger Zones With version 0.7.0 silEnT mod introduced new covert ops class ability. This is the short introduction of this feature. Danger zones are areas on the map that covert ops can mark on the command map and by this means notify his team members about some special (in general) danger in those places. It can be of any type, like: arty, heavy defense fire, MG camper, or whatever players find dangerous for their team at that particular moment of game play. To mark the danger zone look through binoculars and press left mouse button (attack key - whatever it is). Danger zone is now marked: Once the danger zone is marked by Covert Ops it starts to be visible on the compass and command map and lasts for 30 seconds. By default each team can mark up to 2 danger zones. Admins can control this number by g_maxMarkers cvar. In addition, if the command map is built, players are notified about entering and leaving the danger zones by sound, text notifications and Danger Zone HUD element. Danger zone enter notification: Danger zone leave notification: Danger zone HUD element is visible while player is inside the danger zone. Danger Zones notifications, sound and leave notification can be controlled in the silEnT HUD UI menu. Danger zones configuration menu: Different locations: Danger zone notification sound: Danger zone leave notification: Click here to view the article
    1 point
  4. Geo

    et_ClientBinary

    I wrote a simple script which logs both unknown/known binaries to a seperate log (I prefer seperating the data) and refuses connection to players using a specific cheat binary. This is currently done by specifying the binary in the script itself as I have only detected this one known binary on the server. If more are found, then these can be added to the script or alternatively a .cfg file for the binaries could be used. Note: script is unfinished here, only posting code incase it looks like it could be of any use to other people function et_ClientBinary( clientNum, checksum) local binary = checksum local name = et.gentity_get(clientNum, "pers.netname") local guid = et.gentity_get(clientNum, "sess.guid") local timestamp = os.date("%Y-%m-%d %H:%M:%S") local logLine = timestamp.. "Player: "..name.." silEnT GUID: "..guid.." Binary: "..binary.."\n" et.G_LogPrint(logLine) fd, len = et.trap_FS_FOpenFile("checksums.log", et.FS_APPEND) et.trap_FS_Write(logLine, string.len(logLine), fd) et.trap_FS_FCloseFile(fd) if binary == "30d13c5e1339f3c80ad89ab4525564ab" then et.trap_DropClient ( clientNum, "\^7You have been automatically banned for using a cheat program\n") else return end return 0 end end I also disabled g_ClientBinaries parameter 2 as the point was to seperate the binaries into a dedicated file instead of adding to an existing one.
    1 point
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