JvIasterMind
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JvIasterMind got a reaction from hellreturn in list of bans
I like the idea of a checksum config file! However, I think it would be better to allow admins to input checksums that would instantly ban a player connecting with a known malicious binary, instead of disallowing all unknown binaries (since some have legitimate uses as described by TheSilencerPL). By the way, silEnT does allow you to auto kick any unrecognized binaries similar to how you described in NxAC (minus the config file as far as I know).
As for a global banlist, I have similar thoughts to Beck and feel that different servers have different tolerances for what is considered enough proof to constitute the ban. I know of quite a few players that were wrongfully banned for hacking, when in reality, they are just good players. I feel it would be terrible if a legitimate player got banned on one server and got onto the global banlist and was unable to play anywhere. If the global banlist was only for binaries that are 100% known to be malicious, than I would be fine with that, but I would want to stay away from as much human error as possible.
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JvIasterMind got a reaction from Dragonji in Lua API Questions
Ok, all that makes a lot of sense. Thanks for answering all my questions!
Also, thanks for thinking about and considering the idea! I really appreciate all the work you put into the mod and how great your support is in these forums!
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JvIasterMind reacted to BECK in incomplete web address
Or just get rid of http://, that is really unnecessary these days. -
JvIasterMind reacted to gaoesa in Separate custom commands
More fitting approach could be to allow color codes in the custom commands. Custom commands are not fun commands by definition and the inbuilt commands also include fun commands. -
JvIasterMind reacted to Dragonji in Separate custom commands
It would be much appriciated if you could separate custom defined shrubbot commands from the original built-in ones. I have around 60 custom fun commands on the server and most of the admins are complaining because they see too many commands and don't exactly know which ones are for fun and which actually are for managing the game. I was thinking about such !help's output structure:
]!help silEnT admin commands available for you: admintest list userlist showbans ...more_commands Custom commands available for you: command1 command2 command3 ...more_commands help: x available commands Type !help [command] for help with a specific command.
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JvIasterMind got a reaction from Chuckun in Alias List command?
Thanks for adding this feature! It'll definitely be quite helpful for keeping track of players on the server!
However, I have a question about how this database makes room for new names...
The feature was proposed as dropping the least used names to make room...
However, the wiki says...
Does it drop the oldest aliases or the least used aliases in the released version?
If it does just drop the oldest aliases and the limit is set to 3, someone could just change their names multiple times in a row and all of the stored aliases wouldn't be of much value. Dropping the least used aliases seems like it would be more useful. Also, I have seen people use name changing scripts that actually cycle through the names by changing it each time. If someone has a longer version of that type of script, it could eat through the stored names very quickly.
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JvIasterMind got a reaction from hellreturn in Engineer Objective Spree
Yep, exactly! I realize engineers are targeted far more often than the other classes, but if you numbered them similar to revive sprees with lower numbers such as 3, 5, and 10, I think you would get a few of them every once in a while. I know there has been a few times where I got on a roll and was able to complete a few objectives in a row before dying.
Also, I see a lot of people asking who planted (or similar questions) at the end of maps. If the engy was getting recognition through a spree messages in game, more people will realize how valuable that player was for the team on that map.
I like this proposal as well! Nothing wrong with a few more extra stats at the end of the map!
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JvIasterMind got a reaction from BECK in Engineer Objective Spree
My other thread got me thinking some more on sprees in general. I really like the option to have revive sprees because I think it really helps to encourage teamplay for medics instead of them just going for kills. I think it would be awesome if we could have a similar spree for engineers building and destroying objectives. This way engineers could get a bit of recognition if they are doing a great job, and maybe it would also encourage more players to be engineer.
One decision that would need to be made would be whether or not to count partial objectives (with g_constructibleXPSharing enabled) towards the spree. In my opinion, I think that the person that completed the biggest share of the objective should be awarded and not the other player's that only contributed a little. That way, only one player would get awarded towards a spree for each objective.
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JvIasterMind got a reaction from BECK in Revive spree with g_medics 64
I'm thinking it would be nice to have revives with g_medics set to 64 (heal living teammates as an alternative to the tk/revive cycle) count towards revive sprees. Also, if this type of revive is treated differently than the "proper" revive in other areas, I feel it should behave the same there as well. Currently, it kind of feels like you are being punished for reviving before your teammate dies. -
JvIasterMind got a reaction from =EMP=Avery13 in Teammates only spot close landmines
I really enjoy having g_skills set to one. I mean, if you can see a landmine, of course you would tell all of your teammates on the battlefield. However, once people have high xp on xp save servers, almost everyone starts to have that ability. This takes away one of the covert ops' greatest abilities, which helps to discourage the teamwork that goes along with needing a covops to help spot landmines.
I think it would be a great option to be able to restrict the ability in g_skills 1 to only allow players to spot mines when they are close (can see the white outline). This also makes sense in the game perspective where normal soldiers are not likely able to detect mines from a distance, whereas maybe a covops with special training might be able to. But, if you notice that there is a mine right next to you, you would definitely tell your teammates. I believe that this restriction would be the best of both worlds and help to bring back the usefulness of the covert ops class.