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JohnDory

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Everything posted by JohnDory

  1. sure // Omni-bots set omnibot_enable 1 //changed from 0 set omnibot_path "/home/harry/OGP_User_Files/omnibot/" //changed from "/usr/local/games/enemy-territory/omnibotv084/" set g_bot_maxXP 1000 //changed from -1 set g_bot_minPlayers 8 //changed from -1 set omnibot_flags 262160 //changed from 0 and the other bit which can compare if you like ? set g_XPSave "15" set g_XPSaveDirectory "/home/harry/OGP_User_Files/noquarter/nq/xpsave/" // changred from "/games/enemy-territory/nq/xpsave/" set g_XPSaveMaxAge 691200 // 8 days set g_XPDecay 0 set g_XPDecayFloor 540 set g_XPDecayRate 0 set g_maxXP -1
  2. that sounds like a path problem, try putting cvarlist fs in to rcon and see if it gives you what you are expecting and then check the omni-bot path is correct.
  3. I was just thinking, you have been restarting the server after every config change ?
  4. sorry I can't think of anything to cure it. you've got the bots working, xp is saving, its just not resetting. I think its a setting somewhere but I don't know which one. you may be better off posting on the omni-bot forum perhaps some there with more experience than me may be able to help you, but it may also be a xp problem with the nq mod but I don't know if anyone on their forum could help ? it has not been used very much in the last few months, may be some one is still around.
  5. two things to try. change the max xp in the omni-bot.cfg to something daft like 200 and see if that works. or try setting set g_bot_maxXP <number> in your noquarter config file.
  6. yes it would. why does the omni-bot.cfg not work ? I take it xpsave is working ?
  7. As far as I know you should add clearxp to the beginning of your objectivecycle.cfg to get the xp to reset every time your rotation starts set d1 "set g_gametype 2 ; clearxp ; map oasis ; set nextmap vstr d2" you could also try changing the omni-bot.cfg file [XP] Reset = 1 Max = 10000 that will reset the xp for the bots at 10000 or what ever number you change it to.
  8. I dont know if anyone has got it working yet ?
  9. have you tried clearxp in the campaigncycle.cfg so they get reset at the start of every campaign cycle ? thats one way.
  10. JohnDory

    !ban ?

    If he is staying with the same ISP and there is no one else using the same one you can use !subnetban to keep him away
  11. as I see it 1.0 is normal stamina recharge rate, below this it is slower and the lower the number the slower it is with 0.0 being no recharge, above 1.0 recharges faster than normal and increasing this number makes the recharge faster.
  12. why not just have the second silent menu thats in 0.9.0 showing when ever you load silent be it offline or online. loading silent is loading silent whether its when et is first run or when you join a silent server or am I missing something ?
  13. Why does it load etmain ? because that is what your telling it to load by default, we load silent by adding +set fs_game silent to the executable, so we load et straight in to silent mod not etmain.
  14. ok I'll look in to this when I get home after the 6th.
  15. we use the menus to list our servers, rules and web page. our players like the idea of clicking on a server name to join that server, where now they can change between servers once they have been on one but not before. we have start et, click servers and click the server you want to join and join, no looking for the servers anywhere else or typing anything in, it is really handy for our regular players. I dont see why we cannot have the menus as soon as silent is run, if someone is joining one of our servers for the first time they wont have our menu but they will afterwards and can use it if they want to find our servers again. Any one can have their extra menu showing then, all it takes if you do not want it again is delete the pk3 file for the extra menu and they will never see it again. It does not need to be a silent modification to benefit all players, it will be only a benefit if you want extra menus and if any server adds extra menus you will only get them once you've joined that server.
  16. we used to have our own menu.pk3 now we've added it as the second menu but it doesnt load when silent is loaded, only when you've joined a silent server. I thought the idea behind the second menu was good but surely when you load silent it should load the second menu then and not wait until your on a server ?
  17. Is there any way adding it so that it is accessable when the game is first run, so our players have access to the menu for joining our servers as before with 0.8.2 ? we edited that one to add our own menu.
  18. we use +set fs_game silent as an addon when we run ET but the addon menu does not appear, neither does it by pushing escape key. The menu only appears once you've joined a silent server and push escape. Should the extra menu be shown as soon as silent is run, even if not on a server ?
  19. aha, found it, an add on to tell people where to find an etkey if they need one thanks.
  20. I did, but as soon as I changed over it now fails with an error, from log file. 11462 files in pk3 files Sys_LoadDll(silent/silent/qagame.mp.i386.so)... Sys_LoadDll(silent/silent/qagame.mp.i386.so) failed: "silent/silent/qagame.mp.i386.so: cannot open shared object file: No such file or directory" Sys_LoadDll(/home/harry/OGP_User_Files/test/silent/qagame.mp.i386.so)... ok Sys_LoadDll(qagame) found **vmMain** at 0xef442c90 Sys_LoadDll(qagame) succeeded! ------- Game Initialization ------- gamename: silEnT gamedate: Sep 18 2015 *=====Server Installation Check * Inspecting menu files ERROR: Modified file "ui/popup_errormessage_pb.menu" found! File may not be modified. ** Found 1 errors. Please fix your modifications and try to start again. ----- Server Shutdown ----- Resolving etmaster.idsoftware.com etmaster.idsoftware.com resolved to 192.246.40.60:27950 Sending heartbeat to etmaster.idsoftware.com Resolving master.gamespy.com:27900 Couldn't resolve address: master.gamespy.com:27900 Resolving master0.gamespy.com Couldn't resolve address: master0.gamespy.com Resolving clanservers.net Couldn't resolve address: clanservers.net Unloading Dynamic Server Modules Dynamic Server Modules Unloaded ShutdownGame: done. I've not modified anything.
  21. none not a mix up, it says 0.9.0 on the loading screen but according to splatterladder and trackbase its 0.8.2
  22. ok removed, so now there wont be a rate check any more. This is from RconUnlimited 12:18:28:> serverinfo --------------------- Server info settings: sv_sac 1 omnibot_playing 10 mod_url http://mygamingtalk.com/ mod_version 0.8.2 P -1212121212 g_antilagDelay 0 g_maxlivesRespawnPenalty0 voteFlags 1964459 g_balancedteams 1 g_maxGameClients 0 g_bluelimbotime 15000 g_redlimbotime 20000 gamename silEnT
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