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TheSilencerPL

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Everything posted by TheSilencerPL

  1. Could you elaborate about that, I don't quite catch the idea.
  2. I don't know if there is such thing in the LUA (rather not), but we added a server cvar to show the real play time of the player, maybe this would help you. http://mygamingtalk.com/wiki/Silent_Mod_Server_Cvar#g_realPlayTime EDIT1: But you could write a lua plugin to track players time in each team, that is possible for sure.
  3. Fixed version. I've fixed it for Pixelowy on his request, but I will share it here, so that everyone can have some use of it. modname = "balance" version = "0.2" function et_InitGame(levelTime,randomSeed,restart) et.RegisterModname(modname .. " " .. version) end unevenDiff = 2 max_unevenTime = 15 max_unevenDiff = 4 axisPlayers = {} alliedPlayers = {} unevenTime = 15 immuneLvl = 12 function putTeam(clientNum, team) if clientNum == -1 then return end local teamStr if ( team == "AXIS" ) then teamStr = " r" else teamStr = " b" end et.trap_SendConsoleCommand( et.EXEC_APPEND, "putteam " .. clientNum .. teamStr ) et.trap_SendConsoleCommand( et.EXEC_APPEND, "playsound playermove.wav\n" ) et.trap_SendServerCommand(-1, "chat \"balancing teams... " .. et.gentity_get( clientNum, "pers.netname" ) .. "^7 moved to ^1" .. team .. "\"" ) end function longEnough(levelTime) return (tonumber(levelTime) - unevenTime >= max_unevenTime * 1000) end -- check if the level can be moved function goodLevel(clientNum) return ( et.G_shrubbot_level(clientNum) < immuneLvl) end -- pick player from the team specified by the parameter -- pick only players with lower than immuneLvl level -- return -1 if not found function pickPlayer(team) if team == "AXIS" then for clientNum = #axisPlayers,1,-1 do if goodLevel(axisPlayers[clientNum]) then return axisPlayers[clientNum] end end else for clientNum = #alliedPlayers,1,-1 do if goodLevel(alliedPlayers[clientNum]) then return alliedPlayers[clientNum] end end end -- not found -- all higher admins? return -1 end function pickFromAndMove(from, to) local clientNum = pickPlayer(from) putTeam(clientNum, to) end function et_RunFrame( levelTime ) local numAlliedPlayers = table.getn( alliedPlayers ) local numAxisPlayers = table.getn( axisPlayers ) if numAlliedPlayers >= numAxisPlayers + max_unevenDiff then pickFromAndMove("ALLIES", "AXIS") elseif numAxisPlayers >= numAlliedPlayers + max_unevenDiff then pickFromAndMove("AXIS", "ALLIES") elseif numAlliedPlayers >= numAxisPlayers + unevenDiff then if unevenTime > 0 then if longEnough(levelTime) then pickFromAndMove("ALLIES", "AXIS") end else unevenTime = tonumber( levelTime ) end elseif numAxisPlayers >= numAlliedPlayers + unevenDiff then if unevenTime > 0 then if longEnough(levelTime) then pickFromAndMove("AXIS", "ALLIES") end else unevenTime = tonumber( levelTime ) end else unevenTime = -1 end end function et_ClientSpawn( clientNum, revived, teamChange, restoreHealth ) if teamChange ~= 0 then local team = tonumber( et.gentity_get( clientNum, "sess.sessionTeam" ) ) -- these were the teamnumbers prior to the move local numAlliedPlayers = table.getn( alliedPlayers ) local numAxisPlayers = table.getn( axisPlayers ) if team == 1 then for i, num in ipairs( alliedPlayers ) do if num == clientNum then table.remove( alliedPlayers, i ) break end end -- this should not happen but still check for it to avoid doubles for i, num in ipairs( axisPlayers ) do if num == clientNum then return end end -- make sure a player who (got) moved when teams were uneven doesn't get moved right back if numAlliedPlayers >= numAxisPlayers + unevenDiff then table.insert( axisPlayers, 1, clientNum ) else table.insert( axisPlayers, clientNum ) end elseif team == 2 then for i, num in ipairs( axisPlayers ) do if num == clientNum then table.remove( axisPlayers, i ) break end end for i, num in ipairs( alliedPlayers ) do if num == clientNum then return end end if numAxisPlayers >= numAlliedPlayers + unevenDiff then table.insert( alliedPlayers, 1, clientNum ) else table.insert( alliedPlayers, clientNum ) end else for i, num in ipairs( alliedPlayers ) do if num == clientNum then table.remove( alliedPlayers, i ) return end end for i, num in ipairs( axisPlayers ) do if num == clientNum then table.remove( axisPlayers, i ) return end end end end end function et_ClientDisconnect( clientNum ) for i, num in ipairs( alliedPlayers ) do if num == clientNum then table.remove( alliedPlayers, i ) return end end for i, num in ipairs( axisPlayers ) do if num == clientNum then table.remove( axisPlayers, i ) return end end end
  4. Are you sure you don't have any non-standard pk3 files somewhere inside silent or etmain folder? Server admins often pollute those directories with their own stuff. If they change the weapon config file or even the weapon model it might happen that the weapon animation is broken. Please check that first. Meanwhile I will watch the demo too and let you know if I notice anything.
  5. If you want to add new weapons you have to edit the sources as well. We are the closed source mod so it's not possible to add new weapons as the source code is not publicly available. The only thing possible is to modify already existing weapons by changing the models and configuration files but rather only for own personal purposes.
  6. Our graphic designer is gonna kill you But, seriously, you can choose from 3 themes, the 3rd one is almost like the original ET look. Please try that first.
  7. Please don't change the menumacros.h to the non-silent one. It contains definitions that are important for the silEnT theming to work.
  8. Would you share it then somewhere here?
  9. http://mygamingtalk.com/wiki/index.php/Silent_Shrubbot#.21aliases
  10. So it looks like the bug is in ET:L. Cvar forcing is not done by the mod.
  11. Have you had nitmod maybe? I know they have something like that: g_medics cvar.
  12. I don't recall anything like that in silEnT. Maybe someone else knows something?
  13. Great idea. Keep up a good work. All the beginners are gonna be grateful for sure. Maybe even some experienced ET players too if you add more stuff in the future.
  14. As far as I remember there is no such thing in silEnT. We could think of adding something like that however.
  15. If I remember correctly, the limit is not dictated by some special reason, so the number could be increased probably. Today's computers don't have the memory limits as it used to be in the times of the game creation. The memory eaten by the sound definitions is eaten out of the hunkmegs, so the voice chat number increase would influence that. We will take a look into it. However, if the engine limits it somehow, there is nothing we can do in that matter.
  16. I think they are all hiding and leaning so nobody is exposed ever
  17. There is no such option in our mod. However you can always request such feature here: http://mygamingtalk.com/forums/forum/10-feature-requests/
  18. TheSilencerPL

    Help

    How I c http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_mode flag 8 http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_friendlyFireOpts flag 4 additionally you could add flag 32 too.
  19. No We don't plan to do that. However if we find good reasons to do so we might implement it, but it's not our priority.
  20. No, you can only restrict it to just that engineer, flag 32: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_friendlyFireOpts
  21. could you send me your server config of the 0.8.2 and point me to the pk3 files of your server so that I could try reproducing the problem locally?
  22. TRUE, we just based our work on etpub version, but it has never been our intention to become the next version of etpub or successor of it. Please stop naming our mod as the etpub continuation or so, it has never been meant to be so.
  23. No. We won't do that. We don't want to mislead players about who is playing on the server actually.
  24. silEnT mod version 0.8.2 is out! Download Change log: Version 0.8.2 Added: g_goatSound server cvar to enable/disable goat sounds on knife kills. Added: enemy team objective carry indicator (http://mygamingtalk....reen-indicator/). Use g_misc flag 1024 to enable it on the server and cg_objcarry client cvar to enable it in the HUD. Fixed: Players carrying objectives are now shown correctly. Fixed: !useredit was not able to set level higher than 99 when executed as rcon. !setlevel was working correctly. Fixed: The name of the disguised covert op was not drawn to spectators. Fixed: The class icon in the crosshair player name to be the current class instead of the latched class. Fixed: wm_sayPlayerClass now announces the latched class correctly, even when using class swithcer. Fixed: If map voting was enabled but g_mapVoteFlags 4 was not enabled. It was possible to issue multiple votes by hand using /mapvote command. Fixed: debriefing screen buttons didn't handle highlight theme parameter properly. Fixed: The output of finger command didn't show warnings if there were more than 2 in total. Fixed: UI crash in menu (http://mygamingtalk....rashes-in-menu/) Fixed: Minor bug with g_maxPanzerSuicides introduced in 0.8.0. If panzer suicides were disallowed completely, the player was not informed about it. Fixed: g_muteRename allowed to change the name when player used /reconnect (http://mygamingtalk....g-g-muterename/) Fixed: When unmuting/muting during intermission/warmup, the mute wasn't saved. Fixed: cg_effectDistance was affecting the played sounds. Fixed: g_classWeapons not working for class command (http://mygamingtalk....-fully-working/) Fixed: class command not handling secondary weapon parameter properly, it didn't influence the limbo menu, e.g. /class s 3 2 wouldn't select akimbo pistols or SMG as secondary in limbo. Fixed: switching problem with double SMG (http://mygamingtalk....aving-two-smgs/) Improved: If player is completely dead in the game, the scoreboard shows the player's latched class to other team members. Improved: UI tabbing to edit field makes it focused. Improved: limbo weapons menu for soldier class. Improved: sort order of the map vote menu map list. Download Enjoy! silEnT mod team Click here to view the article
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