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TheSilencerPL

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Everything posted by TheSilencerPL

  1. 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.com/forums/topic/3165-objective-captured-visual-screen-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 then 2 in total. Fixed: UI crash in menu (http://mygamingtalk.com/forums/tracker/issue-242-client-game-crashes-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.com/forums/tracker/issue-248-possible-bug-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.com/forums/tracker/issue-252-g-classweapons-not-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.com/forums/tracker/issue-244-cant-switch-to-primary-when-having-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
  2. OK, I think I know what you want to achieve You want to add your server pk3 to the etmain directory so that players who start et can get the menu to your server right away, right? Such case is not be possible without manual modifications done in the ET installation directory by the players themselves.
  3. You don't want to force to download to etmain as it's the orgiginal ET mod, when playing on silEnT silent mod directory contents are used and downloaded. Simply place the pk3 with menus in the silent folder.
  4. You simply need to prepare a separate pk3 file with the directories and menu files overriding the menu files of the mod. Create pk3 with: directory "ui" and inside the .menu files you want to change or add. And name the file zzz(...) _something.pk3 so that it's loaded last, if I remember correctly.
  5. Do you have more levels in between? I mean, do you also have levels like: 16,17,...,23,24, etc? If you have only the ones you mentioned it should work properly. EDIT1: Just FYI, here is the xp for each level set: In the posted snippet it has only wrong comments. And here the levels are set based on the xp values: if valXP >= lvl15xp and valXP < lvl20xp then setlevel(clientNum,15,lvl15xp) elseif valXP >= lvl20xp and valXP < lvl25xp then setlevel(clientNum,20,lvl20xp) elseif valXP >= lvl25xp then setlevel(clientNum,25,lvl25xp) end The values are compared to the new xp definitions.
  6. Hi The new version of silEnT mod has just been given to donors/admins who have supported us with donations for testing. Anyone who wants the new version earlier, feel free to click the donate button We appreciate your dedication to the mod and forums that's why we thank you with the special treatment by giving the new version earlier for testing. Thank you for supporting us. -- silEnT mod team
  7. Indeed it's lowering the damage to 20% when the g_dmg 2 flag is set. I don't know if this is bad or wrong, possibly wrong as 3HP per shot seems really pathetic, even on long distance.
  8. If you have set the fade times the watermark visibility is triggered only after the connecting to server or after the g_watermark value is changed on the server. 1. You connected to server, the watermark will be shown for 60 seconds and then fade within 10 seconds. 2. Admin changed any of the the watermark related cvars value (g_watermark, g_watermarkFadeAfter, g_watermarkFadeTime) the watermark will be shown again and fade like in case 1.
  9. With cl_yawspeed one can increase or decrease the speed of looking left or right (with mouse or keyboard). It handles the speed in commands +left/+right.
  10. Great Good luck with your server.
  11. No, it's the same. But it might be different if you are using ET Legacy which has different sensitivity.
  12. Your current configuration is fine. http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_misc Enable flag 1. Hit sounds are enabled by default, but the sounds you are looking for are probably those set by the 2 or 3 flag of below cvar: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_defaultHitSounds Do you mean the option to enable the player to lie down and wait to be revived? If so, http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_instagibDamage controls this. You have it fine in your current configuration. Please rephrase. If you meant, "how do I give levels to players based on XP?" - this can be done by lua script here: http://mygamingtalk.com/forums/files/file/19-autopromo/ You need to add another pk3 to silent directory with the sounds inside and enable killing sprees with this cvar: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_spreeOptions You can download the ready pk3 file with spree sounds inside here: http://mygamingtalk.com/forums/files/file/41-z-spreesoundspk3/ http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_weapons Flag 32.
  13. File Name: z_spreesounds.pk3 File Submitter: TheSilencerPL File Submitted: 22 Apr 2014 File Category: Soundack Spree sounds pk3 ready for use with silent mod. Click here to download this file
  14. 101 downloads

    Spree sounds pk3 ready for use with silent mod.
  15. One note from me, instead of setting this value so high set g_maxXP "900000000"you can simply set it to -1 to disable it. And 1 more thing not related to the topic: it's silEnT, not siLeNt! E and T are for Enemy Territory.
  16. Here are examples: [command] command = hasta exec = playsound sound/ksl/teasing/hasta.wav; cp ^1hasta la vista [k]!! desc = don't spam syntax = levels = 2 3 4 5 [command] command = maxbots exec = bot maxbots [1]; cp ^2Number of bots has been changed: ^1[1] ^2:); playsound sound/misc/referee.wav desc = changes max bots in game [0/32] syntax = levels = 3 4 5 [command] command = kickbotsa exec = bot minbots 0; bot maxbots 0; bot kickall; cp ^2Bots hass been kicked from the server ^2:); playsound sound/misc/referee.wav desc = ^2kicks bots from the server syntax = levels = 3 4 5 [command] command = maxpanzer exec = team_maxPanzers [1]; cp ^2Max panzers allowed has been changed: ^1[1] ^2:); playsound sound/misc/referee.wav desc = ^2Changes max allowed panzas per team [0/999] syntax = levels = 3 4 5 [command] command = headshotm exec = g_headshot [1]; cp ^2HEADSHOT MODE HAS BEEN SET TO: ^1[1]; playsound sound/misc/referee.wav desc = ^2 SETTING OF HEADSHOT MODE [1/2] [1]KILLS [2]KILLS AND GIBS syntax = levels = 3 4 5 [command] command = knifewar exec = g_knifeonly [1]; g_maxKnives [1] ; cp ^2KNIFE WAR HAS BEEN TURNED ON! KNIVES: ^1[1]; playsound sound/misc/referee.wav desc = ^2TURNS ON KNIFEWAR and sets knives number syntax = levels = 3 4 5 command = name of the command exec = what to execute, actual command code desc = description levels = which shrubbot levels can execute the command And place the commands in the shrubbot.cfg file in the silent/database directory.
  17. You are welcome Jakbyś miał‚ problemy to pisz na priv lub xfire: thesilencerpl
  18. Yes it's possible. It's done the same way like for other mods. In order to do this you have to create a pk3 file with the following structure: zzz_my_srv_souds.pk3 - scripts - wm_allies_chat.voice - wm_axis_chat.voice - ui - wm_quickmessageAlt.menu - sound - bye - greeting - misc - funny The *.voice files define the sounds definitions. Directories inside sound directory are just for your own convenience to group the files by kind, you might not have any of the as well. Inside the sound categories direcotries place your .wav files and map them in the .voice files. Then in the wm_quickmessageAlt.menu you define your vsay menu. Example: wm_allies_chat.voice hello1 { sound/ksl/hi/hello1.wav "^4Hello!" }wm_quickmessageAlt.menu with hello1 QM_MENU_START( "wm_quickhibye_alt" ) QM_MENU_ITEM( "^71. Dzien dobry", exec "VoiceChat dziendobry";close wm_quickhibye_alt, "1", 0 ) QM_MENU_ITEM( "^72. Hello 1!", exec "VoiceChat hello1"; close wm_quickhibye_alt, "2", 1 ) QM_MENU_ITEM( "^73. Hello 2!", exec "VoiceChat hello2"; close wm_quickhibye_alt, "3", 2 ) QM_MENU_ITEM( "^74. Hello 3!", exec "VoiceChat hello3"; close wm_quickhibye_alt, "4", 3 ) QM_MENU_ITEM( "^75. Hello 4!", exec "VoiceChat hello4"; close wm_quickhibye_alt, "5", 4 ) QM_MENU_ITEM( "^76. Hello 5!", exec "VoiceChat hello5"; close wm_quickhibye_alt, "6", 5 ) QM_MENU_ITEM( "^77. Hello 6!", exec "VoiceChat hello6"; close wm_quickhibye_alt, "7", 6 ) QM_MENU_ITEM( "^78. Hi!", exec "VoiceChat kslhi"; close wm_quickhibye_alt, "8", 7 ) QM_MENU_ITEM( "^D9. More...", close wm_quickhibye_alt; open wm_quickhibye2_alt, "9", 8 ) QM_MENU_ENDIf you don't know how to do it despite the example above, please check the pk3 files from some server and check how it is done there, you will quickly grasp the idea.
  19. Blind guess, have you tried removing some of the pk3 files?
  20. It's possible, but not without much effort. The debriefing vote map list is created on the server, we would have to sort the maps on the server side based on the "longname" attribute from the .arena file in the pk3 file. pk3 files are not handled (accessed) server side so we would have to do it and cache it for further use. Currently the files are in the order the engine returns the list of .bsp files. So for the time being, this feature has a lower priority. However for your convenience, we have changed the map order in the map list in the map vote menu which was possible to do client-side only.
  21. Strange that it's related (as you've said) only to ETPub related mods, as this is engine issue rather. It's in the file handling routine of ET engine. Are you sure there isn't anything checking that file at the very moment, like some anti virus or something?
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