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Posts posted by TheSilencerPL
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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.
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silEnT mod team
- Jhonny/Shinobi and darciokat
- 2
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Gonna take another look at it.
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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.
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Thx, we will take a look at it.
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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.
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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.
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Great Good luck with your server.
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No, it's the same. But it might be different if you are using ET Legacy which has different sensitivity.
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1. How I make my home server to save XP's of me and the bots?
Your current configuration is fine.
2. How I add double jumps?http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_misc
Enable flag 1.
3. How I add noise to my hits? I mean when I play over a "real server" when I shoot and hit the enemy I hear "ting, ting ting ting...." So how I do that?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
4. How I make after the kill waiting time?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.
5. How I players XP's or Admin levels?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/
6. How I add game sound like "Killing spree" Or "Multy kill"?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/
7. When player got head shot hes helment is off. When he take ammo again how he get back hes helment?http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_weapons
Flag 32.
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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.
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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 commandAnd place the commands in the shrubbot.cfg file in the silent/database directory.
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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_END
If 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.
- clan DIABOLIK and makavelii
- 2
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You are welcome
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Blind guess, have you tried removing some of the pk3 files?
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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.
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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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Implemented in the next version.
We finally placed it near the dynamite counters.
- Jhonny/Shinobi and BECK
- 2
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I understand what you thought while proposing this feature The obj indicator I am referring to is the one that is shown when the player you are playing is carrying the obj.
I also edited the post so that it is more accurate:
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It would be possible if we implemented that We will think about that. Thanks for the proposition.
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What if it was done like below?
The same obj indicator as it is now, in the same place, only in different colors (don't mind the images, they are just an example):
1. When allies carry the obj.
2. When axis carry the obj.
3. You are carrying the obj, team doesn't matter - all is like previously
Now think of how to handle maps like Baserace.
I don't want to add additional stuff to the HUD when there is already something there that handles the thing, in this case the obj indicator already exists. Let's think how we can use that indicator and that place in the HUD.
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might give more fuel to the engies vs medics fire
They have PPSh-41 already
AutoPromo Lua
in Enemy Territory Modding
Posted
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:
The values are compared to the new xp definitions.