Dookie
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Posts posted by Dookie
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Ok, thanks Dragon.
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So its safe to remove mp_bin.pk3 from etmain?
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well, from what i can see on my ftp ive only got mp_bin, dunno if hoster made me unable to see those other pak files ill ask, but, its safe to remove those files from server? pak's and mp_bin? I thought that removing them would kill the server, I mean, i thought they are crucial for the server. Arent them?
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thx zelly!
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Hi, many new players who tries to connect on my server has this error, and they say they can play normally on other servers, any ideas how to fix this for them, and what is causing it? thanks
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Hi everyone, first of all sorry for being so boring, and posting so much threads.
Well here is my question.
Currently ive got this in my cfg considered with lua.
//// Lua APIset lua_modules "spec.lua"set lua_allowedModules ""Now i want to add some more lua modules like auto promotion and custom votes. Do I add those other lines in this present set lua_modules "spec.lua"and just divide them with comma, or i make totally new line like set lua_modules "customvote.lua" and so on? thanks. -
Hi, can you explain me how I can enable just some votes from there? What should I add to my cfg if i just want to enable following votes: kickbots and add additional 5 mins. thanks
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Maybe I should put it in feature request?
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Hello, is it possible when engineer walks not to trigger his own landmines? Thx
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And this is what it was when it was still crashing:
game_manager{spawn{// Set scenario informationwm_axis_respawntime 15wm_allied_respawntime 12wm_number_of_objectives 5wm_set_round_timelimit 15//Adlernest mapscript by Dersaidin// 0 is axiswm_set_defending_team 0wm_setwinner 0//Take docswm_objective_status 1 1 0wm_objective_status 1 0 0//Cap docswm_objective_status 2 1 0wm_objective_status 2 0 0//CPwm_objective_status 3 1 0wm_objective_status 3 0 0//Doorswm_objective_status 4 1 0wm_objective_status 4 0 0//Maindoorwm_objective_status 5 1 0wm_objective_status 5 0 1//main opjective is to cap docswm_set_main_objective 2 1wm_set_main_objective 2 0// Cap docsaccum 1 set 0//Take docsaccum 2 set 0//Allied CP built onceaccum 3 set 0//Maindoorr, 1=open 0=closed 2=workingaccum 4 set 0//Maindoorl, 1=open 0=closed 2=workingaccum 5 set 0//Allied CP _IS_ builtglobalaccum 6 set 0wait 4000trigger game_manager startvoswait 500trigger tank_turret facewall}trigger startvos{// *----------------------------------- vo ------------------------------------------*wm_addteamvoiceannounce 0 "adlernest_axis_controls_defend"//wm_addteamvoiceannounce 0 "axis_hq_compost_construct"wm_addteamvoiceannounce 1 "adlernest_allies_controls_destroy"wm_addteamvoiceannounce 1 "allies_hq_compost_construct"wm_teamvoiceannounce 0 "adlernest_axis_controls_defend"//wm_teamvoiceannounce 0 "axis_hq_compost_construct"wm_teamvoiceannounce 1 "adlernest_allies_controls_destroy"wm_teamvoiceannounce 1 "allies_hq_compost_construct"// *---------------------------------------------------------------------------------*}trigger cap_docs{//cap docs: truewm_objective_status 2 1 1wm_objective_status 2 0 2//cap docs: trueaccum 1 set 1wm_announce "Allied team has transmitted the documents!"trigger game_manager checkgame}trigger axis_object_stolen{//wm_announce "Allies have stolen the documents!"wm_objective_status 1 1 1accum 2 set 1}trigger axis_object_returned{//wm_announce "The documents have been returned!"wm_objective_status 1 1 0accum 2 set 0accum 1 set 0}trigger checkgame{accum 1 abort_if_not_equal 1wm_setwinner 1wait 100wm_endround}}transmitter_obj{spawn{}death{trigger game_manager cap_docs}}documents{spawn{wait 200}trigger stolen{//when the objective is taken// Hide command map marker of docs at tablesetstate documents_CMM invisible}trigger dropped{//when the player carrying the objective is killed// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 1 "allies_hq_objective_lost"// *---------------------------------------------------------------------------------*}trigger returned{//when defending team touches the dropped objective// Show command map marker of docs at tablesetstate documents_CMM default}trigger captured{//when the objective is delivered to its deliverypoint// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 0 "axis_hq_objective_lost"wm_teamvoiceannounce 1 "allies_hq_objective_captured"// *---------------------------------------------------------------------------------*}}doorcontrols{spawn{wait 200constructible_class 3}death{wm_announce "The Doors are opening!!"trigger phasedoor1 move_uptrigger phasedoor2 move_upwm_objective_status 4 1 1wm_objective_status 4 0 2// Open phase doors// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"wm_removeteamvoiceannounce 0 "adlernest_axis_controls_defend"wm_removeteamvoiceannounce 1 "adlernest_allies_controls_destroy"// "Construct the command post!" voice over, unless its already been done.globalaccum 6 abort_if_equal 1wm_teamvoiceannounce 1 "allies_hq_compost_construct"// *---------------------------------------------------------------------------------*}}phasedoor1{spawn{wait 200gotomarker phasedoor1_pc2 1000}trigger move_up{wait 500playsound sound/movers/misc/garage_door_start_01.wavwait 400playsound sound/movers/misc/garage_door_loop_01.wav looping forevergotomarker phasedoor1_pc1 80 waitstopsoundplaysound sound/movers/misc/garage_door_end_01.wav}}phasedoor2{spawn{wait 200gotomarker phasedoor2_pc2 1000}trigger move_up{wait 500playsound sound/movers/misc/garage_door_start_01.wavwait 400playsound sound/movers/misc/garage_door_loop_01.wav looping forevergotomarker phasedoor2_pc1 80 waitstopsoundplaysound sound/movers/misc/garage_door_end_01.wav}}maindoor_button{spawn{wait 200}activate{trigger maindoorr move_uptrigger maindoorl move_uptrigger maindoorr move_downtrigger maindoorl move_down}}maindoor_lever{spawn{wait 200trigger maindoor_lever move_down}trigger move_down{wait 200faceangles 0 0 -1 750}trigger move_up{wait 200faceangles 0 0 -25 750}}maindoor_lever1{spawn{wait 200trigger maindoor_lever1 move_down}trigger move_down{wait 200faceangles -1 0 0 750}trigger move_up{wait 200faceangles -25 0 0 750}}maindoorr{spawn{wait 200gotomarker maindoorr_pc2 1000}trigger move_up{// open// abort if working or openedaccum 4 abort_if_equal 2accum 4 abort_if_equal 1// set status workingaccum 4 set 2trigger maindoor_lever move_uptrigger maindoor_lever1 move_upwm_objective_status 5 1 1wm_objective_status 5 0 0wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorr_pc1 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status openedaccum 4 set 1}trigger move_down{// close// abort if working or closedaccum 4 abort_if_equal 2accum 4 abort_if_equal 0// set status workingaccum 4 set 2trigger maindoor_lever move_downtrigger maindoor_lever1 move_downwm_objective_status 5 1 0wm_objective_status 5 0 1wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorr_pc2 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status closedaccum 4 set 0}}maindoorl{spawn{wait 200gotomarker maindoorl_pc2 1000}trigger move_up{// open// abort if working or openedaccum 5 abort_if_equal 2accum 5 abort_if_equal 1// set status workingaccum 5 set 2wm_announce "Main blast door opening!"wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorl_pc1 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status openedaccum 5 set 1}trigger move_down{// close// abort if working or closedaccum 5 abort_if_equal 2accum 5 abort_if_equal 0// set status workingaccum 5 set 2wm_announce "Main blast door closing!"wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorl_pc2 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status closedaccum 5 set 0}}////// CP CP CP CP////allied_radio_built{spawn{wait 400constructible_class 2trigger allied_radio_built setupdisablespeaker allied_compost_sound}trigger setup{setchargetimefactor 1 soldier 1setchargetimefactor 1 lieutenant 1setchargetimefactor 1 medic 1setchargetimefactor 1 engineer 1setchargetimefactor 1 covertops 1sethqstatus 1 0}buildstart final{trigger allied_radio_built_model transtrigger neutral_radio_closed_model hide}built final{trigger allied_radio_built_model showtrigger allied_radio_built_model enable_allied_featuresenablespeaker allied_compost_speaker}decayed final{trigger allied_radio_built_model hidetrigger neutral_radio_closed_model show}death{trigger allied_radio_built_model hidetrigger allied_radio_built_model disable_allied_featurestrigger neutral_radio_closed_model showdisablespeaker allied_compost_sound}}allied_radio_built_model{spawn{wait 400setstate allied_radio_built_model invisibleaccum 3 set 0}trigger show{setstate allied_radio_built_model defaultsetstate allied_radio_built defaultsetstate alliedhqradio_toi default}trigger hide{setstate allied_radio_built_model invisible//setstate allied_radio_built invisible//setstate alliedhqradio_toi invisible}trigger trans{setstate allied_radio_built_model underconstructionsetstate allied_radio_built default//setstate alliedhqradio_toi invisible}trigger enable_allied_features{setchargetimefactor 1 soldier 0.75setchargetimefactor 1 lieutenant 0.75setchargetimefactor 1 medic 0.75setchargetimefactor 1 engineer 0.75setchargetimefactor 1 covertops 0.75sethqstatus 1 1wm_announce "Allied Command Post constructed. Charge speed increased!"globalaccum 6 set 1// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"wm_teamvoiceannounce 1 "allies_hq_compost_constructed"wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"// *----------------------------------- vo ------------------------------------------*wm_objective_status 3 0 2wm_objective_status 3 1 1// ENABLE NEW SPAWNtrigger cp_spawn_wobj on// If first time, then set new spawn as defaultaccum 3 abort_if_equal 1accum 3 set 1setautospawn "CP Spawn" 1}trigger disable_allied_features{// Some kind of UI pop-up to alert playerswm_announce "Axis team has destroyed the Allied Command Post!"//DISABLE NEW SPAWNtrigger cp_spawn_wobj offglobalaccum 6 set 0// *----------------------------------- vo ------------------------------------------*wm_addteamvoiceannounce 1 "allies_hqt_compost_construc"wm_teamvoiceannounce 1 "allies_hq_compost_damaged"// *----------------------------------- vo ------------------------------------------*setchargetimefactor 1 soldier 1setchargetimefactor 1 lieutenant 1setchargetimefactor 1 medic 1setchargetimefactor 1 engineer 1setchargetimefactor 1 covertops 1sethqstatus 1 0wm_objective_status 3 0 0wm_objective_status 3 1 0}}neutral_radio_closed_model{spawn{wait 400//setstate neutral_radio_closed_model defaulttrigger neutral_radio_closed_model showsethqstatus 0 0wm_objective_status 3 1 0wm_objective_status 3 0 0//setstate alliedhqradio_toi default//setstate alliedhqradio_toi invisible}trigger show{setstate neutral_radio_closed_model default//setstate neutral_radio_closed default//setstate alliedhqradio_toi invisible}trigger hide{setstate neutral_radio_closed_model invisible//setstate neutral_radio_closed invisible}}neutral_radio_closed{spawn{wait 400}}cp_spawn_spawns{spawn{wait 50setstate cp_spawn_spawns invisible}}cp_spawn_wobj{spawn{wait 200setstate cp_spawn_wobj invisible}trigger off{setstate cp_spawn_wobj invisiblesetstate cp_spawn_spawns invisiblealertentity cp_spawn_spawnswm_announce "Allied Command Post spawn disabled!"}trigger on{setstate cp_spawn_wobj defaultsetstate cp_spawn_spawns defaultalertentity cp_spawn_spawnswm_announce "Allied Command Post spawn active!"}trigger allied_capture{//}trigger axis_capture{//}}allied_spawn{spawn{wait 200}}allied_spawn_flag{spawn{wait 200}trigger allied_capture{//}trigger axis_capture{//}}tank_turret{spawn{wait 200}trigger facewall{trigger tank_turret spin_startfaceangles 0 150 0 1000trigger tank_turret spin_stoptrigger tank_turret spin_firealertentity sidewall}trigger spin_fire{playsound sound/vehicles/tank/tank_fire.wav volume 560}trigger spin_start{stopsoundplaysound sound/vehicles/tank/turret_spin.wav looping volume 155}trigger spin_stop{stopsoundplaysound sound/vehicles/tank/turret_end.wav volume 135}}sidewall{spawn{wait 200}death{alertentity sidewall_explo}}sidewall_explo{spawn{wait 200}} -
This is how our mapscript looks now:
game_manager{spawn{// Set scenario informationwm_axis_respawntime 15wm_allied_respawntime 12wm_number_of_objectives 5wm_set_round_timelimit 15//Adlernest mapscript by Dersaidin// 0 is axiswm_set_defending_team 0wm_setwinner 0//Take docswm_objective_status 1 1 0wm_objective_status 1 0 0//Cap docswm_objective_status 2 1 0wm_objective_status 2 0 0//CPwm_objective_status 3 1 0wm_objective_status 3 0 0//Doorswm_objective_status 4 1 0wm_objective_status 4 0 0//Maindoorwm_objective_status 5 1 0wm_objective_status 5 0 1//main opjective is to cap docswm_set_main_objective 2 1wm_set_main_objective 2 0// Cap docsaccum 1 set 0//Take docsaccum 2 set 0//Allied CP built onceaccum 3 set 0//Maindoorr, 1=open 0=closed 2=workingaccum 4 set 0//Maindoorl, 1=open 0=closed 2=workingaccum 5 set 0//Allied CP _IS_ builtglobalaccum 6 set 0wait 4000trigger game_manager startvoswait 500trigger tank_turret facewall}trigger startvos{// *----------------------------------- vo ------------------------------------------*wm_addteamvoiceannounce 0 "adlernest_axis_controls_defend"//wm_addteamvoiceannounce 0 "axis_hq_compost_construct"wm_addteamvoiceannounce 1 "adlernest_allies_controls_destroy"wm_addteamvoiceannounce 1 "allies_hq_compost_construct"wm_teamvoiceannounce 0 "adlernest_axis_controls_defend"//wm_teamvoiceannounce 0 "axis_hq_compost_construct"wm_teamvoiceannounce 1 "adlernest_allies_controls_destroy"wm_teamvoiceannounce 1 "allies_hq_compost_construct"// *---------------------------------------------------------------------------------*}trigger cap_docs{//cap docs: truewm_objective_status 2 1 1wm_objective_status 2 0 2//cap docs: trueaccum 1 set 1wm_announce "Allied team has transmitted the documents!"trigger game_manager checkgame}trigger axis_object_stolen{//wm_announce "Allies have stolen the documents!"wm_objective_status 1 1 1accum 2 set 1}trigger axis_object_returned{//wm_announce "The documents have been returned!"wm_objective_status 1 1 0accum 2 set 0accum 1 set 0}trigger checkgame{accum 1 abort_if_not_equal 1wm_setwinner 1wait 100wm_endround}}transmitter_obj{spawn{}death{trigger game_manager cap_docs}}documents{spawn{wait 200}trigger stolen{//when the objective is taken// Hide command map marker of docs at tablesetstate documents_CMM invisible}trigger dropped{//when the player carrying the objective is killed// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 1 "allies_hq_objective_lost"// *---------------------------------------------------------------------------------*}trigger returned{//when defending team touches the dropped objective// Show command map marker of docs at tablesetstate documents_CMM default}trigger captured{//when the objective is delivered to its deliverypoint// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 0 "axis_hq_objective_lost"wm_teamvoiceannounce 1 "allies_hq_objective_captured"// *---------------------------------------------------------------------------------*}}doorcontrols{spawn{wait 200constructible_class 3}death{wm_announce "The Doors are opening!!"trigger phasedoor1 move_uptrigger phasedoor2 move_upwm_objective_status 4 1 1wm_objective_status 4 0 2// Open phase doors// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 1 "allies_hq_objective_destroyed"wm_removeteamvoiceannounce 0 "adlernest_axis_controls_defend"wm_removeteamvoiceannounce 1 "adlernest_allies_controls_destroy"// "Construct the command post!" voice over, unless its already been done.globalaccum 6 abort_if_equal 1wm_teamvoiceannounce 1 "allies_hq_compost_construct"// *---------------------------------------------------------------------------------*}}phasedoor1{spawn{wait 200gotomarker phasedoor1_pc2 1000}trigger move_up{wait 500playsound sound/movers/misc/garage_door_start_01.wavwait 400playsound sound/movers/misc/garage_door_loop_01.wav looping forevergotomarker phasedoor1_pc1 80 waitstopsoundplaysound sound/movers/misc/garage_door_end_01.wav}}phasedoor2{spawn{wait 200gotomarker phasedoor2_pc2 1000}trigger move_up{wait 500playsound sound/movers/misc/garage_door_start_01.wavwait 400playsound sound/movers/misc/garage_door_loop_01.wav looping forevergotomarker phasedoor2_pc1 80 waitstopsoundplaysound sound/movers/misc/garage_door_end_01.wav}}maindoor_button{spawn{wait 200}activate{trigger maindoorr move_uptrigger maindoorl move_uptrigger maindoorr move_downtrigger maindoorl move_down}}maindoor_lever{spawn{wait 200trigger maindoor_lever move_down}trigger move_down{wait 200faceangles 0 0 -1 750}trigger move_up{wait 200faceangles 0 0 -25 750}}maindoor_lever1{spawn{wait 200trigger maindoor_lever1 move_down}trigger move_down{wait 200faceangles -1 0 0 750}trigger move_up{wait 200faceangles -25 0 0 750}}maindoorr{spawn{wait 200gotomarker maindoorr_pc2 1000}trigger move_up{// open// abort if working or openedaccum 4 abort_if_equal 2accum 4 abort_if_equal 1// set status workingaccum 4 set 2trigger maindoor_lever move_uptrigger maindoor_lever1 move_upwm_objective_status 5 1 1wm_objective_status 5 0 0wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorr_pc1 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status openedaccum 4 set 1}trigger move_down{// close// abort if working or closedaccum 4 abort_if_equal 2accum 4 abort_if_equal 0// set status workingaccum 4 set 2trigger maindoor_lever move_downtrigger maindoor_lever1 move_downwm_objective_status 5 1 0wm_objective_status 5 0 1wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorr_pc2 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status closedaccum 4 set 0}}maindoorl{spawn{wait 200gotomarker maindoorl_pc2 1000}trigger move_up{// open// abort if working or openedaccum 5 abort_if_equal 2accum 5 abort_if_equal 1// set status workingaccum 5 set 2wm_announce "Main blast door opening!"wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorl_pc1 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status openedaccum 5 set 1}trigger move_down{// close// abort if working or closedaccum 5 abort_if_equal 2accum 5 abort_if_equal 0// set status workingaccum 5 set 2wm_announce "Main blast door closing!"wait 500playsound sound/movers/misc/big_gate1.wavwait 400playsound sound/movers/misc/big_gate2.wav looping forevergotomarker maindoorl_pc2 45 waitstopsoundplaysound sound/movers/misc/big_gate3.wav// set status closedaccum 5 set 0}}////// CP CP CP CP////allied_radio_built{spawn{wait 400constructible_class 2trigger allied_radio_built setupdisablespeaker allied_compost_sound}trigger setup{setchargetimefactor 1 soldier 1setchargetimefactor 1 lieutenant 1setchargetimefactor 1 medic 1setchargetimefactor 1 engineer 1setchargetimefactor 1 covertops 1sethqstatus 1 0}buildstart final{trigger allied_radio_built_model transtrigger neutral_radio_closed_model hide}built final{trigger allied_radio_built_model showtrigger allied_radio_built_model enable_allied_featuresenablespeaker allied_compost_speaker}decayed final{trigger allied_radio_built_model hidetrigger neutral_radio_closed_model show}death{trigger allied_radio_built_model hidetrigger allied_radio_built_model disable_allied_featurestrigger neutral_radio_closed_model showdisablespeaker allied_compost_sound}}allied_radio_built_model{spawn{wait 400setstate allied_radio_built_model invisibleaccum 3 set 0}trigger show{setstate allied_radio_built_model defaultsetstate allied_radio_built defaultsetstate alliedhqradio_toi default}trigger hide{setstate allied_radio_built_model invisible//setstate allied_radio_built invisible//setstate alliedhqradio_toi invisible}trigger trans{setstate allied_radio_built_model underconstructionsetstate allied_radio_built default//setstate alliedhqradio_toi invisible}trigger enable_allied_features{setchargetimefactor 1 soldier 0.75setchargetimefactor 1 lieutenant 0.75setchargetimefactor 1 medic 0.75setchargetimefactor 1 engineer 0.75setchargetimefactor 1 covertops 0.75sethqstatus 1 1wm_announce "Allied Command Post constructed. Charge speed increased!"globalaccum 6 set 1// *----------------------------------- vo ------------------------------------------*wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"wm_teamvoiceannounce 1 "allies_hq_compost_constructed"wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"// *----------------------------------- vo ------------------------------------------*wm_objective_status 3 0 2wm_objective_status 3 1 1// ENABLE NEW SPAWNtrigger cp_spawn_wobj on// If first time, then set new spawn as defaultaccum 3 abort_if_equal 1accum 3 set 1setautospawn "CP Spawn" 1}trigger disable_allied_features{// Some kind of UI pop-up to alert playerswm_announce "Axis team has destroyed the Allied Command Post!"//DISABLE NEW SPAWNtrigger cp_spawn_wobj offglobalaccum 6 set 0// *----------------------------------- vo ------------------------------------------*wm_addteamvoiceannounce 1 "allies_hqt_compost_construc"wm_teamvoiceannounce 1 "allies_hq_compost_damaged"// *----------------------------------- vo ------------------------------------------*setchargetimefactor 1 soldier 1setchargetimefactor 1 lieutenant 1setchargetimefactor 1 medic 1setchargetimefactor 1 engineer 1setchargetimefactor 1 covertops 1sethqstatus 1 0wm_objective_status 3 0 0wm_objective_status 3 1 0}}neutral_radio_closed_model{spawn{wait 400//setstate neutral_radio_closed_model defaulttrigger neutral_radio_closed_model showsethqstatus 0 0wm_objective_status 3 1 0wm_objective_status 3 0 0//setstate alliedhqradio_toi default//setstate alliedhqradio_toi invisible}trigger show{setstate neutral_radio_closed_model default//setstate neutral_radio_closed default//setstate alliedhqradio_toi invisible}trigger hide{setstate neutral_radio_closed_model invisible//setstate neutral_radio_closed invisible}}neutral_radio_closed{spawn{wait 400}}cp_spawn_spawns{spawn{wait 50setstate cp_spawn_spawns invisible}}cp_spawn_wobj{spawn{wait 200setstate cp_spawn_wobj invisible}trigger off{setstate cp_spawn_wobj invisiblesetstate cp_spawn_spawns invisiblealertentity cp_spawn_spawnswm_announce "Allied Command Post spawn disabled!"}trigger on{setstate cp_spawn_wobj defaultsetstate cp_spawn_spawns defaultalertentity cp_spawn_spawnswm_announce "Allied Command Post spawn active!"}trigger allied_capture{//}trigger axis_capture{//}}allied_spawn{spawn{wait 200}}allied_spawn_flag{spawn{wait 200}trigger allied_capture{//}trigger axis_capture{//}}tank_turret{spawn{wait 200}trigger facewall{trigger tank_turret spin_startfaceangles 0 150 0 1000trigger tank_turret spin_stoptrigger tank_turret spin_fire}trigger spin_fire{playsound sound/vehicles/tank/tank_fire.wav volume 560}trigger spin_start{stopsoundplaysound sound/vehicles/tank/turret_spin.wav looping volume 155}trigger spin_stop{stopsoundplaysound sound/vehicles/tank/turret_end.wav volume 135}}sidewall{spawn{wait 200}death{alertentity sidewall_explo}}sidewall_explo{spawn{wait 200}} -
Hi, my server crashed 2 times when adlernest map started, what we found about the error is this:
ERROR: G_Scripting: alertentity cannot find targetname "sidewall"********************----- Server Shutdown -----So I removed that line from mapscripts, and now is doing ok so far, wierdest thing is server was crashing before once a week or so, and I thought it was nothing, and I guess it was this all the time, but wondering how come it crased because of this only sumtimes? And will it now be ok when that line is removed from mapscripts? Thx -
thx!
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ok thx
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Hey, maybe this already exist but I coudnt find it in wiki of the silent mod. So maybe some command with which you can limit the amount of team changing in 1 minute or so, cuz we had some retard team changing every second, and when he is doing it and admins arent on, its hard for people to join team, if you know what i mean, thanks!
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Hey, I wasnt been doing it for a quite a while, so i forgot how to do it? Can you give me an example? Thx
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Thanks!
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Hello many players are complaining on server that they cant save their config settings, that each time they leave server and then they come back it resets to default and they have to do it each time, and they said its only happening to them on silent servers. Any ideas? thanks
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Hello, is it possible to create custom votes? I would like to have votes like put bots to spec, I already have a command but maybe some players would like to use it when admin is not on server, and so on. Thanks
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Ok, thanks for the fast reply!
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Hi, is it possible to assign omnibots some random country flags on scoreboard? Ive asked on omnibots forums and they said its mod related, thanks!
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thanks!
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thanks!
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Hi, so is there something a setting that while ur creating/repairing that ur getting xp while ur doing it not when u create it u get 10xp or so. What I mean is, you repaired half of the comandpost and you got killed while doing it, but you still got like 2-3xp in engineering, cuz on my server you have to create whole object to get xp for doing it. thanks!
what glauncher damage to use?
in Support
Posted · Edited by Dookie
Hi, ive seen in wiki that grenade launcher damage is default 250, and we got it on 350 and people still complain it doesnt kill, and its still doing low damage, what u guys using on your servers?
Maybe set g_dmgGLauncherRadius 250 is that to low maybe?
Thanks