Dookie
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Dookie reacted to COOLSQUAD in silEnT mod release 0.9.0
Hi all,
I love your 'mod' , for me it is the best
If no , ok since any months we have been enough informed by advance that the 'menus' in game can't be modified in '0.9.0' but i don't understand the reasons ,
for my part i guess i don't understand cause the language barrier...or i'm afraid to have understood
I have to say as well i don't understand because since the start i feel your 'menus' with none originality and finally i feel them ugly (i mean all that only about disposition)...all that goes to be imposed it is that ? Really ?
I say it because by exemple in my custom menus (in 0.8.2) there is already '1 button' for all the options and since any years and a nice dispositon as well...
http://img15.hostingpics.net/pics/827115evenmysons.gif
If unfortunaly i have well understood , know that even if the 'AC' has been updated in '0.9.0' => For my part for the moment i keep '0.8.2' who works perfectly since the start
Again thanks for your hard work , since i run 'silent' u have really changed my life of admin !! -
Dookie got a reaction from mo_no in all soldiers during panzerwar
Hi, I was thinking if its maybe possible that when you turn on panzerwar, all players are moved into soldier class? Becuase from what it is now, you can join medic class and play panzer and then u go to 156hp or so and then direct hit doesnt kill you, and also another thing if youve been hit you are healing yourself with that 3hp's every second and so on. So I think it would be cooler that when panzerwar gets turned on we all get moved to soldier class. I hope thats possible. Same goes for sniperwar i guess!
Thanks!
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Dookie got a reaction from Jhonny/Shinobi in all soldiers during panzerwar
Hi, I was thinking if its maybe possible that when you turn on panzerwar, all players are moved into soldier class? Becuase from what it is now, you can join medic class and play panzer and then u go to 156hp or so and then direct hit doesnt kill you, and also another thing if youve been hit you are healing yourself with that 3hp's every second and so on. So I think it would be cooler that when panzerwar gets turned on we all get moved to soldier class. I hope thats possible. Same goes for sniperwar i guess!
Thanks!
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Dookie got a reaction from BECK in all soldiers during panzerwar
Hi, I was thinking if its maybe possible that when you turn on panzerwar, all players are moved into soldier class? Becuase from what it is now, you can join medic class and play panzer and then u go to 156hp or so and then direct hit doesnt kill you, and also another thing if youve been hit you are healing yourself with that 3hp's every second and so on. So I think it would be cooler that when panzerwar gets turned on we all get moved to soldier class. I hope thats possible. Same goes for sniperwar i guess!
Thanks!
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Dookie got a reaction from BECK in Pistol spawn bug?
same thing ive got on my 082 server. Thought its me only... -
Dookie got a reaction from gaoesa in Server crashing
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 0 wait 4000trigger game_manager startvos wait 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 table setstate 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 200 constructible_class 3}death{wm_announce "The Doors are opening!!" trigger phasedoor1 move_uptrigger phasedoor2 move_up wm_objective_status 4 1 1 wm_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 1 wm_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_up trigger 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 2 trigger maindoor_lever move_uptrigger maindoor_lever1 move_upwm_objective_status 5 1 1wm_objective_status 5 0 0 wait 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 2 trigger maindoor_lever move_downtrigger maindoor_lever1 move_downwm_objective_status 5 1 0wm_objective_status 5 0 1 wait 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 2 wm_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 2 wm_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 400 constructible_class 2 trigger allied_radio_built setup disablespeaker allied_compost_sound } trigger setup { setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 } buildstart final { trigger allied_radio_built_model trans trigger neutral_radio_closed_model hide } built final { trigger allied_radio_built_model show trigger allied_radio_built_model enable_allied_features enablespeaker allied_compost_speaker } decayed final { trigger allied_radio_built_model hide trigger neutral_radio_closed_model show } death { trigger allied_radio_built_model hide trigger allied_radio_built_model disable_allied_features trigger neutral_radio_closed_model show disablespeaker allied_compost_sound }} allied_radio_built_model{ spawn { wait 400 setstate allied_radio_built_model invisible accum 3 set 0 } trigger show { setstate allied_radio_built_model default setstate allied_radio_built default setstate 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 underconstruction setstate allied_radio_built default //setstate alliedhqradio_toi invisible } trigger enable_allied_features { setchargetimefactor 1 soldier 0.75 setchargetimefactor 1 lieutenant 0.75 setchargetimefactor 1 medic 0.75 setchargetimefactor 1 engineer 0.75 setchargetimefactor 1 covertops 0.75 sethqstatus 1 1 wm_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 2 wm_objective_status 3 1 1 // ENABLE NEW SPAWN trigger cp_spawn_wobj on // If first time, then set new spawn as default accum 3 abort_if_equal 1 accum 3 set 1 setautospawn "CP Spawn" 1 } trigger disable_allied_features { // Some kind of UI pop-up to alert players wm_announce "Axis team has destroyed the Allied Command Post!" //DISABLE NEW SPAWN trigger cp_spawn_wobj off globalaccum 6 set 0 // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 1 "allies_hqt_compost_construc" wm_teamvoiceannounce 1 "allies_hq_compost_damaged" // *----------------------------------- vo ------------------------------------------* setchargetimefactor 1 soldier 1 setchargetimefactor 1 lieutenant 1 setchargetimefactor 1 medic 1 setchargetimefactor 1 engineer 1 setchargetimefactor 1 covertops 1 sethqstatus 1 0 wm_objective_status 3 0 0 wm_objective_status 3 1 0 }} neutral_radio_closed_model{ spawn { wait 400 //setstate neutral_radio_closed_model default trigger neutral_radio_closed_model show sethqstatus 0 0 wm_objective_status 3 1 0 wm_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 50 setstate cp_spawn_spawns invisible}} cp_spawn_wobj{ spawn{ wait 200 setstate cp_spawn_wobj invisible}trigger off { setstate cp_spawn_wobj invisible setstate cp_spawn_spawns invisible alertentity cp_spawn_spawns wm_announce "Allied Command Post spawn disabled!" } trigger on { setstate cp_spawn_wobj default setstate cp_spawn_spawns default alertentity cp_spawn_spawns wm_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}} -
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Dookie got a reaction from clan DIABOLIK in Great to see
Great to see that many servers started using silent anticheat, hope it will spread even more and that silent mod team will detect even more cheats. Thanks for it!
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Dookie got a reaction from hellreturn in Great to see
Great to see that many servers started using silent anticheat, hope it will spread even more and that silent mod team will detect even more cheats. Thanks for it!
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Dookie reacted to Chuckun in Player renames
It would be good in future to maybe add a parameter to 'save' the !rename into the database so that GUID is stuck with that name...? (undoable)
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Dookie got a reaction from gaoesa in Silent 0.5.2 problem xpsave
oleczek7, add me on my xfire: znemo
I will help you out trought it. thanks!
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Dookie got a reaction from hellreturn in they noticed and posted on our clan site
about landmines, set g_friendlyFireOpts 44 -
Dookie got a reaction from BettyBoop in vote problems
when you use this line, set g_unevenTeamDiff 1
you must also have set g_teamforcebalance 1 enabled...
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Dookie reacted to gaoesa in enabled/disabled maps
From the documentation:
Actually it is good that this came up so that admins can give their opinions for the player count calculation. At the moment, from documentation:
If there is something you would,all admins reading this thread, like to add or point out it would be appreciated.
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Dookie got a reaction from hellreturn in longer private messages
Hello, ive seen that lenght of private message is limited, so tons of time's it happends that it doesnt send whole message, so i have to do it in 2 messages, so I was thinkin if maybe is possible to in chat area is current lenght of the message, but if message is even longer that you can read full message when you open console...dunno if is possible, but would be good improvment if you ask me -
Dookie got a reaction from ShaDoW in enabled/disabled maps
Hello, I was wondering is it possible to make smthing like this, lets say, similar thing exist in etpro, but its about weapons, its like when there are 12 people on server panzer became avialable, so I was thinking can we do the same thing with maps which are being voted? So lets say when there are up to 14-15 players on server server is showing smaller maps to be voted for, like supply,purefrag,...and so on, small in general, when there is like 20+, server is also showing bigger maps and so on, like daybreak, transmitter and such...wondering if there is a possibility of making such a thing, i mean commands like sv_maxpeoplemaps15 "supplydepot2,v2base,...."
sv_maxpeoplemaps30 "tranismitter,minastirith"
and so on...depends what people wants to set...lemme kno what u think of it ...thx
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Dookie reacted to clan DIABOLIK in custom commands
!putteam toto s
You've forgot the "s" (for spectator-team)