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gaoesa

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Everything posted by gaoesa

  1. http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_friendlyFireOpts It says that you must enable flags 32 and 4 together for that effect.
  2. I think this video can give you an idea http://mygamingtalk.com/forums/topic/4034-et-server-series/ Also, reading this http://mygamingtalk.com/wiki/index.php/Silent_Mod_Installation should be useful. EDIT: JohnDory was faster.
  3. Yes. Sounds like a client problem. It crashed all the way to the desktop, which makes it sound like an engine issue.
  4. gaoesa

    KR/PRW Lua

    Sorry, I didn't realize the field names were missing. I added them now. They are sess.overall_killrating and sess.rating for PRW. If you want them in the same format as they are in the scoreboard, the formula for kill rating is: (1.0 / (1.0+exp(-(sess.overall_killrating*(1.0 / sqrt(1.0+sess.overall_killvariance*3.0/(M_PI*M_PI))))))) / (1.0 - (1.0 / (1.0+exp(-(sess.overall_killrating*(1.0 / sqrt(1.0+sess.overall_killvariance*3.0/(M_PI*M_PI)))))))) ,where M_PI is 3.14159265358979323846 Maybe a bit clearer in Lua function kill_probability(net, g_of_x_margin) return 1.0 / (1.0+math.exp(-(net*g_of_x_margin))) end function g_of_x(variance) local M_PI = 3.14159265358979323846 return 1.0 / math.sqrt(1.0+variance*3.0/(M_PI*M_PI)) end function GetKillRating local probability = kill_probability(rating,g_of_x(variance)) return probability / (1.0f - probability) end No guarantees that the script works.
  5. There is no way to change this. It has been like that since 0.5.2. You can see the changes from the change log.
  6. gaoesa

    KR/PRW Lua

    Yes. Use this http://mygamingtalk.com/wiki/index.php/Silent_Lua#gentity_get
  7. If you're not a covert ops, you must stand close to the landmines to spot them. Non covert ops players can spot them from the same distance they can see them with trap awareness without binoculars.
  8. I'm sorry. We will not be adding panzer party.
  9. You could add the admin level to the passed arguments to the function: function CheckCommand(clientNum, level, arguments) if( arguments[0] == "!mycommand" ) then et.trap_SendServerCommand(clientNum, "chat \"Your command "..arguments[0].." has been received\"") return 1 end return 0 end function et_ClientCommand(clientNum, command) local level = et.G_shrubbot_level(clientNum) local flood = et.ClientIsFlooding(clientNum) -- we're not interested if the level is too low or if the client is flooding if (level < 1) or (flood == 1) then return 0 end local arg0 = string.lower(et.trap_Argv(0)) local arguments -- check to see if the command was given through any of the chat methods or as sparse text from the console if arg0 == "say" or arg0 == "say_team" or arg0 == "say_buddy" or arg0 == "say_teamnl" then arguments = SplitToArguments(et.trap_Argv(1)) else arguments = SplitToArguments(et.ConcatArgs(0)) end -- actual command handling return CheckCommand(clientNum, level, arguments) end Or you can declare the variable as close to its intended use as possible. This style is generally preferred when programming: function CheckCommand(clientNum, arguments) local level = et.G_shrubbot_level(clientNum) if( (arguments[0] == "!mycommand") and (level >= 1) ) then et.trap_SendServerCommand(clientNum, "chat \"Your command "..arguments[0].." has been received\"") return 1 end return 0 end function et_ClientCommand(clientNum, command) local flood = et.ClientIsFlooding(clientNum) -- we're not interested if the client is flooding if flood == 1 then return 0 end local arg0 = string.lower(et.trap_Argv(0)) local arguments -- check to see if the command was given through any of the chat methods or as sparse text from the console if arg0 == "say" or arg0 == "say_team" or arg0 == "say_buddy" or arg0 == "say_teamnl" then arguments = SplitToArguments(et.trap_Argv(1)) else arguments = SplitToArguments(et.ConcatArgs(0)) end -- actual command handling return CheckCommand(clientNum, arguments) end
  10. Can you tell me what is wrong with using the split function in the Wiki example?
  11. I added an example to http://mygamingtalk.com/wiki/index.php/Silent_Creating_Custom_Commands You can use that to check issues. Btw, thanks for giving some code to start adding to it.
  12. Thanks. I have added it to the Wiki with minor modifications.
  13. I don't think it would work even in the case if he would start ET directly to silEnT mod.
  14. Forcing com_hunkMegs does not work. The reson is that the game must be started with the value. Changing it afterwards has no effect.
  15. Just read the links I posted, it is very clear then. I agree that creating a Lua script is a bit more work. The reasons why we remove certain abilities that were in ETPub, has been to make the experience more consistent to players. Also, some features were pretty much experimental. Couple mistakes were made, but this is not one of those. If you are new to scripting, please read a Lua tutorial first. It will be easy then and Lua is very easy scripting language.
  16. No I meant that the client is sending the say text inside quotes. I.e. /say "text with spaces". That makes the server interpret the full string as one parameter. So you should split the parameter using space as a delimiter and so you get what you need.
  17. I haven't checekd, but I think your issue in this case is that the text in the say command is coming as quoted. That makes it treated as one argument i.e. trap_Argv behaves similar to ConcatArgs. So you should probably split the arg1 and use the first word from it.
  18. You implement et_Obituary callback http://mygamingtalk.com/wiki/index.php/Silent_Lua#et_Obituary. You can see the MOD values from G_Damage http://mygamingtalk.com/wiki/index.php/Silent_Lua#G_Damage.
  19. I finally decided to add a section for creating custom commands. The information has been scattered around and I thought it will make it easier if all of it is in one place. http://mygamingtalk.com/wiki/index.php/Silent_Creating_Custom_Commands Please comment improvements and if you can provide clean short examples for the last two methods, that would be appreciated.
  20. Question 1: The cvar is wrong, try "g_LTChargeTime" instead. I see that these cvars are missing from the Wiki. Question 2: If the player has PB GUID, it will be included into the ban information. If not, it will be ignored. No risks for other players. EDIT: Added the missing cvar to the Wiki: http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_LTChargeTime
  21. Just for the information, I added new section to the Wiki about forcing cvars in the clients. http://mygamingtalk.com/wiki/index.php/Silent_Forcing_Client_Settings
  22. Behaviour depends on the g_logOptions flag 1. http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#g_logOptions
  23. The forcecvar is not an engine command. The forcing is done by the client mod with trap_Cvar_Register and trap_Cvar_Set calls to the engine. The bug is in the ET Legacy in the way it handles these calls or in the way it handles cvars. Like I already posted above.
  24. I don't know if I understand the report. The forcecvar forces a cvar and that forcing is supposed to last until another value is forced. The player can not change the value by hand. So ifI understand correctly, you have: forcecvar r_wolffog "1" forcecvar r_drawfoliage "1" in the default.cfg. You have: forcecvar r_wolffog "0" forcecvar r_drawfoliage "0" in radar.cfg. This would be the correct way to force these cvars differently based on the maps. This sounds like an ET:Legacy issue. You should take this to ET Legacy team at http://www.etlegacy.com/projects/etlegacy/boards. Technically, the cvar forcing is nothing but a pair of trap_Cvar_Register and trap_Cvar_Set calls to the engine.
  25. Ok. That is a custom menu for changing names made by the admins of the server. The problem is that the menu is updating the name to the server after each keystroke. So when you have deleted the name, it is updating the server with an empty name. You have found a clear bug, but it is in this case caused by custom server modifications. I tested our menus, which worked correctly when backspacing.
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