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jaie

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Everything posted by jaie

  1. If possible, I would like a shrubbot flag - player can target shrubbot commands on higher levels, excluding the highest level & also excluding bots (if ithat would be effected)
  2. jaie

    Antirush

    An antirush feature; lots of servers rely on scripts for individual maps for antirush, and some maps don't have working scripts. what I thnk would be nice is the mod had a setting servers could use to automatically replay a rushed map. if the map ended under <under x seconds>, the map would be replayed. This would happen consecutively for <number of times> before moving onto the next map you should watch out for change map votes / commands & maps where the timelimit changes. Also related would be a vote function that players could use to toggle whether antirush would be on or off
  3. man i'm so bad srry, this should be in feature request
  4. jaie

    cg_panzerhack

    oops, I meant cg_panzerhack; can you correct the title please; i've also tried it from the esc menu.
  5. jaie

    cg_panzerhack

    g_panzerhack does not work. whether the value is 0 or 1, my smg is always in weaponbank 3
  6. !tkstats A command that shows an ordered list of team killing related stats, so that I can see the worst >> best players on a friendly fire enabled server.
  7. The !finger command currently doesn't have a timestamp. This is important if a player connects at 2 different times with 2 different infos
  8. The server is setup so that players get kicked for 5 minutes after doing 300 team damage. When this happens - they get added to the banlist for 5 minutes. However, upon using !unban <ban number> the ban is removed from the banlist, but the player is still unable to connect to the server for 5 minutes. Even after opening a new client, they still recieve the message you are kicked or temp banned on the server. (or something similar)
  9. I don't know if thi sis possible but: Normally when Player S, shoots Player M with a panzer and they both die from the rocket, Player S gets the kill and a suicide. My idea is when Player S shoots Player M with a panzer and they both die from the rocket, Player S gets the kill, and Player M also gets the kill on Player S. But if player S shoots his panzer and it hits a wall or the ground first, and they both die - player S should get the kill and a suicide. Oh and if Player S dies from the shot to player M, but Player M does not die, player M should still get the kill. And if somehow it hits 2 people, maybe Player M and Player N (i'm not sure if that's possible) but, whoever it hit first should get the kill
  10. Destroying the sensor shouldn't trip it (unless its a clearly visible sensor), as there needs to be some way past it, and I think the tool should just be limited to covert ops because if it's jplaced on the path to an objective, it is literally a dynamite planted warning or an objective about to be stolen, 5 seconds before, so you know where the enemy is going to be /coming from. That is way to powerful for a soldier, heavy weapons would anialate whoevers trying to do the objective, engineers will have an advanced warning to the 30 seconds dynamite planted warning, field ops will be able to put an advanced artillery or airstrike and catch the person out / stall them so they lose the map, medics are OP already, and covert ops will be able to get into a good sniping position and just pick them off as they come out with the objective 1. Perhaps if the area of effect was visible, or 2. the mine was clearly visible and was only tripped when someone moved through it faster than walking speed, so people could walk / crouch ./ prone through it, or 3. it has a delayed alarm effect for like 5 extra seconds, to whoever layed it or, 4. perhaps if it was an alarm that just rang so anyone in near proximity could hear it - until it was defused or rang for like 5-10 seconds and then stops, or 5. perhaps a teamwork need to arm it, so that a soldier would lay it down, but would require an engineer to arm it, or 6. perhaps unlike mines, when the player dies, the sensor dies, or 7. a minimum distance limit away from friendly objectives - like dynamites, but a much larger distance or 8. have it triggered by team mates also, so whoever it alerts wouldn't be able to tell the difference or 9. perhaps a land mine with a larger trigger radius, but does no damage, and starts rininging (or whatever it does) from the moment is triggered to when it is defused, or lasts 5-10 seconds 10. and I think it should be a radial beam rather than a straight line beam, but not reach the other wall - if it was a wall mine
  11. oh and if I was to do "!putteam 4 b" and they were on r, within those 2 minutes, they would be able to change teams again. And also !putteam 4 s 1m, should block the person joining both axis and allies for 1minute. And also it would be useful to add "locked from: s/r/b/none -time - reason" on the finger line, so if I was to finger someone, I could see if they were unable to join a team. And maybe perhaps an optional reason at the end of the !putteam command, so !putteam 4s 1m don't team kill so the finger for 4 would alsos how locked from: r/b -1minutes - don't team kill or something similar
  12. The shuffle command to lock currently shuffled player's teams for a specified amount of time. so if I was to do !shuffle on a server, all the players currently on axis or allies won't be able to change to the opposite team, even if they go spec and try join after. But it should allow players who are in spec, before I do !shuffle, to change however they like. So something like "!shuffle 10m" would result in current players being unable to change to the opposite team for 10 minutes. However, putteam should be able to change a playe'rs team Also something like this for the !Putteam command, so that if I was to !putteam 4 r 2m a player to say axis, they would not be able to join allies for 2 minutes after I used the command. But other players will still be able to change as they like.
  13. I dislike !pants, it puts covert ops at a disadvantage whent he kill
  14. meh you are right, most of my requests are based on my experiences with jaymod and I was being a noob and just read the manual and assumed it was the same, cause I was too lazy to set up a server and test it sorry about this waste of time
  15. Have it to also kick any clients currently connected with the [guid] (like the ban command) I was playing et and I saw the console information that a player had been !userbanned, but they were still on the server and the ban would not have been effective until the player had disconnected. The admin who banned the player had to connect to the server and !kick the player. (bleh, messed up the sub-topic)
  16. I'm not sure whether this also works with nades / projectiles But in nitmod, when a player pushes someone to a natural death, the player still gets the kill as a push. What I think would be good, is if it only worked for team kills, it would make tracking team pushers in maps such as minas so much easier, or if a player is say abusing afks against barbed wire to xp whore as a medic, it will count as a team kill. So not only would they not get the revive xp, but this could also allow players to be able to complain vote against such people, and have them kicked if there is no admin online.
  17. Would rather have inside discussions in the open than them non-stop swearing at someone because they killed them. This private messages mute would work too, but I like that the level mute would group them, and other admins would not be able to re-enable / pm-unmute, in the level idea. However, what I didn't think of - was that the !setlevel command would be needed to effectively pm-mute someone, in the level idea. And giving someone the !setlevel command to mute someone is very unnecessary, so I do agree that the individual private-message mute would be better.
  18. A way to allow only certain levels to private message. My idea is to have the default level at say 2, and then put people who abuse private chat to level 1 or 0, and have private messages disabled for those levels so that they will have to say everything in the open - without having the other levels stripped from private messages
  19. What I really want is to allow players with new guids to be able to pm other players more easily - generally !list is a common command given to everyone for that reason. And at the same time prevent players with new guids from seeing admin levels and then for instance turning their wall hack off every time they see an admin is on the server. But with the current settings, you can't have both. Also, is it currently possible for server owners to change the starting level of people that are connecting onto the server for the first time - from 0?
  20. Most people use !list to find out someone's slot number rather than to find out someone's admin level, so the increase in spam wouldn't be that much. However, it does save a flag which are scarce, (I had a hard time finding a free one) So I think you're right. Is it possible to change /players so that it shows players' names in colour? An alternative to /players was one of my initial reasons for the change. On a server with 40-60 players, /players is a nightmare to use to find someone's slot number, whereas with colour, a slot number can be found generally in less than 5 seconds.
  21. The base !list command from the flag 'i' only shows * slot number * team R=axis B=allies S=spectator C=connecting * name (excuse my 1 minute job with paint ) Then a flag, something like 'Y' or whatever you decide, which will allow a player to see the full list: * slot number * team R=axis B=allies S=spectator C=connecting * first letter of fireteam name * admin level (and level name) * last 8 digits of guid * M if muted * W if warned * name Basically to limit the information people with fresh guids have or the ability to prevent unwanted people from having it, eg. preventing someone from pm spamming people with admin level
  22. A behaviour benefit for !list If you made the default !list command just show player name against slot number, and then a behaviour/flag which allowed it to show all the other information such as admin level, guid etc
  23. An option to have the guy: completely muted or only say it once for a group of land mines or the way it currently is. because currently if you want to mute him, you have to have the announcer muted also and that means you can't hear stuff like dynamite planted or objective taken which are crucial to game-play. but it is rare for someone to bother spotting a lone land mine, they'd usually just ignore it and will try spot the ones in groups. When this happens, you get the announcer goes on and on, and it delays other messages and hearing dynamite planted 15 seconds late can be a pain. also he causes me a whole lot of grief with lag, normally its fine, on a bad day my et goes patchy and sometimes even freezes if there are vsays or kill sprees or airstrikes whilst he is doing it, so it would be great to have this as an option
  24. oh, you're right - it is pretty stupid lol
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