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Posts posted by Geo
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Nice to see it was implemented (haven't been around for ages) because it looks far simpler & efficient to use
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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
-------------------------------------------------------------------------------------------- -- CONFIG: -- Change the values below to allow or disallow votes (1 = true, 0 = false) -------------------------------------------------------------------------------------------- vote_allow_kickbots = 1 vote_allow_fivemins = 1 vote_allow_tenmins = 0 vote_allow_quarterbots = 0 vote_allow_halfbots = 0 vote_allow_crazygravity = 0 vote_allow_crazyspeed = 0 vote_allow_putbotsspec = 0 -------------------------------------------------------------------------------------------- -- Do not edit below this line --------------------------------------------------------------------------------------------
Keep kickbots & fivemins at 1 and put the rest to 0, nothing else required
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Hi,
Maybe I see a problem with !passvote :
I connect, we are two players, I launch [50pct bot] vote, the other guy ignore the vote, so I use "rcon !passvote", it prints in console something like "referee passed poll" in blue, but no bots come.
PS: of course it works when vote is passed normally
I will try to reproduce it
Sorry about this, I didn't actually include !passvote into this system, but this is a simple fix in the lua script. I'll do it today and re-upload the script so it will work with !passvote
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File Name: Custom Voting
File Submitter: Arcane
File Submitted: 06 Sep 2013
File Category: LUA
Custom voting system that gives users access to additional useful votes.
To install:
You need to unzip the file and extract the files customvote.lua and zzz_customvote.pk3
Read the readme.txt
Upload these files into the silent folder on your server
In server.cfg cvar: lua_modules "customvote.lua"
Restart the server
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Will post my script that I have created for custom votes on silent soon. The current votes available are:
kickbots
25 percent bots (adds 1/4 bots of max slots)
50 percent bots (adds 1/2 bots of max slots)
+5 mins
+10 mins
crazygravity
crazyspeed
With all panzer/rifle/sniperwars being added once relevant bugs are fixed. Features include configuration for allowing/disallowing votes in the script, a command to display only enabled votes and a dynamically changing menu (pk3). Using the config section in the script the menu will automatically change and only allowed votes will be available as buttons. I can add more votes if they are requested and of course it is entirely up to the user to decide which votes can be used on the server.
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Already use those settings using player limits.
Or are you saying you want engineers to still be able to choose the rifle weapon, just not be able to fire nades?
Yes.
Who would choose it then LOL?
I wouldn't of posted if nobody was considering using it. It is a frequent question asked by players on the server, mainly etpro and I would like at least the option for a choice.
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I'd like to request something (a cvar) to mirror the behaviour of b_riflegrenades. It would be useful for say disabling RG for lower numbers (i.e 3o3) as currently I have to disable the complete Rifle weapon and keeping the k43/garand enabled would be ideal. Thanks.
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bump
Out of curiosity is this something that can be fixed in the next version? I was thinking of creating a temporary fix using lua, pretty sure it is possible
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I don't quite understand what kind your ideal 'war' mode would be. I was assuming something like !panzerwar etc. If you could specify the settings then i'm sure it would be possible using lua.
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Confirmed at "133". Perhaps it would be possible to set the value of that cvar during !panzerwar using lua - setting it back to 400 (default value)
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How can I check this? Can you give a command?
/rcon password g_dmgPanzer
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So the example in the wiki should actually have :adlernest: added to the first block as well? Or did I understand that incorrectly? Otherwise I thought the first block would be overriden by the second
[players 0-15] set g_excludedMaps ":adlernest:mlb_temple:" [players 16-*] set g_excludedMaps ":adlernest:" [/players]
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What do the logs say when !shuffle is used? Forgotten whether it would be etconsole.log or server.log but it might be worth checking those to see if any errors are reported
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I can't seem to get this to work either, using the same layout as that except different maps yet they still appear regardless of the number of players
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This is still present in 0.7.2, just tested it and at 30 the position changes regardless of the settings.
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I prefer anonymity but maybe it could be a setting to either disable or enable whether players can see who has voted for a map, then there is a choice
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I wrote a simple script which logs both unknown/known binaries to a seperate log (I prefer seperating the data) and refuses connection to players using a specific cheat binary. This is currently done by specifying the binary in the script itself as I have only detected this one known binary on the server. If more are found, then these can be added to the script or alternatively a .cfg file for the binaries could be used.
Note: script is unfinished here, only posting code incase it looks like it could be of any use to other people
function et_ClientBinary( clientNum, checksum) local binary = checksum local name = et.gentity_get(clientNum, "pers.netname") local guid = et.gentity_get(clientNum, "sess.guid") local timestamp = os.date("%Y-%m-%d %H:%M:%S") local logLine = timestamp.. "Player: "..name.." silEnT GUID: "..guid.." Binary: "..binary.."\n" et.G_LogPrint(logLine) fd, len = et.trap_FS_FOpenFile("checksums.log", et.FS_APPEND) et.trap_FS_Write(logLine, string.len(logLine), fd) et.trap_FS_FCloseFile(fd) if binary == "30d13c5e1339f3c80ad89ab4525564ab" then et.trap_DropClient ( clientNum, "\^7You have been automatically banned for using a cheat program\n") else return end return 0 end end
I also disabled g_ClientBinaries parameter 2 as the point was to seperate the binaries into a dedicated file instead of adding to an existing one.
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I would also like this, +1
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Sure i'll share what i am using, it would need further testing but i'll create a workable version later and post it
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EDIT: found a solution to this problem!
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I have a script to record binaries in a seperate log (simpler and easier to use the data for me) but I was wondering whether I can specify between known cheat binaries and unknown client binaries. I was thinking perhaps disallowing players with a cheat binary whilst allowing players with an unknown binary to play (then speccing/checking them).
I know there are the g_ClientBinaries parameters (1) but I assumed this is going to kick all unknown binaries, which I don't want as i'm certain some players use custom ET builds and I don't want to kick these without any valid reason.
Parameters:
1 Don't allow players with unknown client executables.
2 Log unknown executables to the g_cheatLog. Note, if the server does not allow unknown client binaries the log message will be different for message.
4 Report unknown executables to admin chat. Note, if the server does not allow unknown client binaries the players will not be reported to admin chat.So, is it possible to differentiate between known and unknown binaries? Such as et_ClientBinary( clientNum, checksum, type) where type would be 'known' or 'unknown' for example. Then in my script I can specify actions for players with a cheat binary and ignore those without.
Called when a player connects with an unrecognized client executable. Also called if the player connects with a known cheat binary.
Syntax
et_ClientBinary( clientNum, checksum )- clientNum is the slot number of the player
- checksum is the 32 character MD5 checksum of the client executable (ET.exe)
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Probably an idea to screenshot/video what happens at the end of each map when you are running lua scripts, it could be anything until a cause is identified
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For devs/others:
"Yes I tested it, it works"
"but the trouble is that it is all of the scripts even botdetect and autopromotion"
- so all scripts crash the server...
IP de votre server?
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Seems like he's having problems with the two files (revivingspree.txt and rspree-records.txt) and the server is crashing at the end of each map as a result. I would advise you not to use the script for now as I don't know why this is happening, never used rspree myself. Pretty sure those spree luas were designed for etpro anyway - I had to change a lot when I tried to use kspree.
Supprimer rspree.lua a partir de silent.cfg et puis tester
Lua Enhanced Server Module
in Enemy Territory Modding
Posted
Looks interesting - nice work.