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Posts posted by Geo

  1. 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

  2. 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 :)

  3. 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


    Click here to download this file

  4. Will post my script that I have created for custom votes on silent soon. The current votes available are:



    25 percent bots (adds 1/4 bots of max slots)

    50 percent bots (adds 1/2 bots of max slots)

    +5 mins

    +10 mins




    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.

  5. 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? 





     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.

  6. 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.




    b_riflegrenades 1 If set to 1, enables rifle grenades. If 0, disables rifle grenades



  7. 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.

  8. 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:"
  9. 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

  10. 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"
    		fd, len = et.trap_FS_FOpenFile("checksums.log", et.FS_APPEND)
    		et.trap_FS_Write(logLine, string.len(logLine), 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

    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.

  11. 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.





    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.


    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)
  12. 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

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