Jump to content

Silent mod (a few problems)


Topcat

Recommended Posts

Today we changed from NQ to silent mod, we had silent mod before, the server owner / admin copied everything over like she always did.

 

But for some reason people had problems with their server lvl's, even after they enabled pb it didnt remember their lvl. Then  we found out that if they deleted the silent folder and reconnected, and then did /pb_cl_enable in console, that worked. But for some it still didnt work, for me I had to do it 2 times, deleting the silent folder, enable pb and then do it all over again.

 

If pb was already enabled for people when we had the NQ mod, how come they need to enable it again? I never had to do that in the past when we played the silent mod. or do you always have to do it for each mod ?

 

Also for some people it doesnt remember their xp, it resets every map, someone said that after 3 maps it started saving, and another said that for xp save you didnt  have to enable pb.

 

Do you have any idea what could be the problem ?

 

We use silent mod 0.8.2

 

My OS is Windows 7 :)

Link to comment
Share on other sites

  • Management

 

or do you always have to do it for each mod ?

No. The PB setting is global and once set, it is enabled/disabled for all mods.

 

 

But for some reason people had problems with their server lvl's, even after they enabled pb it didnt remember their lvl. Then  we found out that if they deleted the silent folder and reconnected, and then did /pb_cl_enable in console, that worked. But for some it still didnt work, for me I had to do it 2 times, deleting the silent folder, enable pb and then do it all over again.

As you swrite, you enabled PB in the console with pb_cl_enable. I suspect you didn't have the cl_guid field set when entering the server. With a new silent GUID this lead that you got a new record. You need to have the cl_guid set before connecting to the server to link to the old record based on the PB GUID. Also, the mod never adds the PB GUID automatically to existing records. This is probably why you had to delete the silent.dat couple times before linking to the old record. It was already finding the new record with the other silent GUID. Best way would have been to keep the old silent.dat file and link to the old database records directly.

 

If you suspect database corruption, you can run dbcleanup. It will report all errors that it finds.

Link to comment
Share on other sites

I thought I would just ask here instead of making a new topic, why is the engi rifflenade gun limited in silent mod ? only 3 available per team, or can it be changed ? :)

 

And what about poisen needle, is it not available in silent mod ?

Edited by Topcat
Link to comment
Share on other sites

http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#team_maxGrenLaunchers

 

The medic needle is poisonous when hitting enemies. There is no specific poison needle.

 

Okay thats a shame, in NQ all classes had the poisen needle :)

 

Just looked at your link, but why does it say flamethrower ?

 

Example: set team_maxGrenLaunchers "2"

                This will limit each team to 2 flamethrowers, regardless of how many players are on the team

 

How to change for rifflenade / grenade launcher ?

Edited by Topcat
Link to comment
Share on other sites

There is no setting to limit rifle grenade launchers without limiting the rifles.

 

EDIT:

Fixed copy paste typos from the wiki. The setting is about grenade launchers.

 

So there is not way to set rifflenade gun to unlimited like it is in NQ ? It will always be limited to 3 only ?

Edited by Topcat
Link to comment
Share on other sites

So find settings for rifflenade and set it to -1 ? I will ask mcbeth to look at that.

I'm not quiet sure what you're wanting but if im correct you're wanting unlimited rifle grenades?

 

although you could do something like this in lua, I dont know the weapon# for axis rnade at the moment.


function et_InitGame( levelTime, randomSeed, restart )
	et.RegisterModname("Rnade ammo")
end

function et_ClientSpawn( clientNum, revived, teamChange, restoreHealth )
	et.gentity_set(clientNum, "ps.ammo", 42, 30) --allies rnade
end
Edited by Purple
Link to comment
Share on other sites

 

I'm not quiet sure what you're wanting but if im correct you're wanting unlimited rifle grenades?

 

although you could do something like this in lua, I dont know the weapon# for axis rnade at the moment.


function et_InitGame( levelTime, randomSeed, restart )
	et.RegisterModname("Rnade ammo")
end

function et_ClientSpawn( clientNum, revived, teamChange, restoreHealth )
	et.gentity_set(clientNum, "ps.ammo", 42, 30) --allies rnade
end

 

No I dont want unlimited ammo I just want so that every player who wishes can chose rifflenade gun as weapon :) right now there is only 3 slots available for rifflenade gun :)

Edited by Topcat
Link to comment
Share on other sites

One last question, is it possible to make settings so that teammates dont trigger engies land mines ?

 

It's documented on wiki...

 

 

g_friendlyFireOpts

Description:

Allows greater control over friendly fire events.

Type: bitmask

Parameters:

1 Landmines ALWAYS damage teammates regardless of g_friendlyfire setting

2 Allow 'grenade boosting' when friendly fire is off

4 Non-engineer players do not trigger landmines on their own team

8 Players do not trigger trip mines on their own team

16 Tripmines ALWAYS damage teammates regardless of g_friendlyfire setting

32 Only engineer that planted the landmine can trigger/defuse it (concerns team landmines only). This flag requires that the flag 4 is set.

Default: 0

Link to comment
Share on other sites

It's documented on wiki...

 

 

g_friendlyFireOpts

Description:

Allows greater control over friendly fire events.

Type: bitmask

Parameters:

1 Landmines ALWAYS damage teammates regardless of g_friendlyfire setting

2 Allow 'grenade boosting' when friendly fire is off

4 Non-engineer players do not trigger landmines on their own team

8 Players do not trigger trip mines on their own team

16 Tripmines ALWAYS damage teammates regardless of g_friendlyfire setting

32 Only engineer that planted the landmine can trigger/defuse it (concerns team landmines only). This flag requires that the flag 4 is set.

Default: 0

 

Yes I saw that already but it says: Non-engineer players do not trigger landmines on their own team

 

That is the problem on our server, I still trigger them, even when I am not an engineer :(

 

Link to comment
Share on other sites

  • Management

Yes I saw that already but it says: Non-engineer players do not trigger landmines on their own team

 

That is the problem on our server, I still trigger them, even when I am not an engineer :(

 

 

Then Beth hasn't set the cvar correctly. 

g_friendlyFireOpts 12

I asked Jose to fix it directly for Beth. Give it a try now.

Link to comment
Share on other sites

A couple more things that I am asking for Beth, we have a problem with the field op arty, there is almost no delay, so as soon as the arty is over you can call again right away, it's almost like constant arty. Beth said she tried to fix it but seems it didnt work, it needs more delay like we had on NQ.

 

Here is how she set it:

//Class Recharge Times set g_covertopsChargetime "11000"

 

Is she doing it wrong or ?

 

Last question, when you ban someone on silent who has no pb guid, will this effect other players who joins with no pb guid ? On silent we have both pb guid and silent guid, on NQ we always had to make sure not to ban guys without an ET key or everyone one else without a key would also be banned.

Edited by Topcat
Link to comment
Share on other sites

  • Management

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

Link to comment
Share on other sites

I was using these settings:

set g_minAirstrikeTime 30 

set g_minArtyTime 50

The values are in seconds and doesn't matter if Field ops charge bar is full, from what I understand if two field ops are on same team they can only call airstrike every 30 seconds or arty every 50 seconds regardless of charge bar.

Now I can mess with their charging also, cool. 

Link to comment
Share on other sites

  • Subscriber

A couple more things that I am asking for Beth, we have a problem with the field op arty, there is almost no delay, so as soon as the arty is over you can call again right away, it's almost like constant arty. Beth said she tried to fix it but seems it didnt work, it needs more delay like we had on NQ.

 

Here is how she set it:

//Class Recharge Times set g_covertopsChargetime "11000"

 

Is she doing it wrong or ?

 

Last question, when you ban someone on silent who has no pb guid, will this effect other players who joins with no pb guid ? On silent we have both pb guid and silent guid, on NQ we always had to make sure not to ban guys without an ET key or everyone one else without a key would also be banned.

we have already for FO arty set g_miniAirstrikeTime 45 set g_miniArtyTime 35

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...