Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 07/16/2022 in Posts

  1. DO NOT: Change the capturability of the forward flag. DO: Change the Command Post so that axis can only spawn once it has been built.
    2 points
  2. Reworking SK window a bit. Trying to make it more clear for everyone to understand and keeping the info minimal as no one is interested in reading bunch of info. Are the rules correct and up to date? Anything else should be added or removed?
    2 points
  3. Hi everyone, I've been on the server for a few weeks, I thought I'd sign up to exchange with the community, good games!
    1 point
  4. As battery being highly in favor for allies "fixing" the command post will make it even more in favor for allies. I think some spawn time changes are also needed Viable options 2+ or +4 to allies spawn or -2 or -4 to axis spawn or any mixed combination. For example lowering axis spawn time make captureing cp harder as time window for succesful capture lowers. And also axis might get to objectives faster Increasing allies spawn might give more time to axis and lower general allies swarming pace. Maybe test with some spawn time adjsutments as well whatever might make it more balanced and playable. Maybe reset map bias to determine faster if any adjustments have effect. If bias work as it should perfect way for adminS to determine state of map after period of time without need of real time experience
    1 point
  5. v2 base removed must be conflict with another map. added transmitter, Praetoria 2, El_kef_final and added normal goldrush back. need to do configs for other will look when i have more time.
    1 point
  6. Its been on server some time ago.Maybe there was a reason why we replaced it,maybe not. Replaced it just now.Give feedback anyone,who plays it.
    1 point
  7. Wanted to clarify if the pictures in the main SK Rules are the most updated and correct and if we can have some clarification on the below? Quite a few times I have had warnings from lost, mainly on Goldrush about what is SK with panzer and usually ends in me and him at complete opposite of what is/isnt allowed. Today was another case. Here are the screenshot from the forum post of what I understand is the SK rules Then below is the panzer shot that I did that got both Lost and Danimal complaining that I was sk'ing and that it would be reported to admins etc. here is a screenshot from my demo of the actual shot that I did, you can see where i shot As far as Im aware reading the picture, its allowed, as long as its not IN the spawn...this seems to be the general consensus with panz on all maps that you have drawn, I also did a shot earlier in the match at the 2nd arch which prompted same remarks from danimal Again, reading what youve posted, this shot is also allowed according to the pictures? I dont mind helping with drawing pictures with what is/is not SK etc...I cant remember the TM guy that was doing the Map Overlay which looked really good :)...I've always said these pictures are a big help to get rid of all the ambiguity and should be clear as day what is allowed and what is not? Thanks
    1 point
  8. so it only stores data of amount of wins for both teams if im correct? What about downscale every time limit is reached? for example if current balance is allies: 250 wins , axis 150 wins. Match limit: 400 Allies win 251 ; 150 ; total value = 401 (over limit) downscale to 400 Allies: 250,3741, Axis: 149,6259 Idea behind it ratio is the real value that bias shows. Ratio stays the same. This way it is as next match will always be 401th one. So it will endlessly simulate 401th match. Also could start with initial values of 200 for both teams, Whenever u load a new map it is already 200 wins for both teams and it starts working its way towards balance from there. No big fluctuations and always gradual dynamic flow
    1 point
  9. Here is more accurate visual concept of the UI. I think it looks good. Less info faster processing = easier. Perhaps only 1 vote you just click the button and it is done
    1 point
  10. That is true, i cant see any other Legacy server that has enough players to even compete with TM server. Shooting 2 rnades into blind tunnel because you can count spawn and due the high amount of players very high chance to cause lot of damage and kills. If engineer power bar is equal to 100,. Then right now one rnade shot takes 50 from that bar. That means you have 50 left for another rnade shot or other engineer jobs (constructing etc.) For example if one shot would be 75, you are left with 25 and need to wait till bar charges 50points, up to 75 for another shot. Iit takes 15sec to charge 50points then that time would be the delay engineer has before he can shoot another rnade. That is 3.33 charge per sec. For example making the shot 60pts makes the delay to next shot 6secs. (Some more examples in attached picture). This eliminates rnade "spam" as u cant shoot next one right away. And another cost is it does take more from engineers powerbar aka other potential engi activities. To me not a an issue, involves more micromanagement as choosing to use rnade can cause lil more deficit on powerbar. Maybe using rnade at all situations is not the optimal way. Again perhaps my personal preference, might not be agreed by others.
    1 point
  11. Why is the server full? - It's shit sometimes but it's still the best shit. And people are usually lazy to try populating a second server. Rifles are not necessarily the problem but high population in maps with few routes and tight bottlenecks is. Playing attacker feels often like banging head to a wall if defenders get a good hold on chokes. Still on other hand, this makes maps quite balanced for objective server where players gain SR. Maps are meant to be won by attacker in low pop. But with high pop win rates are 50% +- 0-20%.
    1 point
  12. Hello, I think it's better to make a new topic with all the mapscript stuff related, so it's easier to find in a future and to propose / fix / improve the scripts Caen2 Main problem in Caen2 was that there are no sounds (flag captured / tank repaired / tank damaged / bridge repaired / bridge damaged). A simple fix was to find all caen2_ and replace by caen_ as in this example: wm_addteamvoiceannounce 0 "caen2_axis_city_capture" wm_addteamvoiceannounce 0 "caen2_axis_tank_steal" Replace by wm_addteamvoiceannounce 0 "caen_axis_city_capture" wm_addteamvoiceannounce 0 "caen_axis_tank_steal" This solves all problems except the 'flag captured' sound, as there is actually no 'flag captured' sound in the map. To fix this and have some audio feedback when axis / allies capture the flag, without modifying the pk3 file, what I think is best is to add the generic 'objective captured / objective lost' sound when axis or allies capture flag. To do this, we must add to the mapscript these lines: Inside trigger axis_capture: wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" Inside trigger allies_capture: wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" So both triggers would look like this: trigger axis_capture // Flag has been touched by an Axis player { accum 0 abort_if_equal 0 // do Axis own flag? accum 0 set 0 // Axis own the pole wm_announce "Axis captured the town!" // *----------------------------------- vo ------------------------------------------* wm_removeteamvoiceannounce 0 "caen_axis_city_capture" wm_removeteamvoiceannounce 1 "caen_allies_city_capture" wm_teamvoiceannounce 0 "axis_hq_objective_captured" wm_teamvoiceannounce 1 "allies_hq_objective_lost" // *---------------------------------------------------------------------------------* wm_objective_status 1 0 1 wm_objective_status 1 1 2 wm_set_main_objective 2 0 wm_set_main_objective 2 1 alertentity city_wobj } trigger allied_capture // Flag has been touched by an allied player { accum 0 abort_if_equal 1 // do Allies own flag? accum 0 set 1 // Allied own the flag wm_announce "Allies reclaim the town!" // *----------------------------------- vo ------------------------------------------* wm_addteamvoiceannounce 0 "caen_axis_city_capture" wm_addteamvoiceannounce 1 "caen_allies_city_capture" wm_teamvoiceannounce 0 "axis_hq_objective_lost" wm_teamvoiceannounce 1 "allies_hq_objective_captured" // *---------------------------------------------------------------------------------* wm_objective_status 1 0 2 wm_objective_status 1 1 1 wm_set_main_objective 1 0 wm_set_main_objective 1 1 alertentity city_wobj } With this, I think all sounds would be fixed and have a 'flag status audio feedback'. et_beach Beach has a big problem with spawnkilling on axis bunker so an idea was to make invisible walls in both windows that lead to spawn, and also to remove both MGs so axis can't take advantage from them. So the job was done by looking into the et_beach.bsp file for the origin coordinates of MG42 and using the func_fakebrush in the mapscript: /// Invisible walls in Axis spawn windows delete { origin "2365 3168 1176" // Removes upper MG42 } delete { origin "2334 2656 920" // Removes lower MG42 } // Create fake wall in uper window create { scriptName "roof_bugfix" classname "func_fakebrush" origin "2345 3166 1170" contents 1 // CONTENTS_SOLID mins "-15 -200 -60" maxs "20 200 100" } // Create fake wall in lower window create { scriptName "roof_bugfix" classname "func_fakebrush" origin "2334 2656 920" contents 1 // CONTENTS_SOLID mins "-15 -200 -60" maxs "5 200 100" } /// End invisible walls These are tweaked to be 'indise' the window space so players don't get bugged into the fake wall, but can't test alone the explosions (how explosion range from panzer/mortar would affect). Can be modified in a future if needed. Attached you will see the mapscript files with the modifications described above. These files are based in the original script files included in the pk3 so they don't include any modification from base maps except the ones described in this topic. Any suggestions and improvements are welcome, also from other maps if you'd like some modification, I'm no pro but I can do some research et_beach.script caen2.script
    1 point
This leaderboard is set to London/GMT+01:00
×
×
  • Create New...