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_Ler

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_Ler last won the day on September 17 2022

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  1. Your easiest solution would be to enable balancer in warmup (it’s a variable inside the existent lua) and extend warmup to 40s. And a little code to set inactivity time to 10-15s in during warmup You will have little more warmup and teams balanced by script
  2. Froggy, the popup config is client game config, doesn't get affected by server settings. For a default popup messages on left side, check your config has the following cvars: cg_popupFilter 0 cg_popupStayTime 2000 cg_popupTime 0 cg_popupFadeTime 2500 If you get them working with these settings, you can tweak how fast they dissapear decreasing stayTime and increasing fadeTime. Popup filter lets you show less info: https://etlegacy.readthedocs.io/en/latest/cvars.html#cg-popupfilter
  3. Check if you have that folder inside any mod folder. When you click mods it probably scans the whole homepath folder looking for mod names and also files with special characters like é or ~ Probably you're not opening ETL as admin so it tries to remove the folder but is not allowed to...
  4. Wolfadmin already handles that, with a flag/ability "novote" that can be added to levels: Player cannot be vote-kicked, vote-muted, or complained against. https://dev.timosmit.com/wolfadmin/configuration.html
  5. They all should, if they can't handle it they shouldn't be that level. Kickvote is harder to have it passed because only people on same team can vote, the dude is constantly changing teams and names, people won't know how to do /callvote <playerID> and the wrong player will be kicked, you have to write a brand new log system to control who calls a vote when....
  6. Give me !gib command, i'll happily sit in spec and have fun
  7. I agree with you that rushing maps is annoying, but the thing has been said already, when this happens it's just because axis (or defending team) don't do well on defending obj. 100% objective players have the same rights to play their way as 100% frag players or 100% bazooka players
  8. There is a modified version of bremen called bremen_truckmod that I believe it's the same as bremen_final but with destroyable truck. In the mapscript you can put more health to the truck so it's more difficult to be damaged. I believe if you manage to play with globalaccums you can set a different health for each part of the truck run (maybe set 9999 health at beginning, 2000 after barrier 1 and 1050 or less after barrier 2) But my guess is that from bremen_final you can't make destroyable truck, at least I tried it and I couldn't find the way. I guess the model properties have to be changed in the map itself and can't be modified by mapscript, or I guess I don't know enough scripting Same for CP, it's the neutral cp used, so both teams can build it. Unless you try removing all the script for axis CP, and it stays with the neutral model but only allies can build it... You could try and see Goldrush: in my experience if you are engineer you have to take it easy otherwise you'll be bald at a young age, if you manage to get past all the enemy flamer, nades, landmines, mortar.... you'll get the final hit of your death by friendly arty, flamer, bazooka, thompson.... Even if you have a strong team and manage to steal both golds, there is a high chance for axis to stop it (engi can sneak and make second barrier, they can spam nades to truck, landmines...) About supply depot: how many times do allies capture flag before destroying main gate? It's way easiser to plant dyna down and let the script capture the spawn for you that trying to capture... Maps are biased for defending team in servers like teammuppet with high amount of players, all you have to do is wait and click as defender, the choke points are 99% for attacking team (Caen2 for axis is RIP....) So in the end, the best option will be to enforce defending players to play some time in attacking teams (and disabling mortar, always )
  9. I don't think that could be coded like that, don't think there is a way to know if player has mortar set or not, maybe i'm wrong. Maybe using the spawn area boundaries coded by hazz to add fake roofs as in pirates allied first spawn, so mortar is blocked to and from there. Other options coul be: limiting the energy bar (so less shots by time unit), weaking the shell damage and/or radius...
  10. Example of the mortar thing (last point)
  11. Hey, I would add on these three, one thing that I've suggested in the past: Based on third suggestion, and always based on some admins argument that 'they want to play and not be babysitting', simplify the spawnkill rules: In situations where spawn is a flag, but it's mostly permanent for a team, don't treat it as capturable because most of the time it's owned by a team (example: et_beach allied spawn on flag). CP spawns, treat it as capturable or not, but the same for all maps, don't have different rules for each If you really want to simplify, make sk a standard (example: 1000 radius for small spawn areas, 5000 for bigger spawn areas, this is just random numbers, but could be done) In maps where one team can have advantage of mortar placing it near spawn exits or inaccesible areas for enemies, disable mortar for both teams or punish the mortar with advantage. Example of this was pirates map, fortunately they are disabled now, another example i've just seen is in supply depot, axis mortar between the 2 axis spawnexits, if you want to get him by mortar you have high chances of getting kicked for sk
  12. Tank has 100 life, every front shot takes out 10% of life and back shots (as it's supposed to have fuel tanks behind) takes 20% of life. I think as it's part of the game, it should be like this. You can make it more difficult to have gun controls repaired, in the line 1240 of the script you have the constructible variables spawn { wait 100 constructible_class 3 // constructible_health 300 // constructible_chargebarreq 1.5 // constructible_constructxpbonus 10 // constructible_destructxpbonus 10 followspline 0 path_00 10000 wait length -64 } You can put less health (uncomment the line ofc) so it's easier to have it destroyed, or make it use lot more of chargebar (so more engis needed ot more time) and even set the time of the construction to be made with constructible_duration <value in miliseconds> That would be the easiest thing to begin with trying stuff.... Also add more arty (reduce airstrikes / arty for this map only), Second best thing imo would be to delay the time before axis can shot the gun, probably not easy to do... don't know how it works You can halve the damage by duplicating the bits in the accum 2 in at_gun_target in line 846, for this easiest would be to have the trigger_damagecheck increasing the bits on the trigger... like from trigger damagecheck { accum 1 abort_if_equal 1 accum 2 trigger_if_equal 0 at_gun_target damage_XX accum 2 trigger_if_equal 1 at_gun_target damage_90 accum 2 trigger_if_equal 2 at_gun_target damage_80 accum 2 trigger_if_equal 3 at_gun_target damage_70 accum 2 trigger_if_equal 4 at_gun_target damage_60 accum 2 trigger_if_equal 5 at_gun_target damage_50 accum 2 trigger_if_equal 6 at_gun_target damage_40 accum 2 trigger_if_equal 7 at_gun_target damage_30 accum 2 trigger_if_equal 8 at_gun_target damage_20 accum 2 trigger_if_equal 9 at_gun_target damage_10 accum 2 trigger_if_equal 10 at_gun_target damage_00 accum 2 trigger_if_equal 11 at_gun_target damage_end accum 2 trigger_if_equal 12 at_gun_target damage_end } To this: trigger damagecheck { accum 1 abort_if_equal 1 accum 2 trigger_if_equal 0 at_gun_target damage_XX accum 2 trigger_if_equal 2 at_gun_target damage_90 accum 2 trigger_if_equal 3 at_gun_target damage_80 accum 2 trigger_if_equal 4 at_gun_target damage_70 accum 2 trigger_if_equal 5 at_gun_target damage_60 accum 2 trigger_if_equal 6 at_gun_target damage_50 accum 2 trigger_if_equal 7 at_gun_target damage_40 accum 2 trigger_if_equal 8 at_gun_target damage_30 accum 2 trigger_if_equal 9 at_gun_target damage_20 accum 2 trigger_if_equal 10 at_gun_target damage_10 accum 2 trigger_if_equal 11 at_gun_target damage_00 accum 2 trigger_if_equal 12 at_gun_target damage_end accum 2 trigger_if_equal 13 at_gun_target damage_end } This would make 5% DMG shots (or 20% if it hits behind). Would only show the message once every 2 shots, and if you increase another number would be 2.5% DMG per shot... I have no idea if this works like this or needs something else to be changed somewhere else, have fun testing Edit: actually I dn't know if it will work, it's supposed to disable the tank every 2 hits, but dunno if all the logistics behind moving the AT and enabling fire would work only with this change.
  13. Map is a double objective map, allies have to attack and steal fuel and axis must destroy the tank... removing the tank mechanic is bugging the map... It's like removing guns on oasis... but if you want, just remove the whole AT gun section on mapscript
  14. you can't do that with the current (or future) map vote system. that's why you won't hear any comment about trying it IMO you guys should focus on keep a healthy teams and more mid-size and big maps, or apply weapon restrictions to small maps instead of 20v20 special delivery-style maps. Server has become unplayable with the voicechat flooding, team stacking, and mortar freaks mortaring on the sk line, fix that first then maybe people wanna play different maps.
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