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Topics - Saxinger

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1
Modifications / Saxingers Serverscrips for NW [OSP]
« on: April 19, 2014, 01:06:28 pm »
****Saxingers Server Scripts****



Hi NW Community.

Here are some serverscripts fou you. I have some more but I thought the following are enough for the beginning.
The Scripts are for all gamemodes.




**Scripts**


- Join Message

Spoiler
When somebody joines the Server it is shown in a textmessage: (Saxinger joined the server).

If  a admin joines : (Admin Saxinger joined the server). [Note that this server message will be returned as an Admin Chat]
[close]

- Leave Message

Spoiler
When somebody leaves the Server it is shown in a textmessage: (Saxinger left the server).
[close]

- Kill/Death Message and Killstreak

Spoiler
When a character a kills character b, character a will recieve a message with the Information how much he were away from character b. (I could also add the info what the ID of character a is)

Everytime when a kills b (and a dies not), a counter will add for every kill an point. When character has 5 kills there will be, a for all visible message : Saxinger has a 5 killstreak. The killstreak limit is 20.
[close]

- Automatic Server Announcements

Spoiler
At an interval of 5 minutes, the server will send one of five messages to all player. The admin can define them in module_strings :  ("server_message_1", "Type you first Serveranouncement"),

("server_message_2", "Type you first Serveranouncement"),
("server_message_3", "Type you first Serveranouncement"),
("server_message_4", "Type you first Serveranouncement"),
("server_message_5", "Type you first Serveranouncement"),
("server_message_6", "Type you first Serveranouncement"),
[close]

-Server message

Spoiler
This script I almost use in all of my scripts. Add the script  ("cf_server_message_syn") just to the module_scripts.
[close]

***Script Codes***

Spoiler
Join Message

Code
 ("multiplayer_server_player_joined_common",
   [
     (store_script_param, ":player_no", 1),
   
  (try_begin),
       (this_or_next|player_is_active, ":player_no"),
       (eq, ":player_no", 0),
       (call_script, "script_multiplayer_init_player_slots", ":player_no"),
       (store_mission_timer_a, ":player_join_time"),
       (player_set_slot, ":player_no", slot_player_join_time, ":player_join_time"),
       (player_set_slot, ":player_no", slot_player_first_spawn, 1),
     (try_begin),
         (multiplayer_is_server),
       
         (call_script, "script_multiplayer_send_initial_information", ":player_no"),
         (player_get_unique_id, reg13, ":player_no"), #Saxinger edit
     (try_end),
   
#Saxinger begin
     (try_begin),


(str_store_player_username, s1, ":player_no"),

(try_begin),
 
 
  (player_is_admin, ":player_no"),
  (str_store_string, s4, "@Admin {s1} joined the Server."),


        (try_begin),
         
           (try_for_range, ":player_no", "$g_player_loops_begin", multiplayer_player_loops_end),
           (player_is_active, ":player_no"),
           (multiplayer_send_string_to_player, ":player_no", multiplayer_event_return_admin_chat, s4),
         (try_end),
         
         (server_add_message_to_log, "@[SERVER]: {s4}"),

         (try_end),   
     
     
      (else_try),

  (str_store_string, s4, "@{s1} joined the Server. "),
      (call_script, "script_multiplayer_broadcast_message"),
 
  (server_add_message_to_log, "@[SERVER]: {s4}"),
     (try_end),

  (str_store_string, s2, "str_welcome_message_saxinger"),
  (multiplayer_send_string_to_player, ":player_no",multiplayer_event_show_server_message, s2),

#Saxinger end
(try_end),
(try_end),
     
    ]),

Spoiler
Note! You have to edit the String "welcome_message" in module_strings!
[close]


Leave Message

Code
multiplayer_server_log_player_leave = (
  ti_on_player_exit, 0, 0, [(multiplayer_is_server),],
  [
    (store_trigger_param_1, ":player_no"),

    (try_begin),
      (player_is_active,":player_no"),
      (str_store_player_username, s1, ":player_no"),
      (player_get_unique_id, reg13, ":player_no"),
     
      (server_add_message_to_log,"str_player_left_server_s1_reg13"),
   
      (str_store_string, s4, "@{s1} left the Server. "),
      (call_script, "script_multiplayer_broadcast_message"),

     (try_end),

  ])



Kill/Death/Killstreak Message

Code
 ("multiplayer_server_on_agent_killed_or_wounded_common",
   [
     (store_script_param, ":dead_agent_no", 1),
     (store_script_param, ":killer_agent_no", 2),

(agent_get_position, pos0, ":killer_agent_no"),#Saxinger Edit
   
     (try_begin),
       (neg|multiplayer_is_dedicated_server), # run client side code.
       (call_script,"script_multiplayer_client_on_agent_killed_or_wounded_common",":dead_agent_no"),
     (try_end),
     
     # General Score + Kills + Deaths calculation score is server side, kills and deaths client side aswell
     (try_begin),
       (agent_is_active,":dead_agent_no"), # Only if we actually killed someone.
       (agent_is_human, ":dead_agent_no"), # and not a horse =p
       (agent_get_team, ":dead_agent_team", ":dead_agent_no"), # get his team
     # Store playerids, If not active then store -1 If bot/horse then we have -1 aswell.
       
       (assign, ":killer_agent_team", -1),
       (try_begin),
         (agent_is_active,":killer_agent_no"),
         (agent_get_team, ":killer_agent_team", ":killer_agent_no"),# troopStore killer agent team

         (agent_get_player_id, ":killer_agent_player", ":killer_agent_no"),
         (try_begin),
           (neg|player_is_active, ":killer_agent_player"),
           (assign,":killer_agent_player",-1),
         (else_try),
           (agent_get_slot,":instance_id",":dead_agent_no",slot_agent_current_control_prop),
           (prop_instance_is_valid,":instance_id"),
           (prop_instance_get_scene_prop_kind, ":cannon_kind", ":instance_id"),
           (try_begin),
             (is_between,":cannon_kind",mm_cannon_wood_types_begin,mm_cannon_wood_types_end),
             (call_script,"script_stop_agent_controlling_cannon",":instance_id",":dead_agent_no"),
           (else_try),
             (call_script,"script_set_agent_controlling_prop",":instance_id",":dead_agent_no",0),
           (try_end),
         (try_end),
       (try_end),
       
       (try_begin),
         (agent_get_player_id, ":dead_agent_player", ":dead_agent_no"),
         (neg|player_is_active, ":dead_agent_player"),
         (assign,":dead_agent_player",-1),
       (try_end),
       

       (assign,":kill_type",-1),
       (assign,":score_affector",-1),
       (assign,":score_affector_team",-1),
       (try_begin),
         (this_or_next|lt, ":killer_agent_no", 0), #if he killed himself (1a(team change) or 1b(self kill)) then decrease kill counts of killer player by one.
         (eq, ":killer_agent_no", ":dead_agent_no"),
         (assign,":kill_type",kill_type_self),
         (assign,":score_affector",":dead_agent_player"),
         (assign,":score_affector_team",":dead_agent_team"),

   (else_try), # if he dident kill himself we must have a valid killer, Horses can kill you aswell ^^
         (try_begin),
   (eq, ":killer_agent_team", ":dead_agent_team"), # Same team
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_deathmatch),
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_duel),
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_scene_making),
           (assign,":kill_type",kill_type_team),
           
  (agent_is_human,":killer_agent_no"),
          (agent_is_human,":dead_agent_no"),
          (agent_is_alive, ":killer_agent_no"),
   
   (str_store_player_username, s2, ":killer_agent_player"),
           (str_store_player_username, s3, ":dead_agent_player"),
   (str_store_string, s5, "@You have killed a teammate. Please note that teamkilling is not allowed on this server."),
   (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s5),
   (str_store_string, s7, "@You have been teamkilled by {s2}."),
   (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s7),
   
   (else_try),
           (assign,":kill_type",kill_type_enemy),
         #Saxinger begin
         
  try_begin),
  (agent_is_human,":killer_agent_no"),
          (agent_is_human,":dead_agent_no"),
          (agent_is_alive, ":killer_agent_no"),
          (neq, ":killer_agent_player", -1),
 
  (str_store_player_username, s2, ":killer_agent_player"),
          (str_store_player_username, s3, ":dead_agent_player"),
 
(try_begin),
(ge, reg61, 5),
               
   (agent_get_position, pos1, ":dead_agent_no"),
   
   (get_distance_between_positions_in_meters, ":distance", pos0, pos1),
                   (assign, reg61, ":distance"),
               (str_store_string, s8, "@You have killed {s3} | Distance {reg61} Meters."),
               (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s8),
               (str_store_string, s9, "@You have been killed by {s2}."),
               (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s9),

               
               (agent_get_slot, reg0, ":killer_agent_no", slot_killstreak),
                   
   (val_add, reg0, 1),
                         (agent_set_slot, ":killer_agent_no", slot_killstreak, reg0),   

           (agent_is_alive, ":killer_agent_no"),
                         (agent_is_active, ":killer_agent_no"),
                         (agent_is_human, ":killer_agent_no"),
                       
                         (agent_get_player_id, ":killer_player", ":killer_agent_no"),
                         (str_store_player_username, s2, ":killer_player"),
                         
         (try_begin),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 5),
                   
                   (str_store_string, s0, "str_server_killstreak_5"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 10),
                   
                   (str_store_string, s0, "str_server_killstreak_10"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 15),
                   (str_store_string, s0, "str_server_killstreak_15"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 20),
                   (str_store_string, s0, "str_server_killstreak_20"),
                   (call_script, "script_cf_server_message_syn"),
     (try_end),

(else_try),
             
   (str_store_string, s10, "@You have killed {s3} in combat."),
               (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s10),
               (str_store_string, s11, "@You have been killed by {s2}."),
               (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s11),
       

               (agent_get_slot, reg0, ":killer_agent_no", slot_killstreak),
                   
   (val_add, reg0, 1),
                         (agent_is_alive, ":killer_agent_no"),
                         (agent_is_active, ":killer_agent_no"),
                         (agent_is_human, ":killer_agent_no"),
                         (agent_set_slot, ":killer_agent_no", slot_killstreak, reg0),   
   
         (try_begin),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 5),
                   
                   (str_store_string, s0, "str_server_killstreak_5"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 10),
                   
                   (str_store_string, s0, "str_server_killstreak_10"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 15),
                   (str_store_string, s0, "str_server_killstreak_15"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 20),
                   (str_store_string, s0, "str_server_killstreak_20"),
                   (call_script, "script_cf_server_message_syn"),
     (try_end),
(try_end),
   
     
     #Saxinger end
(try_end),
         (assign,":score_affector",":killer_agent_player"),
         (assign,":score_affector_team",":killer_agent_team"),
       
   (try_end),

       (try_begin),
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander), # For commander mode give kills of squad to commander
         
         (agent_is_active,":killer_agent_no"),
         (agent_is_human, ":killer_agent_no"),
         (agent_is_non_player, ":killer_agent_no"),
         (agent_get_group, ":agent_group", ":killer_agent_no"),
         (gt,":agent_group",-1),
         (player_is_active, ":agent_group"),
         (player_get_agent_id, ":killer_agent_no", ":agent_group"),
         (assign,":score_affector",":agent_group"),
       (try_end),
         
       (gt,":kill_type",-1),
       
       (assign,":score_change",0), # Score + Kills difirence change =)
       (try_begin),
         (eq,":kill_type",kill_type_enemy),
         (assign,":score_change",1),
       (else_try),
         (this_or_next|eq,":kill_type",kill_type_self),
         (eq,":kill_type",kill_type_team),
         (assign,":score_change",-1),
       (try_end),
       
       (try_begin), #adding 1 score points to agent which kills enemy agent at server
         (multiplayer_is_server),

         (try_begin), # In battle if we have bots controlled by the died agent then set their group to -1
           (eq, "$g_multiplayer_game_type", multiplayer_game_type_battle),
           
           (this_or_next|gt,"$g_multiplayer_num_bots_team_1",0),
           (gt,"$g_multiplayer_num_bots_team_2",0),
           (player_is_active,":dead_agent_player"),

           (try_for_agents, ":cur_agent"),
             (agent_is_active,":cur_agent"),
             (agent_is_non_player, ":cur_agent"),
             (agent_is_human, ":cur_agent"),
             (agent_is_alive, ":cur_agent"),
             (agent_get_group, ":agent_group", ":cur_agent"),
             (eq, ":dead_agent_player", ":agent_group"),
             (agent_set_group, ":cur_agent", -1),
           (try_end),
         (try_end),
         
         (gt,":score_affector",-1),
       
         (try_begin),
           (neq,":score_change",0), # it is not 0
           (player_get_score, ":score_affector_score", ":score_affector"),
           (val_add, ":score_affector_score", ":score_change"),
           (player_set_score, ":score_affector", ":score_affector_score"),
         (try_end),
         
         (player_is_active,":killer_agent_player"),#Can still be different from score affector if game in commander mode
         
         (try_begin), # Log teamkills if we have a player teamkilling a player
           (eq,":kill_type",kill_type_team),
           (player_is_active,":dead_agent_player"),
           
           (call_script,"script_multiplayer_server_on_player_teamkilled_player", ":dead_agent_player", ":killer_agent_player", ":dead_agent_team"),
         (try_end),
         
         (try_begin),
           (this_or_next|eq,":kill_type",kill_type_enemy),
           (eq,":kill_type",kill_type_team),
           
           (player_is_active,":dead_agent_player"),
           # Bring down ze banhammer
           (player_is_admin, ":killer_agent_player"),
           
           (agent_is_active,":killer_agent_no"),
           (agent_is_alive,":killer_agent_no"),
           (agent_get_wielded_item, ":item", ":killer_agent_no", 0),
           (eq, ":item", "itm_banhammer"),

           (str_store_player_username, s2, ":killer_agent_player"),
           (str_store_player_username, s3, ":dead_agent_player"),
           (str_store_string, s4, "str_ban_hammer_s2_s3"),
           (call_script, "script_multiplayer_broadcast_message"), # Broadcast banhammer by message
           
           (try_begin),
             (player_get_unique_id, ":player_key", ":dead_agent_player"),
             (gt,":player_key", 1), # Key auth server problem protection (id 1 if wrong)
             (ban_player, ":dead_agent_player", 1, ":killer_agent_player"),
           (else_try),
             (kick_player, ":dead_agent_player"),
           (try_end),
         (try_end),
       (try_end),
       
       (try_begin),
         # if its captain mode and player is dead
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander),
         (eq, "$g_multiplayer_player_respawn_as_bot", 0), #Only if player can't respawn as bot
         (agent_is_active,":dead_agent_no"),
         (neg|agent_is_non_player, ":dead_agent_no"),
         # then reset his squad's orders
         #(agent_get_team, ":dead_team_no", ":dead_agent_no"),
         (agent_get_player_id, ":dead_player_no", ":dead_agent_no"),
         (player_is_active, ":dead_player_no"),
         (set_show_messages, 0),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_charge),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_fire_at_will),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_use_any_weapon),
         #(team_give_order, ":dead_player_no", grc_everyone, mordr_form_2_row),
         (set_show_messages, 1),
       (try_end),
   
       (try_begin),
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander), # For commander mode give kills of squad to commander
         (try_begin),
           (agent_is_active,":killer_agent_no"),
           (agent_is_human, ":killer_agent_no"),
           (agent_is_non_player, ":killer_agent_no"),
           (agent_get_group, ":agent_group", ":killer_agent_no"),
           (gt,":agent_group",-1),
     (player_is_active, ":agent_group"),
           (player_get_agent_id, ":killer_agent_no", ":agent_group"),
           (assign,":killer_agent_player",":agent_group"),
         (try_end),
         (try_begin),
           (agent_is_active,":dead_agent_no"),
           (agent_is_human, ":dead_agent_no"),
           (agent_is_non_player, ":dead_agent_no"),
           (agent_get_group, ":agent_group", ":dead_agent_no"),
           (gt,":agent_group",-1),
           (player_is_active, ":agent_group"),
           (player_get_agent_id, ":dead_agent_no", ":agent_group"),
           (assign,":dead_agent_player",":agent_group"),
         (try_end),
       (try_end),
       
       (try_begin), # assigning Kills Both server + client side.
         (neq,":score_change",0), # it is not 0 =P
         (try_begin),
           (gt,":score_affector",-1), # score affector is a player
           (player_get_kill_count, ":score_affector_kills", ":score_affector"),
           (val_add, ":score_affector_kills", ":score_change"),
           (player_set_kill_count, ":score_affector", ":score_affector_kills"),
         (else_try),
           (gt,":killer_agent_no",-1),
           (agent_is_human, ":killer_agent_no"), # it is a bot not a horse
           (team_get_bot_kill_count, ":score_affector_team_bot_kill_count", ":score_affector_team"),
           (val_add, ":score_affector_team_bot_kill_count", ":score_change"),
           (team_set_bot_kill_count, ":score_affector_team", ":score_affector_team_bot_kill_count"),       
         (try_end),
       (try_end),
       
       (try_begin), # assigning deaths both server + client side.
         (player_is_active,":dead_agent_player"), # dead guy is a player
         (player_get_death_count, ":dead_agent_player_death_count", ":dead_agent_player"),
         (val_add, ":dead_agent_player_death_count", 1),
         (player_set_death_count, ":dead_agent_player", ":dead_agent_player_death_count"),
       (else_try),
         (agent_is_active,":dead_agent_no"),
         (agent_is_human, ":dead_agent_no"), # it is a bot not a horse
         (team_get_bot_death_count, ":dead_agent_team_bot_death_count", ":dead_agent_team"),
         (val_add, ":dead_agent_team_bot_death_count", 1),
         (team_set_bot_death_count, ":dead_agent_team", ":dead_agent_team_bot_death_count"),     
       (try_end),
   (try_end),
    ]),

Spoiler
You need to add the slots for the killstreak!
[close]



Server Announcement

Code
 automatic_server_announcement = (
    1, 0, 0, [(multiplayer_is_server),],
[
                 
                  (val_add,"$counter",1),
            (try_begin),
                  (eq, "$counter", 300), #5 minutes till a servermessage is automatillys send by the server
                  (store_random_in_range,":message",1,6),
            (try_begin),
                  (eq,":message",1),
                  (str_store_string, s0, "str_server_message_1"),
                 (else_try),
                  (eq,":message",2),
                  (str_store_string, s0, "str_server_message_2"),
                 (else_try),
                  (eq,":message",3),
                  (str_store_string, s0, "str_server_message_3"),
                 (else_try),
                  (eq,":message",4),
                  (str_store_string, s0, "str_server_message_4"),
                 (else_try),
                  (eq,":message",5),
                  (str_store_string, s0, "str_server_message_5"),
            (try_end),
                  (call_script, "script_cf_server_message_syn"),
                  (assign, "$counter", 0),
    (try_end),

  ])

Spoiler
Note! You have to define also "server_message_1"  to  "server_message_5" in module_strings!
[close]



Server Message[/center

Code
 
 ("cf_server_message_syn",  #script_cf_server_message_syn
    [
      (get_max_players,":max"),
      (try_for_range, ":player_id",0,":max"),
      (player_is_active, ":player_id"),
      (multiplayer_send_string_to_player, ":player_id",multiplayer_event_show_server_message, s0), 
      (try_end),
]),
[close]

You have to define the slots in module_constants and the strings in modulle_strings.
My code:

Spoiler
****Strings****

Saxinger Automatically Announcements [INFO] This Servermessages are send automatically by the server every 5 minutes.
("server_message_1", "Type you first Serveranouncement"),
("server_message_2", "Type you first Serveranouncement"),
("server_message_3", "Type you first Serveranouncement"),
("server_message_4", "Type you first Serveranouncement"),
("server_message_5", "Type you first Serveranouncement"),
("server_message_6", "Type you first Serveranouncement"),

#Saxinger Killstreaks
("server_killstreak_5", "{s2} has a 5 killstreakt"),
("server_killstreak_10", "{s2} has a 10 killstreakt"),
("server_killstreak_15", "{s2} has a 15 killstreakt"),
("server_killstreak_20", "{s2} has a 20 killstreakt"),

#Welcome Message
("welcome_message_saxinger", "Type your welcome message"), #Example (Note the ID ist stored in reg13 so you can use it) : ("welcome_message", "Welcome to our server. Read the rules and folllow them. Have fun! Your Unique ID: [reg13]."),


****Slot****

slot_killstreak = 20

[close]


Please note that I haven't tested the scripts in the last time, but they should work.
If youu need help how to add the scripts ore something like this, feel free to contact me.

Steam : Saxinger


I've a lot of ideas for more scripts, like anti gate troll scripts, heals and much more. If you have a idea or you need a script, feel also free to contact me.

Greets, Saxinger from the 3teFK.



Download


2
Modifications / Anti GF Troll
« on: August 13, 2013, 10:08:24 am »
Is somebody interestet in a Anti GF Troll System? So that when a guy kills another with a shot he will be automatically kicked by the server? Somethinkg like this? I think it was Lister Bashnell who told me some time ago that you just have to delete the shot function... :D but this is clientsided and nit makeable...just wanted to say this... :D

3
Modifications / *Scripting Thread*
« on: August 10, 2013, 01:27:33 pm »
I opened this Thread for Script Questions in NW and Mount and Blade. Ask for help or share your scripts here.

Greets Saxinger :)

4
Modifications / No Scripter in NW?:D
« on: August 01, 2013, 08:34:14 am »
Hey mates ;)

I'm scripting since a few months and I never saw here a script idea or script questions...

So are there any Scripter in NW?:D Do you ask your questions at the TW Forum? Maybe we could also start a threas for Script qurstions in this forum?:)

Greets Saxinger :)

5
Modifications / [Serverscripts for all Gametyps]
« on: June 19, 2013, 09:30:44 am »
Hey mates.

Like usually also in this Community are much mapper/modeller/scripter.
There're pretty nice maps on the server. But what do you think about some script modifications?

Like Kill Messages, with KD, ID and Distance informations? Scripts against noobs which makes, that you can't open the gate when the distance between the gate and the enemy is lower then for example 10m.

Killstreaks, Blesses and some other scripts.

So here're my questions.

1. What do you think about this?

2. Do you have any other ideas?



Would you download some modificated Scriptfiles which allowe you at servers the script runs on, to pickup items which were placed from the mapper at the map ( No Limit)?

Please Vote !:)


Greets Saxinger :)

PS: If there're questions or ideas add me on Steam : Saxinger[GLR]

6
Servers / #### "Super-Server" - Ideas? ####
« on: June 18, 2013, 01:54:54 pm »
Hey mates.

Like usually also in this Community are much mapper/modeller/scripter.
There're pretty nice maps on the server. But what do you think about some script modifications?

Like Kill Messages, with KD, ID and Distance informations? Scripts against noobs which makes, that you can't open the gate when the distance between the gate and the enemy is lower then for example 10m.

Killstreaks, Blesses and some other scripts.

So here're my questions.

1. What do you think about this?

2. Do you have any other ideas?



Would you download some modificated Scriptfiles which allowe you at servers the script runs on, to pickup items which were placed from the mapper at the map ( No Limit)?

Please Vote !:)


Greets Saxinger :)

PS: If there're questions or ideas add me on Steam : Saxinger[GLR]

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