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Topics - Hatman

Pages: 1
1
Released Modifications / Custom Maps 1-100 Selectable.
« on: February 07, 2018, 06:19:06 am »
Hi everyone,

This is just a quick mod I made to the presentations files so that the new selection box for enabling a number of custom maps can actually go up to 100 instead of being limited to 20.

Install is clientside only and simply requires pasting of the attached file over your presentations.txt in your Napoleonic Wars module folder.

This may override any other clientside mods you have installed (such as admintools), if this is the case you will need to manually edit your presentations file to make all 100 maps available. (If you need to do this PM me or if enough people have the issue ill post it here.)

Anyway, enjoy. :)

2
Updated for the New Patch 1.21

This is a mod for vanilla NW servers that can be used to auto-slay FOL, and revive any players unjustly killed by Rambos.
The latest update has also added the ability for admins to view a player's unique ID.

I've decided to put my auto-admin server mods on the forum in case anyone, like the OC communities, has trouble with keeping people following the rules during events.
The intent of this mod is to allow for a much more even and unbiased playing field during events, where the rules are not upheld by fallible player admins but the server itself.
Thats not to say player admins aren't needed anymore, just that all the little FOLs and the like that usually go unnoticed in the chaos of battle are properly dealt with and the victims revived/healed.

The ruleset upheld by the auto admin is the standard one used by the MOV Oceanic community, but can be adapted to almost any ruleset. Its mostly just about defining the spacing between players allowed when they fire in different situations. For example, line infantry must be shoulder to shoulder, skirmishers and artillery crew may use 5 man spacing, mounted cavalry likewise. The limits of rambo are also defined (as 25m) and so attempting to attack an enemy player outside this distance from friendlies will be prevented.

In most cases, anyone hurt by a FOL or Rambo player will be healed/revived. A manual revive button is also included.

Teamkilling when no enemies are nearby will also be judged as intentional and will result in punishment for the team damaging player and a heal/revive for the hurt friendly player.

This Mod is designed for Battle mode but should work in all the other modes as well.

Below is the full details as included in the mod itself:


=========AUTO ADMIN==========

Copy all files into your server's Napoleonic Wars module folder and override.
If you wish only to use the auto-FOL-slay function, only copy all files but the mission_templates.txt. (may cause a few serverside error messages but won't cause any issues.)

To enable the auto-admin/auto-FOL-slay, set the vote poll threshhold to 54%.

The auto admin can be set to passive mode (vote poll 53%) that will not punish FOL with a slay or rambo with damage and simply revive victims.

The temp ban button in the admin panel now displays the unique ID of the player selected to the admin pressing it. It does this by displaying the default welcome message that that player would recieve which includes their ID.)

RULES:
Auto admin enforces these rules to the letter. It automatically deactivates when there are 3 or less players alive on either team.

Any admin weapon or artillery damge is exempt from the following rules.

FOL:
-When any ranged weapon is fired, (excluding pistols and bottles) spacing to friendly players is checked.
-If the shooting player is a skirmisher, artilley crew (incl. sapper) or mounted cavalry the allowed spacing is 6 meters.
-If the shooting player is none of the above the spacing is 1.8 meters. (This is a curtesy to allow for people dying during a volley.)
-If no friendly player is found within the spacing, the shooter is considered as firing out of line (FOL), is slain, and a message is displayed.
-Anyone shot by a FOL player will be healed/revived as neccessary and a clang sound is played at the location of the shooter to indicate this.

RAMBO:
-When a melee attack hits, spacing to friendly players (alive or died within the last 30 seconds) is checked.
-If the attacker is mounted and attacking another mounted player, the spacing is 40 meters.
-Otherwise the spacing is 25 meters.
-If no friendly player is found within the spacing, the attacker is considered rambo.
-The rambo attacker takes 45 damage, the victim is healed/revived, and a clang is played at the attackers location to indicate this.

TK:
-When any friendly player takes team damage, spacing is checked from this player to the nearest enemy player.
-If no enemy is found within 25 meters of the damaged player, the team damage is considered intentional.
-The attacking player takes 45 damage, the team damaged player is healed/revived, and a clang sound is played at the attacker's location to indicate this.


If you have any questions, bug reports or feedback please contact me as I am constantly trying to improve this mod.


3
Released Modifications / Hatpack V0.6
« on: September 07, 2016, 08:45:34 am »
Hi all, I've been working on a few mods for Napoleonic Wars (server+client side) for the Australian MOV servers for the better part of a year now. They mostly started as a few item and troop edits to mix things up and balance gameplay a little but soon began to evolve as I learned to work with the NW source code. Now the so called "Hatpack" contains a mixture of client side troop changes, server sides scripts and some other mods compiled to work with them (that i didn't make).

At first these mods were only tested in house on the MOV servers but now that we are allowing some other groups in the Oceanic community to use the "Hatpack" files I've decided that I'd make them available publicly for general use. These files have worked stably for some time on our servers so I expect them not to cause any issues unless not installed correctly. There are two parts to the mod, the server files and client files. The server files are required for the server to run any of the mod stuff, obviously, but the client files are optional for anyone joining the server but are recommended or there will be no way to access the modified troop types (and 1 animation wont appear long enough). Important: If you are running the client files and you play on a not "Hatpack" server you mustn't pick the British Horseguard Blue class or you'll be kicked.

Notable Features:
== Grenades have replaced the default bottles. They throw like a bottle, but not as far. Explosion + Frag effect, 5% chance to backfire on throw, 25% chance to missfire on landing, 5% chance to perfectly detonate for optimal range and frag effects. Melee can set them off in your hands. (Recommend friendly fire on to avoid abusing.) At the moment limiting "Grenadiers" in troop limits is the only to stop people bringing grenades when you don't want them. May look to having a toggle setting to turn grenades back into bottles.
== Minor troop adjustments, changing default weapons and names for those with the client side files. Has no effect on those without the files. Includes but not limited to: Rifles available for french light inf., grenades for footguard class, british lancers, ramrods for arty trains, musketoons for sappers and dragoon sergeants, and more.
== Payload cart able to be placed by map makers which are moved by the owning team and stopped by the opposing one. Explodes at the end of its assigned waypoints and can remove and/or add props. (Think TF2)
== Proper naval artillery. Schooners (the big movable boats) now have working cannons (3 per side) and a cannonball spawn near the stern. 11 hits to sink a schooner, 2 for a longboat. Cannonballs can penetrate the boats and strike crew or the boat multiple times. (i.e "crossing the T" increases your chance for double damage.)
== Explosion smoke reduction, to reduce server lag.
== Weapon placements (props) in maps now spawn the weapon every 12 seconds. Like in an arena shooter. Use to build armories or resupply points.
== Ability for map makers to place a prop that strips or replaces a players weapons on spawn. (Currently spawns you with nothing, a knife, pike, bottle ...etc...whatever is specified)
== Pirate Chests give pikes and campaign tables give spyglasses
== In client files the ability to use the Wüstis Admintool and access custom maps 1-20 are enabled. (Both other mods integrated into this mod pack. Wüstis Admintool)

I don't expect much interest in this as its a work in progress but I thought I'd put up something on the forums just in case.
Moddb link is below:
http://www.moddb.com/mods/hatpack

4
Mapping / HaloCE - Blood Gulch Map ***UPDATED 4/12/15***
« on: November 25, 2015, 12:03:51 pm »
My first attempt at mapping for NW, basically just copied Blood Gulch from HaloCE by eye.
Set up for TDM, Battle and CTF. (Also siege but I doubt it would be good for that.)
Modified from the Arabian Town Morning map. If you want to try it out replace that map with this.
Hope it interests someone.

***UPDATED 4/12/15***
-Barriers on canyon walls fixed to prevent escape.
-Mortar heights adjusted
-Cannon spawning enabled


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