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Messages - Hatman

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1
Auto admin updated for Patch 1.21.

2
I used this script for TR_RGL tournament just for ID checker feature, sı I disabled other features by setting vote poll 53%.
ID checker works well but when a player hits other player with fist they will get health.
To have it off fully you just need to leave it on the default vote poll of 51%. The ID checker would still work. The health coming back was likely the anti-rambo script or intentional TK preventer working on passive mode. (53% is passive mode, not off. It doesn't punish people for FOL/Rambo/intTK so much as it just revives or heals the guy)
 

3
Can you add this feature;
You can lock a team for specific IDs, other players cant join that team.
A mod to make that work may indeed be possible, however I'm not sure how easy it would be to change those IDs on the fly. I imagine this is for some event or scenario when you want only a few specific people on one team? You could certainly have the game check who is on a certain team every so often and swap them if they aren't on the list or somesuch.

4
Released Modifications / Re: Hatpack V0.6
« on: April 05, 2018, 11:14:30 am »
No, I'm afraid I haven't the time nor the drive to update this as many of the more complicated parts were changed with the patch or made irrelevant.

5
Will this work with Commander battle you think? compatible with the Anti-Rambo option in the patch for Commander Battle? and can you add me on steam? BBG Tired

For commander battle, since the new patch stops Rambo and infantry lines spreading,  I imagine you only need the anti-FOL measures to stop players shooting out of line?
I'm not sure it would work, the script only is designed to ignore bots FOLing or being FOLed when it comes to punishment and/or revive. It would still check the player list for player FOL spacing but I'm not sure if the server treats bots as players,  I'll have to check.
Added you on steam if you want to chat more about it.

6
Updated for the new patch.

New features include an ID checker and a tweak to the now vanilla revive button that respawns a player where they died instead of back at their spawn point.

Can use the Anti-FOL alone instead of the both it and the anti-Rambo by not copying in mission_templates.txt.
spawn player spawns them back at their original spawn point while revive spawns them where they died in vanilla.
Ah,  I see.  It would seem my old revive system must have overridden the new one in the update. Regardless the revive from the menu and revive from being FOLed/Ramboed should work essentially the same now.

7
Updated for the new patch.

New features include an ID checker and a tweak to the now vanilla revive button that respawns a player where they died instead of back at their spawn point.

Can use the Anti-FOL alone instead of the both it and the anti-Rambo by not copying in mission_templates.txt.

8
Released Modifications / Re: Custom Maps 1-100 Selectable.
« on: February 07, 2018, 12:53:50 pm »
You do not need it anymore    Server command from the patch:
custom_maps_enabled <value> # 0-100  selects the number of custom maps that can be chosen from


Patch notes :

You may be able to set the number of custom maps available from inside the server console, however the admin panel in-game will not let you raise that number above 20.
This is a mod that allows that.

9
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. :)

10
Released Modifications / Re: Auto Admin and Revive
« on: January 18, 2018, 05:45:14 am »
Auto admin will be updated for the new patch very soon.

11
Released Modifications / Re: Auto Admin and Revive
« on: September 19, 2017, 11:35:41 pm »
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.

So if you're the last one alive of your line you'll automatically die after 30secs while defending yourself? lmao

That's correct,  this encourages players whose line has been destroyed to retreat to a friendly line instead of "continuing the charge". The 30 seconds is because thats how long it takes for a dead players agent to be cleaned up,  same as with the revive button. After that time,  all record of that players agent is erased.

12
Released Modifications / Re: Auto Admin and Revive
« on: September 17, 2017, 03:36:54 am »
How would you 'revive' a person?

The revive essentially Respawn the dead player and teleport them to where they were killed. This can happen automatically if they were Rambo-ed or FOL-ed or manually with the temp ban button .

13
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.


14
Community / Re: Help wanted for upcomming Napoleonic Wars patch
« on: August 22, 2017, 01:57:04 am »
Oh,  and another thing that comes to mind is rockets...
Currently gravity isn't applied correctly to them.  They have a constant downwards acceleration programmed into them but it's applied in the local rocket props z-direction not the global z-direction. This isn't a problem for all the other arty as the ball/shell doesn't rotate in the air so the z-directions remain aligned with the ground. Not so with rockets which twist and turn in the air sometimes causing rockets that point at the sky to accelerate towards you anyway...

15
Community / Re: Help wanted for upcomming Napoleonic Wars patch
« on: August 22, 2017, 01:06:24 am »
Hi guys,  I've been working on a few mods for our local server for a year or so now.  Most of them are for personal server use, such as an auto admin that can detect kills that are FOL or Rambo and revive the victim automatically. But there's a few things I've come across that might be useful.

First,  in the way of bugs:
Not sure if this one's a bug or an intentionally dropped feature but I noticed when I was going through some of the cannonball code (I don't remember exactly where) that certain sapper deployables were meant to have a "wall" value of 1 and not 3 but due to a bad for loop didn't actually ever gain this value. This would mean that it would take 3 planks (or what have you) to stop a cannonball instead of the current 1.
While on that topic I think you should give a "wall" value of 2 to some of the thinner destructible walls so that a cannon both damages them,  and penetrates to potentially damage people/buildings behind also.  (a value of 2 would stop the cannonball after hitting a second wall) some of the thicker fortress walls would make sense to keep the same though.

Another minor tweak that may help server and client performance that I get my regiment to use is the lowering of the strength/time of smoke output by explosions in the "make explosion at position" script. This means there isn't massive amounts of frame drops after a while bunch of explosions go off at once.

Now for mods:

One mod I made a while ago but everyone on our servers seem to enjoy is the item pickup mod. This allows any weapon item props placed by the map maker on the map to be picked up,  allowing for the creation of armories and the like for seige defence or whatever. At the moment it's just set to spawn the item where it was placed every 12 seconds or so (with an appropriate depsawn timer to avoid buildup) but could be changed to only work once or more/less frequently.
I believe I mentioned this one to Vincenzo when he visited our TS a while ago, I think that's when I was working on my naval arty mod?  IDK.

I also made a payload mod so that map makers could place down waypoint markers that an explosive cart would follow when pushed and explode at its destination. Think TF2 or overwatch.  (with a remove/addition of other props coded in to get rid of those pesky non destructible  portcullis  too or add new seige ladders for stage two of the fight,etc.)

Other than that I've had a few other little pet projects that wouldn't be for everyones tastes like:
- Option for Maps to remove player weapons on spawn so you can do jail break/alarmed camp style battles. ( used with the aforementioned item spawning mod for armories)
- naval arty.  Places small swivel cannons on the moving small boats and carronades on the larger ones.  Also makes both boats destructible with cannonball penetration (using "wall" values)
- Gatling gun.  This one just turns a cannons canister rounds into a Gatling gun that fires out a stream of 100 shots that you can stop and start.


As for the revive button: we were thinking of implementing this on our servers,  as well as a global mute button to stop chat spammers.
We were thinking of replacing the temp ban button with revive as temps are harder to clear than perms. Also because MOV_Hikkupz makes enough mistakes to warrant a revive button already and removing the option to ban someone irreversibly for an hour can only be an improvement   :P
To avoid the 30 second dead agent limit you could try using a "on agent wounded or killed" trigger to store the death details on the players slots. (I believe there's already death position slots there).

Well I think that's about it from me.  Feel free to take or leave any of that.

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