PatmanSan Unlimited

eXtreme+ Modification for Call Of Duty 2 => eXtreme+ COD2 Support => Topic started by: Joker{eXtreme} on July 12, 2009, 02:45:56 pm

Title: Support: eXtreme+ v2.5
Post by: Joker{eXtreme} on July 12, 2009, 02:45:56 pm
Post any problems or questions here please
Title: Re: Support: eXtreme+ v2.5
Post by: 69HADES on July 13, 2009, 09:25:37 am
Well what can I say very nice as always!!

Thx eXtreme Crew, great mod.
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on July 14, 2009, 01:41:32 am
First question:
Why camouflage model is replace all over models?
I try to set

Code: [Select]
set ex_camouflage "1"

//******************************************************************************
// Player model limiter (this does help somewhat with gamestate reduction)
//******************************************************************************
// COD2 offers different models for players, however each skin takes up valuable gamestate.
// Models are limited to 1 by default. You can increase this number here if you like.

// american normandy player models
// min = 1, max = 10, default = 1
set ex_american_normandy "10"

// british africa player models
// min = 1, max = 5, default = 1
set ex_british_africa "5"

// british normandy player models
// min = 1, max = 6, default = 1
set ex_british_normandy "6"

// german africa player models
// min = 1, max = 3, default = 1
set ex_german_africa "3"

// german normandy player models
// min = 1, max = 4, default = 1
set ex_german_normandy "4"

// german winterdark player models
// min = 1, max = 4, default = 1
set ex_german_winterdark "4"

// russian coat player models
// min = 1, max = 4, default = 1
set ex_russian_coat "4"

// russian padded player models
// min = 1, max = 2, default = 1
set ex_russian_padded "2"
but can view only camouflage uniforms on all players, and no other variable models.
Title: Re: Support: eXtreme+ v2.5
Post by: Gixxer on July 14, 2009, 04:12:47 pm
these models were designed for sniper maps, so if you want to use other models you will need to do extended examples:

set ex_camouflage "0"

set ex_camouflage_mp_brecourt "1"

like that.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 14, 2009, 05:18:12 pm
Enabling camouflage models will automatically set the model limiter to 1, because we only have camouflage for the first model.
Title: Re: Support: eXtreme+ v2.5
Post by: richman on July 14, 2009, 08:14:25 pm
hello eXtreme crew.

resurrecting and old cod2 server just about the time this came out... :D   So I'll be setting this up with your mod.  So far so good.


Thanks a whole bunch everyone.
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on July 14, 2009, 11:12:39 pm
PatmanSan, whether I can offer one of models having replaced their files? I want that there was a variety of models simultaneously.
Write me instructions on replacement please, I assume that need to be edited in files \character\*.gsc for the client-side.
Title: Re: Support: eXtreme+ v2.5
Post by: ziomal on July 15, 2009, 07:46:22 am
Hi
I  switch on 10 mbot, but on next map i have 20 bot (10 spectator), next map 20 spectators. How to fix that?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 15, 2009, 09:57:23 am
You cannot switch maps when running bots. That was the case with the dumb bots (test clients), and is still the case with the mbots. Bots from a previous map will stick as spectators. Even kicking bots before the maps ends will not solve this problem. The server keeps a bot counter in memory. If you rotate maps a couple of times, you'll end up with a full server.

Are you rotating maps manually? I don't have access to the code right now, but AFAIK both time limit and score limit are set to 0 (disabled) when running mbots. Have to check later.
Title: Re: Support: eXtreme+ v2.5
Post by: ziomal on July 15, 2009, 12:28:22 pm
OK THX
Title: Re: Support: eXtreme+ v2.5
Post by: 69HADES on July 16, 2009, 02:04:55 pm
I cant get the Force Respawn to work .cfg is set correctly

IAM IMISSING Something hehe!!

******************************************************************************
// Call of Duty 2 - eXtreme+ modification
//******************************************************************************
// author   : Astoroth and the eXtreme+ Support Crew
// website  : http://www.mycallofduty.net
//
// mod      : eXtreme+
// version  : 2.5
// update   : july 2009
//******************************************************************************


//******************************************************************************
// Stock Cvars converted to DRM
// You can alter them according to map, gametype, or map and gametype.
//******************************************************************************
// in-game voting menu
// 0 = disable
// 1 = enable (default)
//set g_allowvote "1"

// in-game chat while dead
// 0 = disable
// 1 = enable (default)
//set g_deadchat "1"

// legacy switch for voting
// 0 = disable
// 1 = enable (default)
//set g_oldvoting "1"

// draw head icons of friendlies
// 0 = disable
// 1 = enable (default)
//set scr_drawfriend "1"

// force respawning
// 0 = disable (default
// 1 = enable
set scr_forcerespawn "1" <<------------------------------------------- My Setting
Title: Re: Support: eXtreme+ v2.5
Post by: Gixxer on July 16, 2009, 02:32:12 pm
scriptdata/miscfeatures.cfg

// death music, when player is killed...this disables forced respawn!
// 0 = disable, 1 = enable, default = 0
//set ex_deathmusic "0"

check there please, set it to 0
Title: Re: Support: eXtreme+ v2.5
Post by: 69HADES on July 16, 2009, 03:15:22 pm
Thx M8.
Title: Re: Support: eXtreme+ v2.5
Post by: HauptmannKloss on July 17, 2009, 09:58:44 am
Hi,
I have a question:=))
I have inserted the Sniper-Mod.
He functions flawlessly. But:
While striking the sniperprojectiles appears an explosion :(((((

This fact is new to me.
Where can it be changed? And how?

Thanks your for the help.

Gruß
Thomas
Title: Re: Support: eXtreme+ v2.5
Post by: HauptmannKloss on July 17, 2009, 12:23:43 pm
Hi,
Sorry. I have there still a small question. :)
How are the bots properly set and how they are called / enabled or deactivates?

Thanks :)
Thomas
Title: Re: Support: eXtreme+ v2.5
Post by: Gixxer on July 17, 2009, 12:47:05 pm
on the optional mod there is a csv file that you must replace in the iwd to make the sniper rounds stop exploding, as for the bots you set them in the server.cfg file unless you mean something different.
Title: Re: Support: eXtreme+ v2.5
Post by: HauptmannKloss on July 17, 2009, 12:59:52 pm
Hi Gixxer,

I do not understand you completely.
Optional mod I have inserted. (modern sniperweapon and mbot)
Well.
Questions is:
-The Sniperwaffen shoot shells (granade). The hit looks like an explosion.
-I meant the application of test clients. How these function?
Title: Re: Support: eXtreme+ v2.5
Post by: 69HADES on July 17, 2009, 01:38:15 pm
Download the Optional mods ------> HERE (http://mycodfiles.com/downloads/extreme+2.5/extremev25-optional.zip)

Inside the zip file you will find a folder lr-rifles-base.

Inside the lr-rifles-base you will find 2 folder called  fx and soundaliases copy these folder to the mod e25.iwd, use Win Rar to open the e25.iwd.
relplace the soundaliases and fx folder in mod e25 with the ones from eXtreme25 - optional.zip.

This should solve the exploding bullets.
Title: Re: Support: eXtreme+ v2.5
Post by: HauptmannKloss on July 17, 2009, 02:15:45 pm
Hi,

thanks :)


Gruß
Thomas
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 17, 2009, 06:17:16 pm
Every optional mod has a readme.txt.
The one for the Modern Weapons SNIPER ONLY mod says:

Make sure you have integrated the following optional mod aswell:
lr-rifles-base

The lr-rifles-base mod also has a readme.txt, and it says:

...to disable the sound and the explosion effects of projectile based weapons
(on which the LR rifles are based)

Isn't it wonderful?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 17, 2009, 06:23:01 pm
All bot settings (dumb bots and mbots) are in scriptdata\serversettings.cfg now.
Remember: when using bots you CANNOT rotate maps anymore (well, technically you can, but you'll end up with a full server)!
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 17, 2009, 06:32:13 pm
Quote from: "LAPD";p="28943"
PatmanSan, whether I can offer one of models having replaced their files? I want that there was a variety of models simultaneously.
Write me instructions on replacement please, I assume that need to be edited in files \character\*.gsc for the client-side.

If you want the camouflage models to mix with the other models for variety, you will have to edit extreme\ex_varcache.gsc.
Look for this section:

Code: [Select]
// Camouflage models are only available for the first model, so set model limiter to 1
if(level.ex_camouflage)
{
level.ex_american_normandy = 1;
level.ex_british_africa = 1;
level.ex_british_normandy = 1;
level.ex_german_africa = 1;
level.ex_german_normandy = 1;
level.ex_german_winterdark = 1;
level.ex_russian_coat = 1;
level.ex_russian_padded = 1;
}

Either completely remove that part, or comment the lines, like this:

Code: [Select]
// Camouflage models are only available for the first model, so set model limiter to 1
//if(level.ex_camouflage)
//{
// level.ex_american_normandy = 1;
// level.ex_british_africa = 1;
// level.ex_british_normandy = 1;
// level.ex_german_africa = 1;
// level.ex_german_normandy = 1;
// level.ex_german_winterdark = 1;
// level.ex_russian_coat = 1;
// level.ex_russian_padded = 1;
//}
Title: Re: Support: eXtreme+ v2.5
Post by: HauptmannKloss on July 18, 2009, 10:40:53 am
Hi,
Thus it sees from in that serversettings.cfg.
But bots do not appear?

//******************************************************************************
// eXtreme+ dumb bots
//******************************************************************************
// number of test clients. 0 to disable
// WARNING: can crash the server on next map!
set ex_testclients "1"

// freeze the bots to the ground? Easier when testing
set ex_testclients_freeze "1"

// diagnose test clients
// 0 = disable (default)
// 1 = enable
set ex_testclients_diag "1"


//******************************************************************************
// eXtreme+ AI bots (based on MBot)
// WARNING: DO NOT ENABLE BEFORE YOU HAVE DOWNLOADED AND INTEGRATED
// THE OPTIONAL MBOT MOD!
//******************************************************************************
// Main switch to enable MeatBots
// 0 = disable (default)
// 1 = enable
set ex_mbot "1"

// Number of Allies mbots to add
// min = 0, max = 32 (default 5)
set ex_mbot_allies "5"

// Number of Axis mbots to add
// min = 0, max = 32 (default 5)
set ex_mbot_axis "5"

// Number of Spectator mbots to add
// min = 0, max = 32 (default 0)
set ex_mbot_spec "20"

// Skill level of mbots
// min = 0, max = 10 (default 5)
set ex_mbot_skill "5"

// Running speed of mbots
// min = 50, max = 220 (default 180)
set ex_mbot_speed "180"

// Max distance at which mbots can spot enemy
// min = 100, max = 9999 (default 1000)
set ex_mbot_maxdist "1000"

// Angle at which mbots can spot enemy
// min = 90, max = 180 (default 120)
set ex_mbot_viewangle "120"

// Developer mode
// 0 = disable (default)
// 1 = enable
set ex_mbot_dev "1"

// Developer
// In-game player name including colors
// This will launch developer threads for this player.
set ex_mbot_devname "Hauptmann Kloss"
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 18, 2009, 10:47:51 am
Enabling Mbots will disable test clients (dumb bots).
Did you integrate the mbot optional mod before turning it on?
Title: Re: Support: eXtreme+ v2.5
Post by: Joker{eXtreme} on July 18, 2009, 12:27:15 pm
Is Punkbuster turned OFF?
Title: Re: Support: eXtreme+ v2.5
Post by: HauptmannKloss on July 18, 2009, 04:13:48 pm
Hi,
Pb is not turned OFF. Is ON.
Yes, I integreted the mbot opt. mod before turning it on.
Test clients is turned off.  But nothing happens.
Must a command via rcon be given for it?

Gruß
Thomas
Title: Re: Support: eXtreme+ v2.5
Post by: Joker{eXtreme} on July 18, 2009, 04:25:09 pm
Punkbuster must be off for bots to work

AFAIK the dumb bots or the mbots

punkbuster must be off in your commandline and in the server.cfg
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 18, 2009, 06:49:44 pm
Some other things you should know:

Mbots can only run on specific maps due to the predefined waypoint system. Check scriptdata\mbot to see if your map is supported.
Mbots only support TDM.
When running mbots you CANNOT rotate maps.
Title: Re: Support: eXtreme+ v2.5
Post by: HauptmannKloss on July 19, 2009, 01:39:13 am
Good morning,

thanks.
I will do it so.

Nice Sunday to you both. :=)

Gruß
Thomas
Title: Re: Support: eXtreme+ v2.5
Post by: guezling on July 19, 2009, 10:16:14 am
hi

i can't use Mortars, Artilery or Airstrikes in Game when i have rank 4 - 7.
Pls help me.


//******************************************************************************
// Rank system - WMD deployment type
//******************************************************************************
// You can choose whether you wish to have a fixed, random or allowed random deployment
// for the WMD's. 'Fixed' will hand out the WMD for that rank range only, 'random' will allow you
// to hand out WMD's for the achieved rank and if existing the rank(s) below, depending on
// what you have set the availabity to, and 'allowed random' will let you set one rank to be
// reached and then a random WMD will be picked from the ones you allow.

// NB: The loadout order is Mortars > Artillery > Airstrike!
// e.g. Mortars at rank 3, Artillery at rank 4, Airstrike at rank 5 and Napalm at rank 7

// Fixed would give you,
// Ranks 0, 1, 2 = Nothing
// Ranks 3 = Mortars
// Ranks 4 = Artillery
// Ranks 5 & 6 = Airstrikes
// Ranks 7 = Napalm

// Random would give you,
// Ranks 0, 1, 2 = Nothing
// Ranks 3 = Mortars only
// Ranks 4 = Mortars and Artillery (at random!)
// Ranks 5 & 6 onwards = Mortars, Artillery and Airstrikes (at random!)
// Ranks 7 = Mortars, Artillery, Airstrikes and Napalm (at random!)

// Allowed random, rank to reached = 3;
// then depending on what WMD's are allowed, the mod will pick one
// of them for the player.

// WMD deployment type (0 = fixed 1 = random or 2 = allowed random)
set ex_rank_wmdtype "0"

// Drop a flare at target position for WMD's ? (0 = disable , 1 = enable)
// NB: Some models with 'invisible' areas block the end view of the player using
// binoculars so this flare helps show the target position, but its more fun without it!
set ex_rank_wmd_flare "0"


//******************************************************************************
// Rank system - Fixed WMD deployment timings
//******************************************************************************
// If you have choosen fixed WMD deployment you will need to configure these settings

// Mortars
// when rank is achieved how long before mortars are ready (in seconds)?
set ex_rank_mortar_first "60"

// After first mortar attack, how long till the player is allowed mortars again (in seconds)?
// when the player dies, this time is reset to the first!
set ex_rank_mortar_int "120"

// Artillery
// when rank is achieved how long before artillery is ready (in seconds)?
set ex_rank_artillery_first "90"

// After first mortar attack, how long till the player is allowed mortars again (in seconds)?
// when the player dies, this time is reset to the first!
set ex_rank_artillery_int "180"

// Airstrikes & Napalm
// when rank is achieved how long before airstrike(inc Napalm) are ready (in seconds)?
set ex_rank_airstrike_first "120"

// After first mortar attack, how long till the player is allowed mortars again (in seconds)?
// when the player dies, this time is reset to the first!
set ex_rank_airstrike_int "240"


//******************************************************************************
// Rank system - 'Random'  and 'Allowed Random' WMD deployment timings
//******************************************************************************
// if you have chosen 'random' or 'allowed random' WMD deployment you will also need to
// set the min and max delay times between deployments.

// Minimum delay for WMD deployment (10 - 300 seconds)
set ex_rank_wmd_min "30"

// Maximum delay for WMD deployment (Min time - 600 seconds)
set ex_rank_wmd_max "40"


//******************************************************************************
// Rank system - 'Allowed Random' WMD rank
//******************************************************************************
// if you have chosen 'allowed random' WMD deployment you need to set the rank that
// needs to be reached here and the allowed WMD's.
set ex_rank_allow_rank "1"

// Allow Mortar WMD?
// 0 = disable, 1 = enable, default = 0
set ex_rank_allow_mortar "1"

// Allow Artillery WMD?
// 0 = disable, 1 = enable, default = 0
set ex_rank_allow_artillery "1"

// Allow Airstrike WMD?
// 0 = disable, 1 = enable, default = 0
set ex_rank_allow_airstrike "1"

// Allow Napalm WMD?
// 0 = disable, 1 = enable, default = 0
set ex_rank_allow_napalm "1"


also i can't use Maps with own Ambiente sound(background music) like Hotel Luxing. when i start this map the server crashed. I have used the map with the v2.4 and it works fine but with v2.5 it didn't work.

sry for my bad english :wink:
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 19, 2009, 08:53:40 pm
I can't reproduce the WMD problem. I get WMD when I rank up.

The Hotel Luxing map does not work out of the box. It has some bad scripts in it, which will crash the server with a script runtime error.

To make it work, open the mp_luxing.iwd using WinRAR.
Go into the maps\mp folder, and EXTRACT the files "liftluxing1.gsc" and "liftluxing2.gsc".
Do NOT move them out of the map's IWD! Extract only.
Open the files in your favorite text editor (notepad will do).
Look for trig waittill ("trigger");
Comment that line out by adding // in front of it, like //trig waittill ("trigger");
Now copy these files to the maps\mp folder on your game server.
Do NOT copy them back into the map's IWD!

This will allow the map to run and the server to start (or not to crash).
Title: Re: Support: eXtreme+ v2.5
Post by: guezling on July 20, 2009, 04:26:02 am
Thx the Map works fine.

I have also found the mistake i make because WMD. i have activate "Indoor map feature override". :roll:

thx for the fantasic support  :D
Title: Re: Support: eXtreme+ v2.5
Post by: verguesa on July 29, 2009, 01:37:34 pm
hi i have problem in vip gametype nobody dies
and artillery , mortar and napalm don't show i have it at rank 5 at 100 points
for the other changes VERY GOOD!!!!! thx
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 29, 2009, 05:11:08 pm
I can kill and die in VIP. Do you have special features enabled, like READY-UP?
Can you attach a zip with all the files in your scriptdata folder?
Title: Re: Support: eXtreme+ v2.5
Post by: verguesa on July 29, 2009, 07:56:33 pm
special features? like optional files don't or what do u say? i use same config that i have in extreme 2.4 or course cfg's from 2.5
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 30, 2009, 01:07:04 am
I don't mean optional mods. Only cfg features.
Please attach a zip with all the files in your scriptdata folder.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 30, 2009, 03:09:39 pm
Verguesa, you got a PM.
All fixed if you install the fixpack, and change some WMD settings.
Title: Re: Support: eXtreme+ v2.5
Post by: verguesa on July 30, 2009, 03:27:39 pm
fixpack added but vip don't work
artillery works thx patsa
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 30, 2009, 03:52:08 pm
Worked for me. Check your console_mp.log. Any errors?
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on August 02, 2009, 09:25:48 pm
On headquarters gametype players can unfairly make a scores. Simply touch and run out. In a consequence of that receive bonus points, and it would be desirable that sat up to the end and only then received the deserved.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on August 03, 2009, 08:07:06 am
Nothing unfair about the way it works right now. The points system works the same for both teams.
Bonus points for capturing and neutralizing (team or player based) are optional. You can set them to 0 in the cfg. The player based bonus points for capturing and neutralizing won't affect the teamscores.
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on August 03, 2009, 08:39:28 am
But they abuse it specially! Touch and escape, those who really liquidates receives deservedly, and those who has touched and has hidden somewhere away arrive dishonestly.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on August 03, 2009, 09:07:47 am
If they capture the radio without defending it, it will be easier to overtake.
If they capture the radio and find a good spot to defend the radio without being shot, I think they are doing a great job. What do you want them to do? Stand next to the radio with a big sign above their heads..."please shoot me!". If it is your turn to defend the radio, you should do the same.
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on August 10, 2009, 06:47:59 am
how to edit script to enable weapons on back without copying primary if secondary is off but get a dropped weapon as secondary (like in 2.4)?
Title: Re: Support: eXtreme+ v2.5
Post by: Dish on August 17, 2009, 03:54:42 am
Hi all i`m delete post. I understood in problem
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on August 17, 2009, 04:41:45 am
what about my question? Weapon on back without copying primary when have one weapon in hands.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on August 17, 2009, 09:07:54 am
I made a note about that. It's not on my priority list. We are trying to fix all bugs first.
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on September 10, 2009, 02:05:26 am
PatmanSan, that the primary weapon is copied behind the back when secondary off looks very improbably.

Than it is caused this complication? After all in the previous version at you and was - without copying of the primary weapon, one condition has changed only - there is secondary weapon is turned off.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 10, 2009, 08:02:49 pm
Carrying a second weapon on your back when you are only allowed to carry one weapon is unrealistic to begin with. You requested this feature, and although we were reluctant to implement it, we implemented it anyway. The safest way to give you this feature, was to copy the primary on your back, because we know for sure that this weapon model has been precached. Safe and... easy to do. I must be getting lazy.

Be positive... isn't it great that you can carry a copy of your favorite weapon on your back? Every player will say "Wow mate. What a fantastic weapon you carry on your back". With love in your heart and twinkles in your eyes you reply "Mmmm yes. It's my favorite weapon. I have one in my hands and one on my back. All made possible by the eXtreme+ Support Crew".

LMAO
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on September 12, 2009, 02:51:01 am
:)
but in v2.4 it shows realistic than with copying primary, no secondary weapon - dummy weapon copied (without model).
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 12, 2009, 09:04:15 am
Even for a dummy weapon I need the xmodel
Title: Re: Support: eXtreme+ v2.5
Post by: Thunderpants on September 12, 2009, 04:09:44 pm
Hey guys. Thanks for all your work on this mod. I'm running into a bit of a problem that I can not figure out and am losing brain cells over. I'm trying to set the server as a TDM server. I have allowed voting on and the time limit set for 15 minutes and a kill limit of 300. Problem is that none of it is showing up. For some reason it is working on DM though. Any ideas?

Also is it normal for meatbots to be riding backwards horseheads while gliding over surfaces? I kid you not but if I enable the mobts that's how they look. Any help is much appreciated as I am at a complete loss right now.  8O
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 12, 2009, 06:33:20 pm
Enabling mbots will automatically disable timelimit and scorelimit.
Horse heads are placeholders for missing weapon xmodels. Something must be wrong with the mbot integration.
Title: Re: Support: eXtreme+ v2.5
Post by: Thunderpants on September 12, 2009, 07:17:24 pm
Thanks. Apparently the bots being on screws with voting on TDM for some reason it seems. Oh a few other questions.

 Is there a way to set frag nades for each specific weapon?

Is there a way to change the tracer fire on MG42s and the other heavy machine guns (as it looks more like star wars blasters)?

Also is there a way to disable the 30 cal for ONLY the Russians but leaving it on for the Americans?

What about if you want a map rotation that is normal tdm but one map set to a specific set of different rules like all pistols on instead of all the weapons?

Thanks. I'm new to this mod. Coming from AWE 3.0 beta5 and am in option overload here. Lol!  :lol:
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 12, 2009, 08:21:07 pm
Quote from: "Thunderpants";p="30114"
Thanks. Apparently the bots being on screws with voting on TDM for some reason it seems.

When running mbots you can't rotate maps. That's why time limit and score limit are set to 0 automatically. The game engine will remember the number of bots from the previous map, and add new bots on every new map, which will eventually fill up your server.

Quote from: "Thunderpants";p="30114"
Is there a way to set frag nades for each specific weapon?

Not for each specific weapon, but for weapon classes you can.
weaponcontrol.cfg:

// frag grenade loadout
// 0 = weapon class (stock)
// 1 = use ranksystem frag loadout (only if ranksystem enabled, otherwise 0)
// 2 = fixed ammo every spawn
// 3 = random ammo every spawn
set ex_frag_loadout "0"

// option 0 - weapon class stock frag grenade ammo
// min = 0, max = 9, default = 2
set ex_wepo_frag_stock_sniper "0"
set ex_wepo_frag_stock_rifle "1"
set ex_wepo_frag_stock_mg "2"
set ex_wepo_frag_stock_smg "2"
set ex_wepo_frag_stock_shot "3"
set ex_wepo_frag_stock_rl "3"

Quote from: "Thunderpants";p="30114"
Is there a way to change the tracer fire on MG42s and the other heavy machine guns (as it looks more like star wars blasters)?

You would have to make new effects in the effects editor (mod tools).

mg42 and 30cal:
fx/muzzleflashes/mg42hv.efx
fx/muzzleflashes/mg42hv_view.efx

Bren and Bar:
fx/muzzleflashes/mg42hv.efx (share fx with mg42 and 30cal)
fx/muzzleflashes/lmg_view.efx

Quote from: "Thunderpants";p="30114"
Also is there a way to disable the 30 cal for ONLY the Russians but leaving it on for the Americans?

By using variable extensions you could. See the Quick Setup Guide PDF for details on variable extensions.

Quote from: "Thunderpants";p="30114"
What about if you want a map rotation that is normal tdm but one map set to a specific set of different rules like all pistols on instead of all the weapons?

Variable extensions are key here. See the PDF please.
If anything is unclear after reading the PDF, we'll pick it up from there.
Title: Re: Support: eXtreme+ v2.5
Post by: Thunderpants on September 12, 2009, 09:15:42 pm
Thanks. One more thing does anyone know what the line is for making crosshairs go red on an enemy? Right now they stay white for some reason.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 12, 2009, 09:34:11 pm
playercontrol.cfg, section "Forced client side Dvars"

// enemy crosshair, prevent crosshair colour change when targeting enemy player
// 0 = disable, 1 = enable, default = 1
set ex_enemycross "1"
Title: Re: Support: eXtreme+ v2.5
Post by: Thunderpants on September 13, 2009, 06:33:19 am
Also is there an issue with Rostov that you guys know of? For some reason only that map causes a weird lag when walking. It doesn't run smoothly. I even tried reinstalling that map and still nothing. If you're walking it's like "1,2, lag. 1,2, lag"
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on September 13, 2009, 06:43:51 am
How to add new weapon like FG-42 for axis side?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 13, 2009, 07:05:08 am
Some words on adding a new weapon:
See THIS (http://www.mycallofduty.com/modules.php?name=Forums&file=viewtopic&t=4565) post
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 13, 2009, 07:37:56 am
Quote from: "Thunderpants";p="30123"
Also is there an issue with Rostov that you guys know of? For some reason only that map causes a weird lag when walking. It doesn't run smoothly. I even tried reinstalling that map and still nothing. If you're walking it's like "1,2, lag. 1,2, lag"

I will have a look
Title: Re: Support: eXtreme+ v2.5
Post by: Thunderpants on September 15, 2009, 09:10:19 pm
If you get any ideas let me know. I can include a vid if you want to know what I mean. Also the custom map candyworld does it too. Could there be something that I set that makes this lag?
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on September 17, 2009, 08:15:07 am
No. I cannot get rid of this error (too many unique materials 1024 more). It on simply irritates. But FG-42 I wish to leave. Any ideas?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 17, 2009, 01:42:29 pm
So the error is gone when you disable the new weapon?
Title: Re: Support: eXtreme+ v2.5
Post by: gamb1tuk on September 17, 2009, 01:48:43 pm


Sorry.. having posted in the wrong section... let me now post in here, Patman San,

We still have the problem of missing entries from our logfiles..

240:01 A;1091993;4;allies;PatmanSan;ctf_pickup
240:17 A;1091993;4;allies;PatmanSan;ctf_captured
245:30 A;1091993;4;axis;PatmanSan;ctf_returned

This indeed does miss out the ctf_taken, ie when you actually take the flag from the base.. ctf_pickup is when someone else takes it, and you collect it from their dead body...

i hope this makes a little sense? thanks in advance and for your time thus far.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 17, 2009, 02:11:51 pm
There is code for the "ctf_take":

if(self.origin == self.home_origin)
logPrint("A;" + lpselfguid + ";" + lpselfnum + ";" + other.pers["team"] + ";" + other.name + ";" + "ctf_take" + "
");

Maybe it doesn't work properly. I will have a look right now.
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 17, 2009, 03:55:22 pm
Confirmed. Code was not working.
Fixed in CTF, CTFB and RBCTF. I will update the fixpack asap.

CTF:
0:42 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctf_take
1:10 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctf_pickup
1:12 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctf_captured
1:24 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctf_take
1:42 A;0;0;axis;^2{^3e^1X^3g^2}^3 PatmanSan;ctf_returned

CTFB:
0:51 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctfb_take
1:46 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctfb_pickup_own
1:47 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctfb_returned
1:50 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctfb_pickup
1:52 A;0;0;allies;^2{^3e^1X^3g^2}^3 PatmanSan;ctfb_captured

RBCTF:
1:32 A;0;3;axis;^2{^3e^1X^3g^2}^3 PatmanSan;rbctf_take
2:10 A;0;3;axis;^2{^3e^1X^3g^2}^3 PatmanSan;rbctf_returned
2:17 A;0;3;axis;^2{^3e^1X^3g^2}^3 PatmanSan;rbctf_pickup
2:21 A;0;3;axis;^2{^3e^1X^3g^2}^3 PatmanSan;rbctf_captured
3:30 A;0;3;axis;^2{^3e^1X^3g^2}^3 PatmanSan;rbctf_defended
4:53 A;0;3;axis;^2{^3e^1X^3g^2}^3 PatmanSan;rbctf_assist

yellow = fixed
green = added
red = changed*


*) For the changed strings you might wanna check your stats parser.
ctfb_captured was ctfb_capture
ctfb_returned was ctfb_return
rbctf_defended was ctf_defended
rbctf_assist was ctf_assist
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 17, 2009, 04:07:55 pm
Fixpack updated!
Title: Re: Support: eXtreme+ v2.5
Post by: Thunderpants on September 17, 2009, 07:46:36 pm
Ok seriously did Activision not make the Rostov map right? I've gone on 2 different servers and have experienced that same lag. Anyone know? Because I might be looking for this as a mod problem when in fact it's a Rostov problem.
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on September 19, 2009, 08:09:56 am
Quote
so the error is gone when you disable the new weapon?

no, we have 2 worked server with 2 different customized v2.5, one of them with FG-42 added. When i connect to server with FG-42 client necessarily download the mod, and then all clients, who download this FG-42 mod take this error with materials anyway wherever connected you to server with FG-42 added or no. Client must delete this downloaded mod to play one first server without error. Problem that faces us is find the solution to this error or sore point is cry off FG-42 once for all. :(
Your point of view?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 19, 2009, 09:25:06 am
I have to take a closer look. Can you please zip up the fs_game folder on the server that gives you the error, and PM me the download details.
Title: Re: Support: eXtreme+ v2.5
Post by: gamb1tuk on September 19, 2009, 04:17:40 pm
Quote from: "PatmanSan";p="30217"
Fixpack updated!

Works great.. Thanks alot PatmanSan, From all at {NADF}
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on September 23, 2009, 05:47:10 am
PatmanSan, how to edit script to have chance ( in %) that player can drop weapon when killed if specified weapons class allowed to drop?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on September 23, 2009, 01:33:19 pm
maps\mp\gametypes\_weapons.gsc

dropItemIfAllowed(weapon)
{
   if(randomInt(100) < 25) return;

   if(isMainWeapon(weapon))
   {

25 is the value to customize (from 1 to 100). It is the chance (in %) that a drop will get REJECTED (in this example 25%).


Or if you prefer to use the chance that a drop will be accepted:

dropItemIfAllowed(weapon)
{
   if(randomInt(100) < (100 - 75)) return;

   if(isMainWeapon(weapon))
   {

75 is the value to customize (from 1 to 100). It is the chance (in %) that a drop will get ACCEPTED (in this example 75%).

Same result, but different approach (rejection rate versus acceptance rate).
This applies to all weapons, including (special) nades.
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on October 12, 2009, 10:40:28 pm
How to temporarily disable a specified gametype in endgame vote list without manually editing gametype support in all maps (_ex_votemaps.gsc)??
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on October 13, 2009, 05:13:21 am
I posted about this some time ago already HERE (http://www.mycallofduty.com/modules.php?name=Forums&file=viewtopic&t=4536)

In the 2.5 mapcontrol.cfg there is a part missing from the end-game voting section. You will have to add it yourself:

// Global switches to show or hide certain game types from the voting screen
// 0 = disabled
// 1 = enabled (default)
//set ex_endgame_vote_allow_chq "1"
//set ex_endgame_vote_allow_cnq "1"
//set ex_endgame_vote_allow_ctf "1"
//set ex_endgame_vote_allow_ctfb "1"
//set ex_endgame_vote_allow_dm "1"
//set ex_endgame_vote_allow_dom "1"
//set ex_endgame_vote_allow_esd "1"
//set ex_endgame_vote_allow_hm "1"
//set ex_endgame_vote_allow_hq "1"
//set ex_endgame_vote_allow_htf "1"
//set ex_endgame_vote_allow_ihtf "1"
//set ex_endgame_vote_allow_lms "1"
//set ex_endgame_vote_allow_lts "1"
//set ex_endgame_vote_allow_lib "1"
//set ex_endgame_vote_allow_ons "1"
//set ex_endgame_vote_allow_rbcnq "1"
//set ex_endgame_vote_allow_rbctf "1"
//set ex_endgame_vote_allow_sd "1"
//set ex_endgame_vote_allow_tdm "1"
//set ex_endgame_vote_allow_tkoth "1"
//set ex_endgame_vote_allow_vip "1"

Then you can disable game types without the need to edit all maps in _ex_votemaps.gsc
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on October 14, 2009, 06:51:33 am
PatmanSan, what differents between 'special' and 'bonus' points? Bonus points is given for kamikadze kill, headshots,melee reward... and 'special' is for?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on October 14, 2009, 07:09:27 am
Specials are game type related:

hq/chq -- capture and neutralize
cnq/rbcnq -- capturing bonus objective
ctf/ctfb/dom/ons/rbctf -- flag actions
sd/esd -- plant and defuse
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on November 08, 2009, 01:30:02 am
PatmanSan, how to reduce radius of landmine damage without changing wdm?
And what should be height of planes in mp_decoy (El Alamein) to do napalm work? They are flight away without bomb dropping...
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on November 08, 2009, 08:49:12 am
maps\mp\gametypes\_landmines.gsc
Line 488

self extreme\_ex_utils::scriptedfxradiusdamage(eAttacker, undefined, "MOD_EXPLOSIVE", "landmine_mp", 300, 600, 400, ...

300 is the radius
600 is maximum damage
400 is minimum damage


I believe mp_decoy has a very high skybox compared to other stock maps, which is a good thing. There should be no reason for the napalm to fail, unless you set it too low or too high. I will do some testing.

EDIT: the default setting of 2000 seems to be too high. Edit ambientfx.cfg, and change...

set ex_planes_altitude_mp_decoy "1400"
Title: Re: Support: eXtreme+ v2.5
Post by: LAPD on November 08, 2009, 10:29:28 pm
Thank you for your prompt response
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on December 13, 2009, 11:50:12 am
Fix 42 added to fixpack:

Fix 42:
Symptom: inactivity monitor not working anymore.
Bug: fix 20 broke it (player sessionstate set to "spectator" when dead).
File(s): extreme\_ex_kick_monitor.gsc


Get it HERE (http://www.mycallofduty.com/modules.php?name=Forums&file=viewtopic&t=4403)
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on December 14, 2009, 01:29:48 pm
Fixpack updated with a new fix 42. It was working a bit too good on round based game types.
Thanks to Smithsonian for reporting the bugs.
Title: Re: Support: eXtreme+ v2.5
Post by: SmokingJoePot on July 14, 2010, 08:33:04 pm
Quote from: "PatmanSan";p="29037"
Enabling Mbots will disable test clients (dumb bots).
Did you integrate the mbot optional mod before turning it on?

How do you intergrate it, I thought it was built into X4? Does that mean I have to download them before I can add this

//******************************************************************************
 // eXtreme+ AI bots (based on MBot)
// WARNING: DO NOT ENABLE BEFORE YOU HAVE DOWNLOADED AND INTEGRATED
// THE OPTIONAL MBOT MOD!
//******************************************************************************
 // Main switch to enable MeatBots
// 0 = disable (default)
// 1 = enable
set ex_mbot "1"

// Number of Allies mbots to add
// min = 0, max = 32 (default 5)
set ex_mbot_allies "5"

// Number of Axis mbots to add
// min = 0, max = 32 (default 5)
set ex_mbot_axis "5"

// Number of Spectator mbots to add
// min = 0, max = 32 (default 0)
set ex_mbot_spec "20"

// Skill level of mbots
// min = 0, max = 10 (default 5)
set ex_mbot_skill "5"

// Running speed of mbots
// min = 50, max = 220 (default 180)
set ex_mbot_speed "180"

// Max distance at which mbots can spot enemy
// min = 100, max = 9999 (default 1000)
set ex_mbot_maxdist "1000"

// Angle at which mbots can spot enemy
// min = 90, max = 180 (default 120)
set ex_mbot_viewangle "120"

// Developer mode
// 0 = disable (default)
// 1 = enable
set ex_mbot_dev "1"

// Developer
// In-game player name including colors
// This will launch developer threads for this player.
set ex_mbot_devname "Hauptmann Kloss"

If so, where do I download them from?
Title: Re: Support: eXtreme+ v2.5
Post by: PatmanSan on July 15, 2010, 03:33:05 am
X4? This is the eXtreme+ COD2 forum.
Is this about bots on COD2 or COD4?
Title: Re: Support: eXtreme+ v2.5
Post by: SmokingJoePot on July 18, 2010, 07:08:32 pm
Quote from: "PatmanSan";p="34489"
X4? This is the eXtreme+ COD2 forum.
Is this about bots on COD2 or COD4?

COD 4