Author Topic: Support: eXtreme+ v2.5  (Read 17077 times)

Offline Gixxer

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Re: Support: eXtreme+ v2.5
« Reply #15 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.

Offline HauptmannKloss

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Re: Support: eXtreme+ v2.5
« Reply #16 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?

Offline 69HADES

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Re: Support: eXtreme+ v2.5
« Reply #17 on: July 17, 2009, 01:38:15 pm »
Download the Optional mods ------> HERE

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.

Offline HauptmannKloss

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Re: Support: eXtreme+ v2.5
« Reply #18 on: July 17, 2009, 02:15:45 pm »
Hi,

thanks :)


Gruß
Thomas

Offline PatmanSan

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Re: Support: eXtreme+ v2.5
« Reply #19 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?

Offline PatmanSan

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Re: Support: eXtreme+ v2.5
« Reply #20 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)!

Offline PatmanSan

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Re: Support: eXtreme+ v2.5
« Reply #21 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;
//}

Offline HauptmannKloss

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Re: Support: eXtreme+ v2.5
« Reply #22 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"

Offline PatmanSan

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Re: Support: eXtreme+ v2.5
« Reply #23 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?

Offline Joker{eXtreme}

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Re: Support: eXtreme+ v2.5
« Reply #24 on: July 18, 2009, 12:27:15 pm »
Is Punkbuster turned OFF?

Offline HauptmannKloss

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Re: Support: eXtreme+ v2.5
« Reply #25 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

Offline Joker{eXtreme}

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Re: Support: eXtreme+ v2.5
« Reply #26 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

Offline PatmanSan

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Re: Support: eXtreme+ v2.5
« Reply #27 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.

Offline HauptmannKloss

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Re: Support: eXtreme+ v2.5
« Reply #28 on: July 19, 2009, 01:39:13 am »
Good morning,

thanks.
I will do it so.

Nice Sunday to you both. :=)

Gruß
Thomas

Offline guezling

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Re: Support: eXtreme+ v2.5
« Reply #29 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: