Author Topic: Support: eXtreme+ v2.6 (including fixpack)  (Read 13824 times)

Offline Gixxer

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #30 on: February 05, 2010, 10:55:06 pm »
according to my wife, women do not fart, it is not a polite thing to do.

Offline LAPD

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #31 on: February 06, 2010, 03:40:44 am »
PatmanSan,
How to add probability of chance to bleed? Because almost everyone gets bleeding and it irritates players.

set ex_bleeding "1"

// start bleeding when health falls to and below?
// min = 1, max = 99, default = 80
set ex_startbleed "23"

// how much health can the player bleed through?
// 0 = disable, max = 100, default = 100
set ex_maxbleed "13"

// bleeding pain sounds
// 0 = disabled (default)
// 1 = Play sound so ALL can hear
// 2 = Play sound so ONLY the bleeding player can hear
set ex_bleedsound "1"
 // bleeding pain shock
// 0 = disabled
// 1 = enabled (default)
//set ex_bleedshock "1"

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #32 on: February 06, 2010, 07:12:24 am »
Just switch bleeding off. It has no added value anyway, other than irritating players.

If you really, really want to, open _ex_bleeding, and add this line

if(randomInt(100) > 10) return;

Code: [Select]
doPlayerBleed(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime)
{
level endon("ex_gameover");
self endon("disconnect");
self endon("ex_spawned");
self endon("ex_dead");

if(self.ex_bleeding) return;
if(randomInt(100) > 10) return;

10 is 10% chance of bleeding.

Offline LAPD

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #33 on: February 06, 2010, 10:03:45 am »
thank you very much!

Offline LAPD

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #34 on: February 09, 2010, 10:32:26 pm »
The bleeding probability and special HQ scores for inner radius seem to be work correctly. Thank you for support!

p.s:It is necessary to solve a problem with diana side shooting and release becomes almost gold =)

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #35 on: February 10, 2010, 04:49:26 pm »
Fix 12 and 13 added to fixpack .

@LDAP:
For Diana we need a skilled COD2 modeler.

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #36 on: February 11, 2010, 10:59:45 am »
Quote from: "LAPD";p="32358"
The bleeding probability and special HQ scores for inner radius seem to be work correctly. ...)

Fix 14 and 15 added to fixpack.

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #37 on: February 27, 2010, 08:46:45 pm »
Fix 16 added to fixpack. Fixes auto-assign issues reported HERE

This involves a change in playercontrol.cfg. Please update the auto-assign section:

//******************************************************************************
// Forced auto-assign and clan versus non-clan
//******************************************************************************
// This feature allows you to disable team selection, only leaving auto-assign
// on the team selection menu. When they first enter the map, the auto-assign
// button will be automatically clicked for them.
// For mode 2 see clancontrol.cfg for clan specific settings.
// 0 = disable - no auto-assign (default)
// 1 = enable  - force auto-assign for all players
// 2 = enable  - force auto-assign for non-clan players (all except clan 1)
//set ex_autoassign "0"

// In auto-assign mode 2, you can force players into a team by enabling the
// bridge function. Clan members will be bridged to the team set by variable
// ex_autoassign_clanteam below. Non-clan players will be assigned the opposite
// team automatically.
// WARNING: bridging mode will DISABLE team balancing!
// 0 = disable (default)
// 1 = enable
//set ex_autoassign_bridge "0"

// Set predefined team for players in bridged auto-assign mode 2
// Set the team YOUR CLAN (ex_clantag1 in clancontrol.cfg) will be playing on.
// Valid settings are "allies" (default) and "axis".
//set ex_autoassign_clanteam "allies"

// Clan versus non-clan mode
// Enabling this will automatically enable auto-assign mode 2 and bridging mode.
// This feature can be turned on and off in eXtreme RCON Server Settings.
// 0 = disable (default)
// 1 = enable
//set ex_clanvsnonclan "0"

// Clan mode announcements
// 0 = disabled
// 1 = fixed clan mode indicator in upper-left corner (below score)
// 2 = one-time announcement on spawn
// 3 = repetitive announcement on spawn
// 4 = one-time announcement *AND* fixed indicator (1 + 2) (default)
// 5 = repetitive announcement *AND fixed indicator (1 + 3)
//set ex_clanvsnonclan_msg "4"

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #38 on: February 27, 2010, 08:48:12 pm »
Fix 17 added to fixpack. This fixes a anti-run issue when parachuting into the map.

Offline JD_8

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #39 on: February 28, 2010, 06:43:32 pm »
I have a couple more questions.

I decided only to run the LR rifles and not the gunship since the explosion effects mess with each other. I re-downloaded the mod and fixes and started fresh with only the LR rifles this time. I put in both LR extras however in some maps we are still seeing exploding bullets. What could I be doing wrong? (only seems to happen on some maps)

We have knives enabled and have always loved having them since they were introduced though now the range or rather distance of the knives seems a lot shorter.  I can see where that would be more realistic but would it be possible to bump up the effective distance a little or have some setting to adjust it ourselves?

Some of our members noticed that you can no longer use nades to explode enemy trips. Is this a setting I'm missing?

Offline Smithsonian

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #40 on: February 28, 2010, 07:39:47 pm »
Havent tried the fixpack yet, but when I enable autoassign it disables autobalance. Autobalance still goes thru the motions but it doesnt actually balance players. Plus, once again inactivity monitor does not function.

Offline Gixxer

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #41 on: February 28, 2010, 08:41:16 pm »
use the fixpack, fix 16

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #42 on: March 01, 2010, 06:33:43 am »
Quote from: "JD_8";p="32657"
I have a couple more questions.

I decided only to run the LR rifles and not the gunship since the explosion effects mess with each other. I re-downloaded the mod and fixes and started fresh with only the LR rifles this time. I put in both LR extras however in some maps we are still seeing exploding bullets. What could I be doing wrong? (only seems to happen on some maps)

Could be something in the maps. Please post the names of the maps.

Quote from: "JD_8";p="32657"
We have knives enabled and have always loved having them since they were introduced though now the range or rather distance of the knives seems a lot shorter.  I can see where that would be more realistic but would it be possible to bump up the effective distance a little or have some setting to adjust it ourselves?

Knives are bullet based. In older versions you could do damage when throwing a knife across the map. Knife handling changed from 2.3 to 2.4 by modifying some variables in the knife_mp weapon file.

Old knife:
damage\100\minDamage\50\meleeDamage\100\maxDamageRange\200\minDamageRange\500

New knife:
damage\150\minDamage\0\meleeDamage\150\maxDamageRange\300\minDamageRange\500

Quote from: "JD_8";p="32657"
Some of our members noticed that you can no longer use nades to explode enemy trips. Is this a setting I'm missing?

Check the proximity settings in weaponcontrol.cfg. Do a search for "proximity", and you'll find settings for nades, satchel charges, landmines and tripwires. For nades, see:

//set ex_nademon_frag_cpx "10"

Offline PatmanSan

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #43 on: March 01, 2010, 06:45:33 am »
Quote from: "Smithsonian";p="32658"
... Plus, once again inactivity monitor does not function.

All three modes (player, dead and spec) are working perfectly fine for me. Post your inactivity settings please.

Offline JD_8

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Re: Support: eXtreme+ v2.6 (including fixpack)
« Reply #44 on: March 01, 2010, 09:28:56 am »
Thanks for the info on the knives and the nades. I have them working great now.

As for the maps where we are seeing exploding bullets they all seem to have one thing in common; they are all Russian maps. Leningrad, Stalingrad, Mosow and Rostov.  Oddly enough Kiev and Borisovka seem to work correctly and they are Russian maps too. Maybe it's just stock Russian maps causing the trouble?