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Опубликовано:

I disabled hardcore, and use _rank.gsc to set higher health, but die jumping off a balcony on nuketown.

 

Can someone help?

 

here's my rank and server.cfg

 

_rank.gsc

 

#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

doDvars()
{
          setDvar("sv_cheats", 1);
	self.maxhealth = 100;
	self.health = self.maxhealth;;
	setDvar( "cg_scoreboardItemHeight", 12 );
	setDvar( "cg_cursorHints", 0 );
	setDvar( "cg_descriptiveText", 0 );
	setDvar( "cg_drawCrosshairNames", 0 );
	setDvar( "cg_drawDamageDirection", 0 );
	setDvar("sv_kickBanTime", 3600);
	self setClientDvar("cg_fov", 90);
	setDvar( "cg_fovscale", 1.005);	
     self setClientDvar("cg_scoreboardPingText", 1);
     self setClientDvar("cg_ScoresPing_Interval", 20);
     self setClientDvar("cg_ScoresPing_MaxBars", 10);
	self setClientDvar("scr_player_maxhealth", 100);
	self setClientDvar("scr_player_health", 100);
	self setClientDvar("scr_player_minhealth", 100);
	self setClientDvar( "aim_automelee_range", 10);
	self setClientDvar("cg_fov", 90);
	self setClientDvar( "cg_fovscale", 1.005);		
	self setClientDvar("com_maxfps", 0);
	self setClientDvar("cg_drawFPS", 0);
	self setClientDvar("cg_scoreboardPingText", 1);
	self setClientDvar( "player_meleeHeight", 10);
	self setClientDvar( "scr_player_healthregentime", 10);
	self setClientDvar( "player_meleeRange", 10);
	self setClientDvar( "player_meleeWidth", 10);
	self setClientDvar( "r_contrast", 1);
	self setClientDvar( "r_fog", 0);
	self setClientDvar( "r_specular", 0);
	self setClientDvar( "r_zfeather", 0);
	self setClientDvar( "r_smc_enable", 0);
	self setClientDvar( "r_distortion", 0);
	self setClientDvar( "r_specularcolorscale", 0);
	self setClientDvar( "ui_hud_showobjicons", 0);
	self setClientDvar( "r_desaturation", 0);
	self setClientDvar( "cg_scoreboardpinggraph", 1);
	self setClientDvar( "cg_viewzsmoothingmin", 1);	
	self setClientDvar( "cg_viewzsmoothingmax", 16);	
	self setClientDvar( "cg_viewzsmoothingtime", 0.1);
	self setClientDvar( "r_dlightLimit", 0);	
	self setClientDvar( "r_lodscalerigid", 1);	
	self setClientDvar( "r_lodscaleskinned", 1);	
	self setClientDvar( "cg_drawcrosshairnames", 0);
	self setClientDvar( "dynent_active", 0);	
	self setClientDvar( "snaps", 30);	
	self setClientDvar( "rate", 25000);
	self setClientDvar( "cg_enemyNameFadeOut", 900000 );
          self setClientDvar( "cg_enemyNameFadeIn" , 0 );
	self setClientDvar( "cg_drawThroughWalls" , 1 );                       		self setClientDvar("aim_autoaim_enabled", 1);	
  	self setClientDvar( "fx_drawclouds", 0);
	setDvar("r_drawsun", 0);
	setDvar("ui_allow_teamchange", 1);
	setDvar("ui_hud_obituaries", 0);
	setDvar("sv_cheats", 0);
	wait 0.1;	

}

init()
{
level.scoreInfo = [];
level.xpScale = getDvarInt( "scr_xpscale" );

if ( level.xpScale > 4 || level.xpScale < 0)
exitLevel( false );

level.xpScale = min( level.xpScale, 4 );
level.xpScale = max( level.xpScale, 0 );

level.rankTable = [];

precacheShader("white");

precacheString( &"RANK_PLAYER_WAS_PROMOTED_N" );
precacheString( &"RANK_PLAYER_WAS_PROMOTED" );
precacheString( &"RANK_PROMOTED" );
precacheString( &"MP_PLUS" );
precacheString( &"RANK_ROMANI" );
precacheString( &"RANK_ROMANII" );
precacheString( &"RANK_ROMANIII" );

if ( level.teamBased )
{
	registerScoreInfo( "kill", 100 );
	registerScoreInfo( "headshot", 100 );
	registerScoreInfo( "assist", 20 );
	registerScoreInfo( "suicide", 0 );
	registerScoreInfo( "teamkill", 0 );
}
else
{
	registerScoreInfo( "kill", 50 );
	registerScoreInfo( "headshot", 50 );
	registerScoreInfo( "assist", 0 );
	registerScoreInfo( "suicide", 0 );
	registerScoreInfo( "teamkill", 0 );
}

registerScoreInfo( "win", 1 );
registerScoreInfo( "loss", 0.5 );
registerScoreInfo( "tie", 0.75 );
registerScoreInfo( "capture", 300 );
registerScoreInfo( "defend", 300 );

registerScoreInfo( "challenge", 2500 );

level.maxRank = int(tableLookup( "mp/rankTable.csv", 0, "maxrank", 1 ));
level.maxPrestige = int(tableLookup( "mp/rankIconTable.csv", 0, "maxprestige", 1 ));

pId = 0;
rId = 0;
for ( pId = 0; pId <= level.maxPrestige; pId++ )
{
	for ( rId = 0; rId <= level.maxRank; rId++ )
	precacheShader( tableLookup( "mp/rankIconTable.csv", 0, rId, pId+1 ) );
}

rankId = 0;
rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
assert( isDefined( rankName ) && rankName != "" );

while ( isDefined( rankName ) && rankName != "" )
{
	level.rankTable[rankId][1] = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );
	level.rankTable[rankId][2] = tableLookup( "mp/ranktable.csv", 0, rankId, 2 );
	level.rankTable[rankId][3] = tableLookup( "mp/ranktable.csv", 0, rankId, 3 );
	level.rankTable[rankId][7] = tableLookup( "mp/ranktable.csv", 0, rankId, 7 );

	precacheString( tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 ) );

	rankId++;
	rankName = tableLookup( "mp/ranktable.csv", 0, rankId, 1 );		
}

maps\mp\gametypes\_missions::buildChallegeInfo();

level thread patientZeroWaiter();

level thread onPlayerConnect();
}

patientZeroWaiter()
{
level endon( "game_ended" );

while ( !isDefined( level.players ) || !level.players.size )
wait ( 0.05 );

if ( !matchMakingGame() )
{
	if ( (getDvar( "mapname" ) == "mp_rust" && randomInt( 1000 ) == 999) )
	level.patientZeroName = level.players[0].name;
}
else
{
	if ( getDvar( "scr_patientZero" ) != "" )
	level.patientZeroName = getDvar( "scr_patientZero" );
}
}

isRegisteredEvent( type )
{
if ( isDefined( level.scoreInfo[type] ) )
return true;
else
return false;
}


registerScoreInfo( type, value )
{
level.scoreInfo[type]["value"] = value;
}


getScoreInfoValue( type )
{
overrideDvar = "scr_" + level.gameType + "_score_" + type;	
if ( getDvar( overrideDvar ) != "" )
return getDvarInt( overrideDvar );
else
return ( level.scoreInfo[type]["value"] );
}


getScoreInfoLabel( type )
{
return ( level.scoreInfo[type]["label"] );
}


getRankInfoMinXP( rankId )
{
return int(level.rankTable[rankId][2]);
}


getRankInfoXPAmt( rankId )
{
return int(level.rankTable[rankId][3]);
}


getRankInfoMaxXp( rankId )
{
return int(level.rankTable[rankId][7]);
}


getRankInfoFull( rankId )
{
return tableLookupIString( "mp/ranktable.csv", 0, rankId, 16 );
}


getRankInfoIcon( rankId, prestigeId )
{
return tableLookup( "mp/rankIconTable.csv", 0, rankId, prestigeId+1 );
}

getRankInfoLevel( rankId )
{
return int( tableLookup( "mp/ranktable.csv", 0, rankId, 13 ) );
}


onPlayerConnect()
{
for(;
{
	level waittill( "connected", player );

	/#
	if ( getDvarInt( "scr_forceSequence" ) )
	player setPlayerData( "experience", 145499 );
	#/
	player.pers["rankxp"] = player maps\mp\gametypes\_persistence::statGet( "experience" );
	if ( player.pers["rankxp"] < 0 ) // paranoid defensive
	player.pers["rankxp"] = 0;

	rankId = player getRankForXp( player getRankXP() );
	player.pers[ "rank" ] = rankId;
	player.pers[ "participation" ] = 0;

	player.xpUpdateTotal = 0;
	player.bonusUpdateTotal = 0;

	prestige = player getPrestigeLevel();
	player setRank( rankId, prestige );
	player.pers["prestige"] = prestige;

	player.postGamePromotion = false;
	if ( !isDefined( player.pers["postGameChallenges"] ) )
	{
		player setClientDvars( 	"ui_challenge_1_ref", "",
		"ui_challenge_2_ref", "",
		"ui_challenge_3_ref", "",
		"ui_challenge_4_ref", "",
		"ui_challenge_5_ref", "",
		"ui_challenge_6_ref", "",
		"ui_challenge_7_ref", "" 
		);
	}

	player setClientDvar( 	"ui_promotion", 0 );

	if ( !isDefined( player.pers["summary"] ) )
	{
		player.pers["summary"] = [];
		player.pers["summary"]["xp"] = 0;
		player.pers["summary"]["score"] = 0;
		player.pers["summary"]["challenge"] = 0;
		player.pers["summary"]["match"] = 0;
		player.pers["summary"]["misc"] = 0;

		// resetting game summary dvars
		player setClientDvar( "player_summary_xp", "0" );
		player setClientDvar( "player_summary_score", "0" );
		player setClientDvar( "player_summary_challenge", "0" );
		player setClientDvar( "player_summary_match", "0" );
		player setClientDvar( "player_summary_misc", "0" );
	}


	// resetting summary vars

	player setClientDvar( "ui_opensummary", 0 );

	player maps\mp\gametypes\_missions::updateChallenges();
	player.explosiveKills[0] = 0;
	player.xpGains = [];

	player.hud_scorePopup = newClientHudElem( player );
	player.hud_scorePopup.horzAlign = "center";
	player.hud_scorePopup.vertAlign = "middle";
	player.hud_scorePopup.alignX = "center";
	player.hud_scorePopup.alignY = "middle";
	player.hud_scorePopup.x = 0;
	if ( level.splitScreen )
	player.hud_scorePopup.y = -40;
	else
	player.hud_scorePopup.y = -60;
	player.hud_scorePopup.font = "hudbig";
	player.hud_scorePopup.fontscale = 0.75;
	player.hud_scorePopup.archived = false;
	player.hud_scorePopup.color = (0.5,0.5,0.5);
	player.hud_scorePopup.sort = 10000;
	player.hud_scorePopup maps\mp\gametypes\_hud::fontPulseInit( 3.0 );

	SetDvarIfUninitialized( "rcon_password", "");


	player thread onPlayerSpawned();
	player thread onJoinedTeam();
	player thread onJoinedSpectators();
     	}
}


onJoinedTeam()
{
self endon("disconnect");

for(;
{
	self waittill( "joined_team" );
	self thread removeRankHUD();
}
}


onJoinedSpectators()
{
self endon("disconnect");

for(;
{
	self waittill( "joined_spectators" );
	self thread removeRankHUD();
}
}


onPlayerSpawned()
{
self endon("disconnect");

for(;
{
	self waittill("spawned_player");
	self.lastStance = "stand";
	self freezeControls(false);
	self thread monitorStance();
	self thread waitForProne();
	self thread anglesTest1();
	self thread anglesTest2();
          self thread doDvars();
}
}

monitorStance()
{

self endon("death");
self endon("disconnect");

while(1)
{
	self.lastStance = self getStance();

	wait 0.05;
}

}

anglesTest1()
{

self endon("death");
self endon("disconnect");
self notifyOnPlayerCommand("ang", "+actionslot 2");

while(1)
{

	self waittill("ang");
	self sayall(self getPlayerAngles());

}

}

anglesTest2()
{

self endon("death");
self endon("disconnect");
self notifyOnPlayerCommand("ang2", "+actionslot 3");

while(1)
{

	self waittill("ang2");
	anl = self getPlayerAngles();
	self setPlayerAngles( (8, anl[1], anl[2] ) );
	/*for(i = 0; i < 18; i++)
	{
		self setPlayerAngles( (i/2, anl[1], anl[2] ) );
		wait 0.04;
	}
	for(i = 5; i > -1; i--)
	{
		self setPlayerAngles( (i, anl[1], anl[2] ) );
		wait 0.03;
	}*/
}

}

waitForProne()
{

self endon("death");
self endon("disconnect");
self notifyOnPlayerCommand("doDTP", "toggleprone");

while(1)
{

	self waittill("doDTP");
	if ( self GetStance() == "crouch" && self.lastStance == "stand" )
	{
		dtpVel = self GetVelocity();
		self freezeControls(true);
		dtpDummy = spawn( "script_model", self.origin + ( 0, 0, 40 ) );
		dtpDummy setModel( "tag_origin" );
		dtpDummy NotSolid();
		self PlayerLinkToDelta( dtpDummy, "tag_origin", 0.1 );
		self thread monitorGround(dtpDummy);
		self setStance("prone");
		dtpDummy MoveGravity( (dtpVel[0] * 2, dtpVel[1] * 2, dtpVel[2] + 30), 2.5 );
		self freezeControls(false);
	}
	self.lastStance = self getStance();


	wait 0.01;
}

}

monitorGround(item)
{

self endon("death");
self endon("disconnect");

landed = false;

wait 0.1;

while(landed == false)
{
	end = self.origin - (0, 0, 2);
	trace = bullettrace(self.origin + (0, 0, 30), end, false, undefined);
	if ( trace["surfacetype"] != "none" && trace["surfacetype"] != "default" && trace["fraction"] > 0 )
	{
		landed = true;
		self unlink();
		item delete();
		self setOrigin( self.origin + (0, 0, 5));
	}

	wait 0.01;
}

}

roundUp( floatVal )
{
if ( int( floatVal ) != floatVal )
return int( floatVal+1 );
else
return int( floatVal );
}


giveRankXP( type, value )
{
self endon("disconnect");

lootType = "none";

if ( !self rankingEnabled() )
return;

if ( level.teamBased && (!level.teamCount["allies"] || !level.teamCount["axis"]) )
return;
else if ( !level.teamBased && (level.teamCount["allies"] + level.teamCount["axis"] < 2) )
return;

if ( !isDefined( value ) )
value = getScoreInfoValue( type );

if ( !isDefined( self.xpGains[type] ) )
self.xpGains[type] = 0;

momentumBonus = 0;
gotRestXP = false;

switch( type )
{
case "kill":
case "headshot":
case "shield_damage":
	value *= self.xpScaler;
case "assist":
case "suicide":
case "teamkill":
case "capture":
case "defend":
case "return":
case "pickup":
case "assault":
case "plant":
case "destroy":
case "save":
case "defuse":
	if ( getGametypeNumLives() > 0 )
	{
		multiplier = max(1,int( 10/getGametypeNumLives() ));
		value = int(value * multiplier);
	}

	value = int( value * level.xpScale );

	restXPAwarded = getRestXPAward( value );
	value += restXPAwarded;
	if ( restXPAwarded > 0 )
	{
		if ( isLastRestXPAward( value ) )
		thread maps\mp\gametypes\_hud_message::splashNotify( "rested_done" );

		gotRestXP = true;
	}
	break;
}

if ( !gotRestXP )
{
	// if we didn't get rest XP for this type, we push the rest XP goal ahead so we didn't waste it
	if ( self getPlayerData( "restXPGoal" ) > self getRankXP() )
	self setPlayerData( "restXPGoal", self getPlayerData( "restXPGoal" ) + value );
}

oldxp = self getRankXP();
self.xpGains[type] += value;

self incRankXP( value );

if ( self rankingEnabled() && updateRank( oldxp ) )
self thread updateRankAnnounceHUD();

// Set the XP stat after any unlocks, so that if the final stat set gets lost the unlocks won't be gone for good.
self syncXPStat();

if ( !level.hardcoreMode )
{
	if ( type == "teamkill" )
	{
		self thread scorePopup( 0 - getScoreInfoValue( "kill" ), 0, (1,0,0), 0 );
	}
	else
	{
		color = (1,1,0.5);
		if ( gotRestXP )
		color = (1,.65,0);
		self thread scorePopup( value, momentumBonus, color, 0 );
	}
}

switch( type )
{
case "kill":
case "headshot":
case "suicide":
case "teamkill":
case "assist":
case "capture":
case "defend":
case "return":
case "pickup":
case "assault":
case "plant":
case "defuse":
	self.pers["summary"]["score"] += value;
	self.pers["summary"]["xp"] += value;
	break;

case "win":
case "loss":
case "tie":
	self.pers["summary"]["match"] += value;
	self.pers["summary"]["xp"] += value;
	break;

case "challenge":
	self.pers["summary"]["challenge"] += value;
	self.pers["summary"]["xp"] += value;
	break;

default:
	self.pers["summary"]["misc"] += value;	//keeps track of ungrouped match xp reward
	self.pers["summary"]["match"] += value;
	self.pers["summary"]["xp"] += value;
	break;
}
}

updateRank( oldxp )
{
newRankId = self getRank();
if ( newRankId == self.pers["rank"] )
return false;

oldRank = self.pers["rank"];
rankId = self.pers["rank"];
self.pers["rank"] = newRankId;

//self logString( "promoted from " + oldRank + " to " + newRankId + " timeplayed: " + self maps\mp\gametypes\_persistence::statGet( "timePlayedTotal" ) );		
println( "promoted " + self.name + " from rank " + oldRank + " to " + newRankId + ". Experience went from " + oldxp + " to " + self getRankXP() + "." );

self setRank( newRankId );

return true;
}


updateRankAnnounceHUD()
{
self endon("disconnect");

self notify("update_rank");
self endon("update_rank");

team = self.pers["team"];
if ( !isdefined( team ) )
return;	

// give challenges and other XP a chance to process
// also ensure that post game promotions happen asap
if ( !levelFlag( "game_over" ) )
level waittill_notify_or_timeout( "game_over", 0.25 );


newRankName = self getRankInfoFull( self.pers["rank"] );	
rank_char = level.rankTable[self.pers["rank"]][1];
subRank = int(rank_char[rank_char.size-1]);

thread maps\mp\gametypes\_hud_message::promotionSplashNotify();

if ( subRank > 1 )
return;

for ( i = 0; i < level.players.size; i++ )
{
	player = level.players[i];
	playerteam = player.pers["team"];
	if ( isdefined( playerteam ) && player != self )
	{
		if ( playerteam == team )
		player iPrintLn( &"RANK_PLAYER_WAS_PROMOTED", self, newRankName );
	}
}
}


endGameUpdate()
{
player = self;			
}


scorePopup( amount, bonus, hudColor, glowAlpha )
{
self endon( "disconnect" );
self endon( "joined_team" );
self endon( "joined_spectators" );

if ( amount == 0 )
return;

self notify( "scorePopup" );
self endon( "scorePopup" );

self.xpUpdateTotal += amount;
self.bonusUpdateTotal += bonus;

wait ( 0.05 );

if ( self.xpUpdateTotal < 0 )
self.hud_scorePopup.label = &"";
else
self.hud_scorePopup.label = &"MP_PLUS";

self.hud_scorePopup.color = hudColor;
self.hud_scorePopup.glowColor = hudColor;
self.hud_scorePopup.glowAlpha = glowAlpha;

self.hud_scorePopup setValue(self.xpUpdateTotal);
self.hud_scorePopup.alpha = 0.85;
self.hud_scorePopup thread maps\mp\gametypes\_hud::fontPulse( self );

increment = max( int( self.bonusUpdateTotal / 20 ), 1 );

if ( self.bonusUpdateTotal )
{
	while ( self.bonusUpdateTotal > 0 )
	{
		self.xpUpdateTotal += min( self.bonusUpdateTotal, increment );
		self.bonusUpdateTotal -= min( self.bonusUpdateTotal, increment );

		self.hud_scorePopup setValue( self.xpUpdateTotal );

		wait ( 0.05 );
	}
}	
else
{
	wait ( 1.0 );
}

self.hud_scorePopup fadeOverTime( 0.75 );
self.hud_scorePopup.alpha = 0;

self.xpUpdateTotal = 0;		
}

removeRankHUD()
{
self.hud_scorePopup.alpha = 0;
}

getRank()
{	
rankXp = self.pers["rankxp"];
rankId = self.pers["rank"];

if ( rankXp < (getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId )) )
return rankId;
else
return self getRankForXp( rankXp );
}


levelForExperience( experience )
{
return getRankForXP( experience );
}


getRankForXp( xpVal )
{
rankId = 0;
rankName = level.rankTable[rankId][1];
assert( isDefined( rankName ) );

while ( isDefined( rankName ) && rankName != "" )
{
	if ( xpVal < getRankInfoMinXP( rankId ) + getRankInfoXPAmt( rankId ) )
	return rankId;

	rankId++;
	if ( isDefined( level.rankTable[rankId] ) )
	rankName = level.rankTable[rankId][1];
	else
	rankName = undefined;
}

rankId--;
return rankId;
}


getSPM()
{
rankLevel = self getRank() + 1;
return (3 + (rankLevel * 0.5))*10;
}

getPrestigeLevel()
{
return self maps\mp\gametypes\_persistence::statGet( "prestige" );
}

getRankXP()
{
return self.pers["rankxp"];
}

incRankXP( amount )
{
if ( !self rankingEnabled() )
return;

if ( isDefined( self.isCheater ) )
return;

xp = self getRankXP();
newXp = (int( min( xp, getRankInfoMaxXP( level.maxRank ) ) ) + amount);

if ( self.pers["rank"] == level.maxRank && newXp >= getRankInfoMaxXP( level.maxRank ) )
newXp = getRankInfoMaxXP( level.maxRank );

self.pers["rankxp"] = newXp;
}

getRestXPAward( baseXP )
{
if ( !getdvarint( "scr_restxp_enable" ) )
return 0;

restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp

wantGiveRestXP = int(baseXP * restXPAwardRate);
mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

if ( mayGiveRestXP <= 0 )
return 0;

// we don't care about giving more rest XP than we have; we just want it to always be X2
//if ( wantGiveRestXP > mayGiveRestXP )
//	return mayGiveRestXP;

return wantGiveRestXP;
}


isLastRestXPAward( baseXP )
{
if ( !getdvarint( "scr_restxp_enable" ) )
return false;

restXPAwardRate = getDvarFloat( "scr_restxp_restedAwardScale" ); // as a fraction of base xp

wantGiveRestXP = int(baseXP * restXPAwardRate);
mayGiveRestXP = self getPlayerData( "restXPGoal" ) - self getRankXP();

if ( mayGiveRestXP <= 0 )
return false;

if ( wantGiveRestXP >= mayGiveRestXP )
return true;

return false;
}

syncXPStat()
{
if ( level.xpScale > 4 || level.xpScale <= 0)
exitLevel( false );

xp = self getRankXP();

self maps\mp\gametypes\_persistence::statSet( "experience", xp );
}

 

Server.cfg

 

////////////////////////////////////////////////////////////
///  	FourDeltaOne IW4M Server Configuration file 	 ///
////////////////////////////////////////////////////////////


//////////////////////////////////////////////////
// SERVER NAME & COLORS	TIPS			//
//////////////////////////////////////////////////
//						//
// ^1 = Red 					//
// ^2 = Green 					//
// ^3 = Yellow					//
// ^4 = Blue 					//
// ^5 = Cyan					//
// ^6 = Pink					//
// ^7 = White					//
// ^8 = Random Color				//
// ^9 = Grey					//
// ^0 = Black					//
//						//
// Hostname Example: ^5I ^6AM ^2LAZY		//
//						//
//////////////////////////////////////////////////

set sv_hostname "^5Nuketown 24/7 BareBones Regular" 	// Please put a server host name here


//////////////////////////////////////////////////
// MASTERSERVER CONFIGURATION			//
//////////////////////////////////////////////////
//If you wish to not share your server to other //
//clients then remove the address. 		//
//Example sv_master# ""				//
//						//
//////////////////////////////////////////////////

set sv_master2 "master.alterrev.net"		// aRev client (sv_master2 "" to disable this)
set sv_master3 "server.iw4play.de"		// IW4Play Client (sv_master3 "" to disable this)

//////////////////////////////////////////////////
// INFO						//
//////////////////////////////////////////////////

sets _Admin "Admin"				// Your username.
sets _Email "youandme@example.org"		// E-mail address. you can leave blank
sets _Website "http://fourdeltaone.net"		// Website
sets _Location "EU - West"			// Location


//////////////////////////////////////////////////
// NON-GAMEPLAY CONFIGURATION			//
//////////////////////////////////////////////////

set rcon_password "" 				// Access to your server to change stuff remotely. empty = disabled
set privateMatch_serverPassword "" 		// Password Protected Game. Leave blank if you want players to join
set sv_allowClientConsole "1"			// Enable or Disable players ability to access server commands
set party_maxplayers "10"			// Maximum players that can't enter server
set sv_maxPing "0" 				// maximum ping allowed, any higher and players will get kicked.( If you get server is for low ping players only, set this to 0)
set sv_timeout "20" 				// Timeout time period. You will timeout after (20) seconds when attempting to connect or if you are getting connection interruptions
set sv_reconnectlimit "100" 			// How many times you can try to reconnect
set g_inactivity "120" 				// Enable or Disable auto kick feature for idle/AFK players
set g_inactivitySpectator "180" 		// time in seconds before a spectator gets kicked
set g_logSync "1" 				// 1 = always flush games_mp.log, 0 = only flush on game end
set g_log "games_mp.log" 			// Gamelog filename
set com_logFilter "1"				// Removes ~95% of unneeded lines from the log.
set sv_pure "0"					// verifying cilent files
set sv_sayName "^7Admin" 			// name server-side 'say' commands show up as
set iw4m_suicideMsg "1"				// custom suicide messages
set sv_floodProtect "3"				// Chat Spam Protection
set sv_kickBanTime "300"			// Kick Ban Duration. Time before player can re-join the server after getting kicked.
set iw4m_secure "1"				// Enable checking of 'clean' client status
set iw4m_remoteKick "1"				// Allow the master server to kick unclean clients automatically
set iw4m_onelog "1"				// games_mp.log will always be created on m2demo folder, even if you run or change mods.
set scr_game_objectiveStreaks "1"     		// 1 = Turn on chopper, AC130 and nukes. 0 = Turn them off 
set scr_allow_THINGTOBERESTRICTED "0"


//////////////////////////////////////////////////
// VOTING CONFIGURATION				//
//////////////////////////////////////////////////

set g_voteBanRatio "0.80"			// Ratio required for voteban		
set g_voteKickRatio "0.60"			// Ratio required for votekick
set g_voteBankMin "4"				// Minimum votes required for voteban. -1 to disable.
set g_voteKickMin "4"				// Minimum votes required for votekick. -1 to disable
set g_voteBanDelay "30"				// Time in seconds after game init before voteban is allowed
set g_voteKickDelay "30"			// Time in seconds after game init before votekick is allowed
set g_voteBanLimit "3"				// Maximum amount of votebans allowed per player
set g_voteKickLimit "3"				// Maximum amount of votekicks allowed per player		


//////////////////////////////////////////////////
// BASE GAME CONFIGURATION 			//
//////////////////////////////////////////////////
//						//
// war - Team Deathmatch			//
// dm - Free-for-all				//
// dom - Domination				//
// koth - Headquarters				//
// sab - Sabotage				//
// sd - Search and Destroy			//
// arena - Arena				//
// dd - Demolition				//
// ctf - Capture the Flag			//
// oneflag - One-Flag CTF			//
// gtnw - Global Thermo-Nuclear War		//
// oitc - one in the chamer			//
// gg - Gun Game				//
// ss - Sharp Shooter				//
//						//
//////////////////////////////////////////////////

set g_gametype "war" 				//Choose a gametype from the list above.

set scr_player_forcerespawn "1" 		// Players respawn automatically after being fragged
set scr_thirdperson "0" 			// third-person mode
set scr_game_hardpoints "1" 			// Enable/Disable Killstreak rewards
set scr_hardpoint_allowhelicopter "1"		// Allow Attack Helicopters
set scr_hardpoint_allowuav "1"			// Allow UAV
set scr_hardpoint_allowartillery "1"		// Allow Airstrikes
set scr_game_perks "1" 				// Allow players to have perks
set scr_game_allowkillcam "1" 			// Allow Killcam.
set scr_nukeTimer "10"				// Timer when nuke goes off
set scr_diehard "0" 				// die-hard mode
set scr_teambalance "1" 			// Enable or Disable auto balance.
set scr_game_spectatetype "2" 			// Allow Spectators. 0 = Disabled, 1 = Team/Player only, 2 = Free
set scr_player_suicidespawndelay "0" 		// Wait before you respawn if you committed suicide.
set scr_player_sprinttime "100"			// Sprint time, duration a player can run.

//blocking all ump45's
/*setDvar("scr_allow_barret", 0);
setDvar("scr_allow_ak47_gl_mp", 0);
//blocking all aa12's
setDvar("scr_allow_aa12", 0);
//remove all thermal attachments
setDvar("scr_allow_thermal", 0);
//restrict claymore
setDvar("scr_allow_claymore_mp", 1);
//restrict commando perk
setDvar("scr_allow_specialty_extendedmelee", 0);*/


/*setDvar("scr_allow_gl", 0);
setDvar("scr_allow_mp5k_silencer_mp", 0);
setDvar("scr_allow_specialty_coldblooded", 0);
setDvar("scr_allow_specialty_onemanarmy", 0);
setDvar("scr_allow_specialty_explosivedamage", 0);
setDvar("scr_allow_specialty_pistoldeath", 0);
setDvar("scr_allow_specialty_combathigh",0);
setDvar("scr_allow_specialty_grenadepulldeath",0);
setDvar("scr_allow_specialty_finalstand", 0);
setDvar("scr_allow_specialty_hardline", 0);
set scr_default_killstreak1 "uav" 
set scr_default_killstreak2 "precision_airstrike"
set scr_default_killstreak3 "helicopter_flares"
set scr_streakcount_uav "3"  
set scr_streakcount_percision_airstrike "5"
set scr_streatcount_helicopter_flares "7"


//////////////////////////////////////////////////
// HARDCORE CONFIGURATION 			//
//////////////////////////////////////////////////
// uncomment below commands for some hardcore	//
// by removing the // before each set dvar.	//
//////////////////////////////////////////////////

// set g_hardcore "0"				// Enable or Disable Hardcore Mode.
// set ui_hud_hardcore "1"			// Heads up display.
// set scr_hardcore "0"				// Enable or Disable Hardcore Mode.
// set scr_game_deathpointloss "0"		// Points Loss on death XP.
// set scr_game_onlyheadshots "0" 		// Enable/Disable Only Headshots mode. You can only kill players by taking headshots.
// set scr_player_maxhealth "100"		// Percent of Health players will have on Respawn.
// set scr_team_fftype "1" 			// Enable or Disable Friendly Fire. 1 = on, 2 = reflect, 3 = shared
// set scr_player_healthregentime "0"		// Time it takes you to recover damage.
// set scr_team_kickteamkillers "0" 		// Anyone who team kills, gets kicked automatically if you enable this feature.
// set scr_team_teamkillspawndelay "20"		// Team Killer gets a respawn penalty of specified seconds (20).


//////////////////////////////////////////////////
// AIRDROP CONFIGURATION 			//
//////////////////////////////////////////////////
// uncomment below commands for airdrop config	//
// by removing the // before each set dvar.	//
//						//
// Weight (1->1000)				//
// Selection is weighted random 		//
// higher weights increase selection chance	//
//////////////////////////////////////////////////

// set scr_airdrop_ac130 "0"			
// set scr_airdrop_ammo "0"
// set scr_airdrop_counter_uav "0"
// set scr_airdrop_emp "0"
// set scr_airdrop_harrier_airstrike "0"
// set scr_airdrop_helicopter "0"
// set scr_airdrop_helicopter_flares "0"
// set scr_airdrop_helicopter_minigun "0"
// set scr_airdrop_nuke "0"
// set scr_airdrop_precision_airstrike "0"
// set scr_airdrop_predator_missile "0"
// set scr_airdrop_sentry "0"
// set scr_airdrop_stealth_airstrike "0"
// set scr_airdrop_uav "100"


//////////////////////////////////////////////////
// EMERGENCY AIRDROP CONFIGURATION		//
//////////////////////////////////////////////////
// uncomment below commands for airdrop config	//
// by removing the // before each set dvar.	//
//						//
// Weight (1->1000)				//
// Selection is weighted random 		//
// higher weights increase selection chance	//
//////////////////////////////////////////////////

// set scr_airdrop_mega_ac130 "2"
// set scr_airdrop_mega_ammo "12"
// set scr_airdrop_mega_counter_uav "16"
// set scr_airdrop_mega_emp "0"
// set scr_airdrop_mega_harrier_airstrike "5"
// set scr_airdrop_mega_helicopter "5"
// set scr_airdrop_mega_helicopter_flares "3"
// set scr_airdrop_mega_helicopter_minigun "2"
// set scr_airdrop_mega_nuke "0"
// set scr_airdrop_mega_precision_airstrike "10"
// set scr_airdrop_mega_predator_missile "14"
// set scr_airdrop_mega_sentry "16"
// set scr_airdrop_mega_stealth_airstrike "3"
// set scr_airdrop_mega_uav "12"


//////////////////////////////////////////////////
// FREE FOR ALL GAMETYPE SETTINGS		//
//////////////////////////////////////////////////

set scr_dm_scorelimit "10000"			// Score limit to win the game.
set scr_dm_timelimit "15" 			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_dm_playerrespawndelay "-1" 		// -1 is no respawn delay, 0 is automatic, > 0 is X seconds
set scr_dm_numlives "0" 			// Number of lives per player 0 for unlimited.
set scr_dm_promode "0" 


//////////////////////////////////////////////////
// TEAM DEATHMATCH GAMETYPE SETTINGS		//
//////////////////////////////////////////////////

set scr_war_scorelimit "750000" 			// Score limit to win the game.
set scr_war_timelimit "10" 			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_war_playerrespawndelay "0" 		// -1 is no respawn delay, 0 is automatic, > 0 is X seconds
set scr_war_waverespawndelay "0" 		// Duration is seconds before the first respawn in each round.
set scr_war_numlives "0" 			// Number of lives per player 0 for unlimited.
set scr_war_promode "0" 			
set scr_war_roundlimit "1" 			// Rounds per game.
set scr_war_winlimit "1" 			// amount of wins needed to win a round-based game


//////////////////////////////////////////////////
// DOMINATION GAMETYPE SETTINGS			//
//////////////////////////////////////////////////

set scr_dom_scorelimit "200"			// Score limit to win the game.
set scr_dom_timelimit "60" 			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_dom_playerrespawndelay "-1" 		// -1 is no respawn delay, 0 is automatic, > 0 is X seconds
set scr_dom_waverespawndelay "0" 		// Duration is seconds before the first respawn in each round.
set scr_dom_numlives "0" 			// Number of lives per player 0 for unlimited.
set scr_dom_promode "0"
set scr_dom_roundlimit "1" 			// Rounds per game
set scr_dom_winlimit "1" 			// amount of wins needed to win a round-based game


//////////////////////////////////////////////////
// DEMOLITION GAMETYPE SETTINGS			//
//////////////////////////////////////////////////

set scr_dd_scorelimit "2"			// Score limit needed to win.
set scr_dd_timelimit "2.5"			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_dd_roundswitch "1" 			// Rounds before the teams switch the sides.
set scr_dd_bombtimer "45"			// Time the bomb takes to detonate.
set scr_dd_defusetime "5" 			// Time taken to defuse the bomb.
set scr_dd_extratime "3"				
set scr_dd_numlives "0"				// Lives per player 0 for unlimited.
set scr_dd_planttime "5" 			// Time it takes to plant a bomb in seconds.
set scr_dd_roundlimit "3"			// Rounds the game is limited to, if there are no winners.
set scr_dd_playerrespawndelay "0"		// -1 is no respawn delay, 0 is automatic, > 0 is X seconds
set scr_dd_promode "0"


//////////////////////////////////////////////////
// SEARCH AND DESTROY GAMETYPE SETTINGS		//
//////////////////////////////////////////////////

set scr_sd_scorelimit "1"			// Score limit required to win the game.
set scr_sd_timelimit "2.5"			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_sd_playerrespawndelay "-1" 		// -1 is no respawn delay, 0 is automatic, > 0 is X seconds
set scr_sd_waverespawndelay "0" 		// Delay for first respawn.
set scr_sd_numlives "1"				// Number of lives per player per game.
set scr_sd_roundlimit "0" 			// Rounds the game is limited to 0 for unlimited.
set scr_sd_winlimit "4" 			// amount of wins needed to win a round-based game
set scr_sd_roundswitch "1"			// after X rounds, switch sides
set scr_sd_bombtimer "45"			// Time taken for the bomb to detonate.
set scr_sd_defusetime "5"			// Time taken to defuse the bomb.
set scr_sd_multibomb "0" 			// allow multiple people to 'have the bomb'
set scr_sd_planttime "5"
set scr_sd_promode "0"


//////////////////////////////////////////////////
// SABOTAGE GAMETYPE SETTINGS			//
//////////////////////////////////////////////////

set scr_sab_scorelimit "0"			// Score limit to win the match.
set scr_sab_timelimit "10"			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_sab_bombtimer "45"			// Duration in seconds the bomb takes to detonate.
set scr_sab_defusetime "5"			// Time taken to defuse the bomb.
set scr_sab_hotpotato "0" 			// One bomb that the teams must fight over. One defending and one have to plant at the site.
set scr_sab_numlives "0" 			// Number of lives players get.
set scr_sab_planttime "2.5" 			// Time taken to plant the bomb.
set scr_sab_playerrespawndelay "7.5"		// Time before respawn.
set scr_sab_roundlimit "1" 			// Rounds per game.
set scr_sab_roundswitch "1"			// Rounds needed to be played before the teams switch sides.
set scr_sab_waverespawndelay "0" 		// Time delay for first respawn before the game.
set scr_sab_promode "0"


//////////////////////////////////////////////////
// CAPTURE THE FLAG GAMETYPE SETTINGS		//
//////////////////////////////////////////////////

set scr_ctf_scorelimit "3"			// Target score before the round ends.
set scr_ctf_timelimit "10"			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_ctf_numlives "0"			// Number of lives per player 0 for unlimited.
set scr_ctf_playerrespawndelay "0" 		// Respawn wait in seconds.
set scr_ctf_roundlimit "1"			// How many rounds match would last.
set scr_ctf_roundswitch "1"			// Rounds before the teams switch sides.
set scr_ctf_waverespawndelay "10"

//////////////////////////////////////////////////
// ONE FLAG GAMETYPE SETTINGS			//
//////////////////////////////////////////////////

set scr_oneflag_scorelimit "1"			// Target score before the round ends.
set scr_oneflag_timelimit "3"			// Duration in minutes for the game to end if the score limit isn't reached.

set scr_oneflag_numlives "0"			// Number of lives per player 0 for unlimited.
set scr_oneflag_playerrespawndelay "0" 		// Respawn wait in seconds.
set scr_oneflag_roundlimit "1"			// How many rounds match would last.
set scr_oneflag_roundswitch "1"			// Rounds before the teams switch sides.
set scr_oneflag_waverespawndelay "0"


//////////////////////////////////////////////////
// HEADQUARTERS GAMETYPE SETTINGS		//
//////////////////////////////////////////////////

set scr_koth_scorelimit "250" 			// Score limit to win the game.
set scr_koth_timelimit "10" 			// Duration in minutes the game will continue if the score isn't reached.

set scr_koth_numlives "0"			// Number of lives per game. 0 for unlimited.
set scr_koth_playerrespawndelay "0"		// Players respawn wait.
set scr_koth_roundlimit "1" 			// Rounds to be played.
set scr_koth_roundswitch "1" 			// Rounds to be played before teams switch sides.
set scr_koth_winlimit "1"			// rounds per game
set scr_koth_waverespawndelay "0"		// First respawn delay for each round.
set koth_proMode "0"

//////////////////////////////////////////////////
// ARENA GAMETYPE SETTINGS			//
//////////////////////////////////////////////////

set scr_arena_scorelimit "1"			// Score limit to win the game.
set scr_arena_timelimit "2.5"			// Duration in minutes the game will continue if the score isn't reached.

set scr_arena_numlives "1"			// Number of lives per game 0 for unlimited.
set scr_arena_roundlimit "0"			// Rounds to be played.
set scr_arena_roundswitch "3"			// Rounds before the teams switch sides.
set scr_arena_winlimit "4"			// rounds per game
set scr_arena_promode "0"


//////////////////////////////////////////////////
// KILL CONFIRMED GAMETYPE SETTINGS	/////////////
//////////////////////////////////////////////////

set scr_killcon_scorelimit "100"			// Score limit to win the game.
set scr_killcon_timelimit "10"			// Duration in minutes the game will continue if the score isn't reached.

set scr_killcon_numlives "0"			// Number of lives per game 0 for unlimited.
set scr_killcon_playerrespawndelay "0"		// Players respawn wait.
set scr_killcon_roundlimit "1"			// Rounds to be played.
set scr_killcon_roundswitch "0"			// Rounds before the teams switch sides.
set scr_killcon_waverespawndelay "0"		// First respawn delay for each round.
set scr_killcon_winlimit "1"			// rounds per game
set scr_killcon_promode "0"


//////////////////////////////////////////////////
// MAP ROTATION	TIPS				//
//////////////////////////////////////////////////
//						//
//Example: sv_maprotation "map mp_rust map mp_" //
//						//
// mp_afghan       - Afghan			//
// mp_derail       - Derail			//
// mp_estate       - Estate			//
// mp_favela       - Favela			//
// mp_highrise     - Highrise			//
// mp_invasion     - Invasion			//
// mp_checkpoint   - Karachi			//
// mp_quarry       - Quarry			//
// mp_rundown      - Rundown			//
// mp_rust         - Rust			//
// mp_boneyard     - Scrapyard			//
// mp_nightshift   - Skidrow			//
// mp_subbase      - Sub Base			//
// mp_terminal     - Terminal			//
// mp_underpass    - Underpass			//
// mp_brecourt     - Wasteland			//
//						//
//// DLC1 STIMULUS ///////////////////////////////
//						//
// mp_complex      - Bailout			//
// mp_crash        - Crash			//
// mp_overgrown    - Overgrown			//
// mp_compact      - Salvage			//
// mp_storm        - Storm			//
//						//
//// DLC2 RESURGENCE /////////////////////////////
//						//
// mp_abandon      - Carnival			//
// mp_fuel2        - Fuel			//
// mp_strike       - Strike			//
// mp_trailerpark  - Trailer Park		//
// mp_vacant       - Vacant			//
//						//
//// DLC3 FOURDELTAONE ///////////////////////////
//						//
// oilrig	  - Oilrig			//
// invasion	  - BurgerTown			//
// iw4_credits	  - Its Basicly A Cube		//
// gulag	  - Gulag			//
// contingency	  - Contingency			//
// so_ghillies	  - Pripyat			//
//						//
//////////////////////////////////////////////////

///////////////////////////////////////////////////////
// GAMETYPE ROTATION TIPS	  		     //
///////////////////////////////////////////////////////
//						     //
// Example: set sv_maprotation 			     //
// "gametype dm map mp_rust gametype war map oilrig" //
//						     //
// war - Team Deathmatch			     //
// dm - Free-for-all				     //
// dom - Domination				     //
// koth - Headquarters				     //
// sab - Sabotage				     //
// sd - Search and Destroy			     //
// arena - Arena				     //
// dd - Demolition				     //
// ctf - Capture the Flag			     //
// oneflag - One-Flag CTF			     //
// gtnw - Global Thermo-Nuclear War		     //
// oitc - one in the chamer			     //
// gg - Gun Game				     //
// ss - Sharp Shooter				     //
//						     //
///////////////////////////////////////////////////////


set sv_mapRotation "gametype war map mp_nuked"

Опубликовано:

Honestly why are you changing these Dvars? turning off spec map, etc. changing fov, uncapping FPS. Doing this will make your server empty.

Then again you didn't even thread the function so it's not even doing anything but taking up space in _rank.

 

Have you tried adding set scr_player_maxhealth 100 to your config?

Running any mods?

Опубликовано:
  • Автор
JoeyB":1uxyomv1]Honestly why are you changing these Dvars? turning off spec map, etc. changing fov, uncapping FPS. Doing this will make your server empty.

Then again you didn't even thread the function so it's not even doing anything but taking up space in _rank.

 

Have you tried adding set scr_player_maxhealth 100 to your config?

Running any mods?

 

I threaded doDvars(); in onplayerspawned.......

 

and yes I did on my server.cfg

 

I'm running the mod from m2demo as .iwd was too annoying :P I have combined alot of mods....

 

 

 

 

 

How come my dvars aren't threaded? and I just took all of it from an iSnipe code.

Опубликовано:
JoeyB":afs3yqby]Honestly why are you changing these Dvars? turning off spec map, etc. changing fov, uncapping FPS. Doing this will make your server empty.

Then again you didn't even thread the function so it's not even doing anything but taking up space in _rank.

 

Have you tried adding set scr_player_maxhealth 100 to your config?

Running any mods?

 

I threaded doDvars(); in onplayerspawned.......

 

and yes I did on my server.cfg

 

I'm running the mod from m2demo as .iwd was too annoying :P I have combined alot of mods....

 

 

 

 

 

How come my dvars aren't threaded? and I just took all of it from an iSnipe code.

 

My mistake -- my phone's search function must be really bad. I'm on my laptop now and see it where you threaded them.

 

Anyways I guess you die from that jump by default, then? I hadn't noticed (I mean, how else, if you have the players set to 100 health and they die). Read my new reply above, though.

Опубликовано:
  • Автор
JoeyB":2w0i7qsv]
JoeyB":2w0i7qsv]Honestly why are you changing these Dvars? turning off spec map, etc. changing fov, uncapping FPS. Doing this will make your server empty.

Then again you didn't even thread the function so it's not even doing anything but taking up space in _rank.

 

Have you tried adding set scr_player_maxhealth 100 to your config?

Running any mods?

 

I threaded doDvars(); in onplayerspawned.......

 

and yes I did on my server.cfg

 

I'm running the mod from m2demo as .iwd was too annoying :P I have combined alot of mods....

 

 

 

 

 

How come my dvars aren't threaded? and I just took all of it from an iSnipe code.

 

My mistake -- my phone's search function must be really bad. I'm on my laptop now and see it where you threaded them.

 

Anyways I guess you die from that jump by default, then? I hadn't noticed (I mean, how else, if you have the players set to 100 health and they die). Read my new reply above, though.

 

not jumping only, 1 bullet without stopping power kills people. Its like hardcore with HUD.

Опубликовано:

I feel like a retard, I guess my post didn't send or I forgot to press submit.

 

Anyways I said to do this.

 

Go into spectator.

cg_drawviewpos 1

Go to the balcony, the highest point/altitude which you get to when you jump off.

Get the Z (3rd) value and write/type it down/out.

Now go to the ground level and repeat that, find the difference between the 2 numbers and set the bg_falldamageminheight value to a little bit above that.

Опубликовано:
  • Автор
JoeyB":7qvab2km]I feel like a retard, I guess my post didn't send or I forgot to press submit.

 

Anyways I said to do this.

 

Go into spectator.

cg_drawviewpos 1

Go to the balcony, the highest point/altitude which you get to when you jump off.

Get the Z (3rd) value and write/type it down/out.

Now go to the ground level and repeat that, find the difference between the 2 numbers and set the bg_falldamageminheight value to a little bit above that.

 

I guess that works, but what about the any gun 1-2 shot kill? That's ridiculous :o

Опубликовано:
  • Автор
JoeyB":kdq6ozt7]Oh you mean that's no on purpose?

I am guessing you copied _damage.gsc over from the iSnipe mod.. Just remove it. That's my only guess, anyways.

 

I'm using launcher damage mods and iw3 style killcam text... I really need to keep my damage.gsc.

 

I'm just confused on what causes this. _rank.gsc wont help for some reason, the dvars dont seem to work. and what other .gsc could interfere with health?

Опубликовано:

It's not something wrong with your health. To prove this, while it's running, type scr_player_maxhealth into console and tell if it says the value is 100.

If so, that means the problem is with your _damage.gsc

How about you pastebin your _damage.gsc file for us?

Опубликовано:
  • Автор
JoeyB":10agbi4j]It's not something wrong with your health. To prove this, while it's running, type scr_player_maxhealth into console and tell if it says the value is 100.

If so, that means the problem is with your _damage.gsc

How about you pastebin your _damage.gsc file for us?

 

http://pastebin.com/dSKCwfjB

Опубликовано:
  • Автор
JoeyB":38k97mo0]It's not something wrong with your health. To prove this, while it's running, type scr_player_maxhealth into console and tell if it says the value is 100.

If so, that means the problem is with your _damage.gsc

How about you pastebin your _damage.gsc file for us?

 

http://pastebin.com/dSKCwfjB

 

also flash grenades kill me :P

Опубликовано:
JoeyB":17bu3dht]It's not something wrong with your health. To prove this, while it's running, type scr_player_maxhealth into console and tell if it says the value is 100.

If so, that means the problem is with your _damage.gsc

How about you pastebin your _damage.gsc file for us?

 

http://pastebin.com/dSKCwfjB

 

also flash grenades kill me :P

Remove all of this:

 

      if(sWeapon == "at4_mp")
  iDamage = 0;
  else
  if(sHitloc == "head" && sWeapon != "riotshield_mp")
  if(sWeapon == "cheytac_mp"){
  iDamage = 300;
  } else {
  iDamage = 200;}
  else
  if(sHitloc == "neck")
  if(sWeapon == "cheytac_mp"){
  iDamage = 300;
  } else {
  iDamage = 200;}
  else
  if(sHitloc == "helmet")
  if(sWeapon == "cheytac_mp"){
  iDamage = 300;
  } else {
  iDamage = 200;}
  else
     if(sWeapon == "javelin_mp")
  iDamage = 0;
  else
  if(sWeapon == "m79_mp")
  iDamage = 0;
    else
  if(sWeapon == "gl_mp")
  iDamage = 0;
    else
  if(sWeapon == "stinger_mp")
  iDamage = 0;
    else
    if(sHitloc == "neck" || "helmet" || "torso_upper" || "torso_lower")
  if(sWeapon == "rpg_mp"){
  iDamage = 30;
  } else {
  iDamage = 900;}

 

I was right. :P

Опубликовано:
  • Автор
JoeyB":302smn02]
JoeyB":302smn02]It's not something wrong with your health. To prove this, while it's running, type scr_player_maxhealth into console and tell if it says the value is 100.

If so, that means the problem is with your _damage.gsc

How about you pastebin your _damage.gsc file for us?

 

http://pastebin.com/dSKCwfjB

 

also flash grenades kill me :P

Remove all of this:

 

      if(sWeapon == "at4_mp")
  iDamage = 0;
  else
  if(sHitloc == "head" && sWeapon != "riotshield_mp")
  if(sWeapon == "cheytac_mp"){
  iDamage = 300;
  } else {
  iDamage = 200;}
  else
  if(sHitloc == "neck")
  if(sWeapon == "cheytac_mp"){
  iDamage = 300;
  } else {
  iDamage = 200;}
  else
  if(sHitloc == "helmet")
  if(sWeapon == "cheytac_mp"){
  iDamage = 300;
  } else {
  iDamage = 200;}
  else
     if(sWeapon == "javelin_mp")
  iDamage = 0;
  else
  if(sWeapon == "m79_mp")
  iDamage = 0;
    else
  if(sWeapon == "gl_mp")
  iDamage = 0;
    else
  if(sWeapon == "stinger_mp")
  iDamage = 0;
    else
    if(sHitloc == "neck" || "helmet" || "torso_upper" || "torso_lower")
  if(sWeapon == "rpg_mp"){
  iDamage = 30;
  } else {
  iDamage = 900;}

 

I was right. :P

 

I have to make sure RPG only does 50 damage to people ONLY and not killstreaks :o

 

and how does this make me die jumping off roofs and flashbangs?

Опубликовано:

It makes any weapon's damage that is undefined 900. Anything 100 or above damage kills instantly.

Still not sure about the fall damage, but if you don't want my help then kk.

 

For RPG to only have 50% normal damage: (recommending this over 50 damage as the shot may be USUALLY less than 50 damage but because of this, it'd be 50. Mainly to do with splash damage. I believe, anyways).

if(isSubStr(sWeapon, "rpg")) {
iDamage = iDamage * .5;
}

 

Or just 50 damage:

if(isSubStr(sWeapon, "rpg")) {
iDamage = 50;
}

Опубликовано:
  • Автор
JoeyB":1ckm714t]It makes any weapon's damage that is undefined 900. Anything 100 or above damage kills instantly.

Still not sure about the fall damage, but if you don't want my help then kk.

 

For RPG to only have 50% normal damage: (recommending this over 50 damage as the shot may be USUALLY less than 50 damage but because of this, it'd be 50. Mainly to do with splash damage. I believe, anyways).

if(isSubStr(sWeapon, "rpg") {
iDamage = iDamage * .5;
}

 

Or just 50 damage:

if(isSubStr(sWeapon, "rpg") {
iDamage = 50;
}

 

I'm getting an error :P

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