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[Release] restrictions/ customizations mod v1.1

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Опубликовано:
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I'd like to add some promod functionality, and/or set certain variables such as cg_maxpackets, snaps, rate or cg_fovscale for all players

 

What do you want to add exactly?

Also, you shouldn't force certain snaps/rate values...

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Опубликовано:

How would I go about replacing a launcher with another one, the commands are extremely user friendly but only allow swapping any secondary with another secondary.

e.g. I can't replace at4 with stinger while also replacing akimbo 1887 with 1887 fmj

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How would I go about replacing a launcher with another one, the commands are extremely user friendly but only allow swapping any secondary with another secondary.

e.g. I can't replace at4 with stinger while also replacing akimbo 1887 with 1887 fmj

 

Yes, it's not possible by default to replace it with 1887 fmj when using stinger as default_secondary, but you can replace it by 1887 without any attachments...

 

Using this:

 

set scr_allow_model1887_akimbo_mp "0"
set scr_allow_model1887_akimbo_fmj_mp "0"
set scr_allow_at4 "0"
set scr_default_secondarys "stinger"

 

Anyway, if you want it exactly as you said:

-stinger replacing at4

-model1887 fmj replacing model1887 akimbo

 

Don't use dvars concerning model1887 or at4. Use this code instead:

 

		//customized	
	if( loadoutSecondary == "model1887" && ( loadoutSecondaryAttachment == "akimbo" || loadoutSecondaryAttachment2 == "akimbo" ) ) {
		loadoutSecondaryAttachment = "fmj";
		loadoutSecondaryAttachment2 = "none";
	}
	if( loadoutSecondary == "at4" ) {
		loadoutSecondary = "stinger";
	}	
	//

 

place it in _class.gsc below this part of code (which already is there):

		if ( !isValidAttachment( loadoutSecondaryAttachment2 ) || (isCustomClass && !self isItemUnlocked( loadoutSecondary + " " + loadoutSecondaryAttachment2 )) || !isAllowedThing( loadoutSecondaryAttachment2 ) ) {
		replacedAttachment = loadoutSecondaryAttachment2;
		loadoutSecondaryAttachment2 = table_getWeaponAttachment( level.classTableName, 10, 1, 1 );
		self.disabledString[5] = "^3"+replacedAttachment + " ^7removed"; 
	}	

 

If you understand the code, you will probably be able to add more customizations the same way.

 

BTW: I've changed the colors in the first post, as the yellow was pretty much unreadable with this default forum skin. :>

  • 1 month later...
Опубликовано:

Hi!

I have a bit complex idea for killcams. It has three levels, depending on UAV and CUAV activities:

- no UAVs enemy has killcams only by unsilenced weapons (weapons without silencer, explosives)

- UAV active every kill gives killcam

- CUAV active no killcams at all

Is there any way to set that in this mod?

Thx the advises!

Опубликовано:
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Hi!

I have a bit complex idea for killcams. It has three levels, depending on UAV and CUAV activities:

- no UAVs enemy has killcams only by unsilenced weapons (weapons without silencer, explosives)

- UAV active every kill gives killcam

- CUAV active no killcams at all

Is there any way to set that in this mod?

Thx the advises!

 

Yes, that should be possible. Let me look into it.

 

On side note: i guess nearly everyone would use silenced weapons then, especially cheaters...

 

EDIT:

Ok this is what i've changed. I hope i got your idea right...

 

- if the weapon is silenced and the victim(s) (team) has no active uav -> no killcam

- if the attacker(s) (team) has active counter uav -> no killcam , no matter what weapon

- if the victim(s) (team) has active uav and the attacker(s) team has no counter uav active -> show killcam, even if weapon is silenced

- this doesn't affect final killcams!

 

Code changes: added a _damage.gsc and added this part below the line victim.pers["cur_death_streak"]++; :

 

 

hurr, identation gets kinda fucked up here cuz of long lines...

 

		if( level.teambased ) {
		if( !isDefined( attacker.finalkill ) ) { //ignore final kill

			if( ( isSubStr( sWeapon, "silencer" ) && level.activeUAVs[victim.team] == 0 ) || level.activeCounterUAVs[attacker.team] > 0 )  
				doKillcam = false;
			if( level.activeUAVs[victim.team] > 0 && level.activeCounterUAVs[attacker.team] == 0 ) //probably unnessecary but eh...
				doKillcam = true;

		}
	}
	else {
		if( !isDefined( attacker.finalkill ) ) { //ignore finalkill

			if( ( isSubStr( sWeapon, "silencer" ) && level.activeUAVs[victim.guid] == 0 ) || level.activeCounterUAVs[attacker.guid] > 0 )  
				doKillcam = false;
			if( level.activeUAVs[victim.guid] > 0 && level.activeCounterUAVs[attacker.guid] == 0 )  //probably unnessecary but eh...
				doKillcam = true;

		}
	}

 

Download ready to go .iwd:

 

virustotal: https://www.virustotal.com/file/934ff9f ... 358814864/

Опубликовано:

Great job with this mod! But i got a problem. Is it possible that the nuke will not end the game in GM Domination? This only works on my TDM server. And is it possible to make a final killcam in Domination? Would be pretty awesome.

Опубликовано:
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Great job with this mod! But i got a problem. Is it possible that the nuke will not end the game in GM Domination? This only works on my TDM server. And is it possible to make a final killcam in Domination? Would be pretty awesome.

 

For the nuke part: got to _nuke.gsc and search for "war" or "dm" and add "dom" just like it's done for the other gametypes.

 

Regarding the final killcam in Domination:

Let me look into that...

Опубликовано:
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Well I can't find the _nuke.gsc . Only _killstreaks.gsc and _ac130.gsc .

 

It's in the mods .iwd not in m2demo folder. :>

 

You can try momo5502's better nuke mod.

 

 

But then he should delete the _nuke.gsc from the z_svr_restrictions.iwd before as it would probably cause bugs when used side by side with momo's mod.

 

EDIT:

 

Regarding the final killcam in Domination: It's pretty much impossible due to the 'character' of the Domination gametype. The gamescore won't be increased on kills.

Only capturing flags increases the teams score. So either when the score limit or the time limit is reached the map will end. But it's not possible to predict: "this will be the last kill, after that the match will end".

I hope that explanation is understandable. :3

Опубликовано:
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Yeah. Too bad for the killcam. Anyway i tried momo5502s better nuke mod and your fixed code but this bug (flash grenade kill other players with one hit) is still there.

 

 

Save this http://pastebin.com/s1zDeNHL as _nuke.gsc and overwrite the existing _nuke.gsc in the z_svr_restrictions.iwd with this one.

After that the nuke shouldn't end the game in Domination anymore...

Опубликовано:

How to install ? :D

  • 4 weeks later...
Опубликовано:

doesnt work on server?

 

	//private match dvars here: (examples)

//blocking all barret's
/*setDvar("scr_allow_barret", 0);
setDvar("scr_allow_ak47_gl_mp", 0);
//blocking all g18's with akimbo
setDvar("scr_allow_glock_akimbo_mp", 0);
setDvar("scr_allow_glock_akimbo_fmj_mp", 0);
setDvar("scr_allow_glock_akimbo_silencer_mp", 0);
setDvar("scr_allow_glock_akimbo_xmags_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"

Опубликовано:
doesnt work on server?

 

-snippet-

It does. What do you want to block/change?

 

I want to block OMA, Cold blooded, hardline, danger close, commando, and last stand, and all the deathstreaks (but copycat)

 

also to set killstreaks to uav (3) airstirke (5) and attack helicopter (7)

Опубликовано:
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Put this in your server.cfg and just use the default .iwd.

 

 

set scr_allow_specialty_coldblooded "0" //cold blooded
	 set scr_allow_specialty_onemanarmy "0" //OMA
	 set scr_allow_specialty_localjammer "0" //danger close
	 set scr_allow_specialty_pistoldeath "0" //last stand
	 set scr_allow_specialty_combathigh "0" //painkiller
	 set scr_allow_specialty_grenadepulldeath "0" //matyrdom
	 set scr_allow_specialty_finalstand "0" //final stand
	 set scr_allow_specialty_hardline "0" //hardline
	 set scr_allow_specialty_extendedmelee "0" //commando
	 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_precision_airstrike "5"
	 set scr_streatcount_helicopter_flares "7"

  • 2 weeks later...
Опубликовано:
So, "helicopter_flares" is Attack Helicopter?

What exactly is "helicopter", "helicopter_flares" and "helicopter_minigun"?

I'd say "helicopter_minigun" is chopper gunner

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