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Vixda

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Posts posted by Vixda

  1. When I was learning French, I wanted to watch French animation to improve my understanding of the language, and also I watched anime with French subtitles. Recommend me some French animation to continue my improvement in French. (The ones I know are Code Lyoko and Miraculous Ladybug)

    716BPbryi8L._RI_.jpg

  2. I think that the best thing to do is to enforce the balance of teams to have a fair play. I've just played with Loira Croft and it's like I said, it was 2 vs 1, Pibomba and Loira vs Junkie and later both of them vs me... Both having a high KR and still they didn't balanced the teams.

     

    Edit 1: It was Pibomba, no Piomba

    • Thanks 1
  3. 14 minutes ago, kate said:

    i know where to can modyfy some settings but i might miss something cuz it does not work 

    The code I passed was useful? and also I was reading to the commands of the silent mod

     

    !teams1: Displays a notification to balance the teams
    Syntax: !teams1

    !teams2: Displays a notification to balance the team. A sound is played in conjunction with the message
    Syntax: !teams2

    https://wolffiles.de/filebase/ET/Stuff/ET-Serverguide.pdf

     

    rcon shuffle_teamsxp Shuffles players around to balance it up a bit. Supposably.

    I don't know if this will work, also I found the !shuffle command but it's for NQ mod

     

  4. I've been playing more on the axis side lately but still, there is no way to enforce the players to go the team with lesser human players? That could be a good way to have players in both sides playing

    • Like 1
  5. I guess that there is a way to balance the team by code. Reading some forums I find this:

    Quote

    I have a code, it's a modification of omnibot "balanceteams" function, that makes always equal number of bots, so if you have 2 axis humans and 4 allies humans, and maxbots 12, teams would not be "6vs6", they would be 5vs7, so new players are forced to join the teams with less bots.

    If you don't want to touch omnibot code (they recommend/ encourage not, but i didn't know another way to do it), then you just have to verify if it's bot, you can do it by making a function that check if first 7 characters of GUID is "OMNIBOT", and do nothing. If it's not "OMNIBOT", then add the clientnum to table. Also, check ping. If ping = 0, then exclude the bot. (I don't know how it works with people that really have 0 ping).

    An example (untested) would be this:

    modname = "balance"
    version = "0.1"
     
    function et_InitGame(levelTime,randomSeed,restart)
    et.RegisterModname(modname .. " " .. version)
    end
     
    unevenDiff = 2
    max_unevenTime = 45
    max_unevenDiff = 4
     
    axisPlayers = {}
    alliedPlayers = {}
    unevenTime = 15
    function isBot(clientNum)
       if et.gentity_get(clientNum,"ps.ping") == 0 then
           return true -- is Bot
       end
    end
    
    function et_RunFrame( levelTime )
       local numAlliedPlayers = table.getn( alliedPlayers )
       local numAxisPlayers = table.getn( axisPlayers )
       if numAlliedPlayers >= numAxisPlayers + max_unevenDiff then
          local clientNum = alliedPlayers[ numAlliedPlayers ]
          et.trap_SendConsoleCommand( et.EXEC_APPEND, "putteam " .. clientNum .. " r" )
          et.G_globalSound("lua/playermove.wav")
     et.trap_SendServerCommand(-1, "chat \"balancing teams... " .. et.gentity_get( clientNum, "pers.netname" ) .. "^7 moved to ^1AXIS\"" ) 
       elseif numAxisPlayers >= numAlliedPlayers + max_unevenDiff then
          local clientNum = axisPlayers[ numAxisPlayers ]
          et.trap_SendConsoleCommand( et.EXEC_APPEND, "putteam " .. clientNum .. " b" )
          et.G_globalSound("lua/playermove.wav")
     et.trap_SendServerCommand(-1, "chat \"balancing teams... " .. et.gentity_get( clientNum, "pers.netname" ) .. "^7 moved to ^4ALLIES\"" ) 
       elseif numAlliedPlayers >= numAxisPlayers + unevenDiff then
          if unevenTime > 0 then
             if tonumber( levelTime ) - unevenTime >= max_unevenTime * 1000 then
                local clientNum = alliedPlayers[ numAlliedPlayers ]
                et.trap_SendConsoleCommand( et.EXEC_APPEND, "putteam " .. clientNum .. " r" )
                et.G_globalSound("lua/playermove.wav")
    et.trap_SendServerCommand(-1, "chat \"balancing teams... " .. et.gentity_get( clientNum, "pers.netname" ) .. "^7 moved to ^1AXIS\"" ) 
             end
          else
             unevenTime = tonumber( levelTime )
          end
       elseif numAxisPlayers >= numAlliedPlayers + unevenDiff then
          if unevenTime > 0 then
             if tonumber( levelTime ) - unevenTime >= max_unevenTime * 1000 then
                local clientNum = axisPlayers[ numAxisPlayers ]
                et.trap_SendConsoleCommand( et.EXEC_APPEND, "putteam " .. clientNum .. " b" )
                et.G_globalSound("lua/playermove.wav")
    et.trap_SendServerCommand(-1, "chat \"balancing teams... " .. et.gentity_get( clientNum, "pers.netname" ) .. "^7 moved to ^4ALLIES\"" ) 
             end
          else
             unevenTime = tonumber( levelTime )
          end
       else
          unevenTime = -1
       end
    end
     
    function et_ClientSpawn( clientNum, revived, teamChange, restoreHealth )
       if teamChange ~= 0 then
          local team = tonumber( et.gentity_get( clientNum, "sess.sessionTeam" ) )
          -- these were the teamnumbers prior to the move
          local numAlliedPlayers = table.getn( alliedPlayers )
          local numAxisPlayers = table.getn( axisPlayers )
          if team == 1 then
             for i, num in ipairs( alliedPlayers ) do
                if num == clientNum then
                   table.remove( alliedPlayers, i )
                   break
                end
             end
             -- this should not happen but still check for it to avoid doubles
             for i, num in ipairs( axisPlayers ) do
                if num == clientNum then
                   return
                end
             end
             -- make sure a player who (got) moved when teams were uneven doesn't get moved right back
             if numAlliedPlayers >= numAxisPlayers + unevenDiff then
                table.insert( axisPlayers, 1, clientNum )
             else
    		 	if isBot(clientNum) then 
    				--do nothing
    			else
    				table.insert( axisPlayers, clientNum )
    			end
             end
          elseif team == 2 then
             for i, num in ipairs( axisPlayers ) do
                if num == clientNum then
                   table.remove( axisPlayers, i )
                   break
                end
             end
             for i, num in ipairs( alliedPlayers ) do
                if num == clientNum then
                   return
                end
             end
             if numAxisPlayers >= numAlliedPlayers + unevenDiff then
                table.insert( alliedPlayers, 1, clientNum )
             else
    			if isBot(clientNum) then 
    				--do nothing
    			else
    				table.insert( alliedPlayers, clientNum )
    			end
             end
          else
             for i, num in ipairs( alliedPlayers ) do
                if num == clientNum then
                   table.remove( alliedPlayers, i )
                   return
                end
             end
             for i, num in ipairs( axisPlayers ) do
                if num == clientNum then
                   table.remove( axisPlayers, i )
                   return
                end
             end
          end
       end
    end
     
    function et_ClientDisconnect( clientNum )
       for i, num in ipairs( alliedPlayers ) do
          if num == clientNum then
             table.remove( alliedPlayers, i )
             return
          end
       end
       for i, num in ipairs( axisPlayers ) do
          if num == clientNum then
             table.remove( axisPlayers, i )
             return
          end
       end
    end

     

    • Like 1
    • Thanks 2
  6. I have never talked to Darkshot but last week I complained with massive about the rushing in Adlernest map. I think we shoud use an antirush that obliges the allies team to explode the box at the begging before obtaining the papers. The two maps I've seen that needs an antirushing is that one and Fuel dump

  7. I usually prefer the attacking side but I would like to have more maps where the Germans are the attackers ( I've just seen 2, the western map and the egyptian). I will try to play more in the German side

    • Like 4
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