Jump to content
Website Updates and Upgrades are still underway! We don't expect any further downtime, but we thank you for your patience as we restore themes and other elements including the Chatbox.

=VG= XOR

VG Clan Member
  • Posts

    207
  • Joined

  • Last visited

Everything posted by =VG= XOR

  1. I should've posted linked comment here in retrospect ,so I might as well link to it. tldr; Arma 3 Domination Is actively being maintained by author of original Arma 2 Domination & is better than ever, no better scenario for a persistent Arma 3 campaign. Events are great & all, but Persistent JIP campaigns done right, are gold.
  2. @=VG= SemlerPDX apologies if I came off crass, I simply assumed a change in rules given the abrupt change in tone and merely suggested alternative tone-free systems to enforce the rule (hazards of working in automation) and thank you for the thorough & frank clarification,I most appreciate it, always. Good day
  3. @=VG= .Blizzard. I certainly didn't mean to make a mountain out of a mole hill, if I did, my apologies. However no player should be subject to opinionated action by any other, admin or not, VG or not, with that I hope you agree, articulate the rules & stand by them & by them we shall abide. All I'm asking is, if you want people to stop base raping, perhaps it's useful to articulate FOR THE PLAYERS whom you feel should be beholden, what exactly it is they may & may not do in this regard, that was & is my sole intent. Cheers. EDIT: And no this post wasn't the product of a bad interaction with any one, just an observation, no more no less.
  4. So is CAMPING ranger, shall we enforce that then... I'm all for enforcing the rule, just not arbitrarily & lacking common sense, as seems to be the case, recently. & Thanks for the quote,I feared I'd removed context for your reply after I edited the OP.
  5. It seems there's a new 'interpretation' in the air, someone care to articulate it? Edit: To be clear I understand it to be any activity involved in skipping flags, question is, Why the sudden surge in blanket & arbitrary enforcement, if it's to do with enforcing written rules then let's enforce CAMPING rules all the same, otherwise let's find a better solution than the absurd & arbitrary enforcement as of late, that makes round more frustrating than fun.
  6. @=VG= Melon Muncher check attachment, updated. And since the dominant complaint seems to be 'the masses' being penalized for slow loaders, I've updated the timer(but not the notification message, i leave that to whomever chooses to use this,if at all), it now uses dynamic assetdelay based on number of players relative to the number of bots, which for reference computes to: 75sec/1.15minutes If 1 player(Minimum), 375sec/6.25minutes If typical 25player population, 600sec/10minutes If 40 players(Maximum) & everything in between, assuming 40bots, PER DEFAULT playerCountMultiplier value of 10. Simply change the multiplier to reduce the relative time per player count, to what ever you deem reasonable,setting playerCountMultiplier to 5 for example will set the max delay in a full server to 5minutes instead of 10minutes at the default value of 10... And if so inclined you can just try it for yourselves, copy script to 'mod\pr\python\game' & add to 'mod\pr\python\game\__init__.py': import namedSquadRestrictions namedSquadRestrictions.init()
  7. @=VG= TEDF what @Connorsponner01 said & not doing something because you've gotten by not having done it for any length of time is an interesting concept shall we say. Though I do understand your apprehension. @=VG= Melon Muncher Can do, I'll update the post when I get home. @=VG= SemlerPDX I especially get the concern with the 'rush back to main', I just figured I'd posit a solution to the questions & suggestions posted in the linked thread, that also consequentially does the same thing delayed asset spawn does across all maps, I didn't necessarily post this as an actionable solution,but as a actionable reference point if nothing else, as the only alternative I'm hearing seems to be buy a better pc. So if i may, is there in your opinion an acceptable systemic solution to slow loaders, than having others reserve slots for them? Regardless, appreciate you taking a look. Cheers & Good day.
  8. @LangMaster I really hope you're not suggesting, waiting 5 minutes is untenable for coop... I get what you mean though, it gets old fast,
  9. @LangMaster compromises are the way of life;) @=VG= Nyther it's simply the least worst option to how things are atm. And I missed a comma, 'should they choose to wait, let them, how EVER long they wait, is anyone's guess'.. late night...
  10. RoundStart is basically map load and it lines up with round timer, such that at 3:55:00 for example squad creation is allowed and it doesn't have to be 5min, it can dynamically be modified on player count if you so choose. Trans will always be the exception:) You do get a 10sec clearly worded warning before being resigned. And as for those waiting on the timer, it's easy, you can configure it to adapt to player count with an rng for a slight randomisation, should they choose to wait, let them how long they wait, is anyone's guess... All I'll say on this is that nothing in this script constitutes a breach of server license, and won't require passworded servers. Only one problem with that, only way to prevent bots from spawning is to prevent players doing the same & so, not ideal. Besides I see nothing wrong with bots getting a handicap, you have a brain, they don't, so make the most of it, I say
  11. [NOTE TO MODERATOR] FEEL FREE TO MERGE THIS WITH ABOVE THREAD I don't mean to resurrect a locked thread, but the issue raised was valid and since the dominant response was to BUY A BETTER PC,i thought it warrants at least one practical solution. And yes i'm one of those people who load slow, but mine is more a matter of choice, as i run a heavy mix of reshade & sweetfx which makes pr rebuild shaders on every load, similar to what it normally does when video settings get changed, but not every can afford to just choose to load faster,so... Attached below is a simple server side script that: Resigns any named asset squad(TANK/CAS/APC) created before 5 minutes since round start, excluding trans. Ejects/Resigns any Player attempting to operate any named squad asset(TANK/CAS/APC) before 5 minutes since round start, excluding trans. Resigns any player attempting to operate any named squad asset in improperly named 'named squads'(CAS,TRANS,APC,TANK)',i.e as long as squad name contains a named squad substring, it's valid. *much like the default !resign command, it kills player to resign, so comply or die. *10 second warning issued before resigning squad or player. *it's fully functional but might need some of the warning messages reformulated(i was a bit high when i wrote it;)) and debug messages commented out at most. @Sciddles @Connorsponner01 @=VG= Acro1 @=VG= Melon Muncher namedSquadRestrictions.py
  12. Not a bad first layer, if you're going to experiment with more, consider this, 'team 1' is on most servers a bot faction while 'team 2' is reserved for players, so instead you might want to make 'team 2' an infrequently played (MEC/INS/RUS/...) faction to differentiate your layers from normal layers.
  13. Not quite, which is why you can adjust trim, but also trim increment, though default value is optimal for most helis.
  14. I know event was a while back, but a few thoughts for future events, maybe... Xeno9, the guy behind the original Arma 2 domination is keeping the Arma 3 version up-to-date & it's now feature rich so, instead of reinventing the wheel, may be VG should consider a persistent Arma 3 domination server, just in time for the milestone Arma 3 2.0.0 update... https://github.com/Xeno69/Domination , https://forums.bohemia.net/forums/topic/216121-mp-co40-domination/ , because as good as events might be, most people play coop on VG's PR server for instance mostly for JIP, the freedom to hop in & out at their leisure & the freedom to play as you like so long as that freedom doesn't infringe on the freedom of others to do the same,i.e (don't be a dick). And if you are going to host an Arma 3 server, might I implore you, to embrace Arma 3's strengths instead of attempting to recreate the necessarily over structured (because of bf2 limitations), hierarchical play style & limited scope of PR. i.e explore, Full Map Procedurally Generated Persistent Campaigns(restricting AO in Arma 3 is a crime), Accelerated Day Night Cycles & Dynamic Weather(nothing more beautiful than an in-game time-lapse), Recruitable AI For the inevitably low average player count because unlike PR for instance - having a bot driver/gunner virtually makes any asset a one man asset, Instead of 'KiT' type class restriction impose only asset based class restriction (pilots,crewmen & such),beyond that embrace Virtual Arsenal ,Virtual Garage Spawner & Dynamic Vehicle Loadouts instead of restricting scenarios to preplaced assets, preselected kits & so on, Arma 3 can do so many things other games simply can not, embrace that... But above all, please don't use Zeus as a crutch, because more often than not, Zeus in Arma 3 is used less to tell a narrative & more to place props to ingratiate players instead of attempting to challenge them, so if you must use Zeus,do so in a PvZeus setting, Zeus can easily be restricted to map view & be made to work with pre-placed units to command & remote control, having the freedom only to spawn static objects, I'd rather Zeus try to kill me than help me, that's just me, but those are the only fun interactions with Zeus. And yes most if not all things I specified are also featured in the A3 domination update I linked, with which I'm not affiliated, but merely a fan of, since the original. And yes, don't, please don't lobotomise the AI, I've played a few times on VG A3 under a different nom de guerre & the AI are incomprehensibly dumb which rarely they are, AI like players have their strengths & weaknesses, dumbing them down to ease new players into the game is at best shortsighted & at worst cruel, because no one & I mean no Arma Veteran plays or started playing Arma because it's easy, but because it provides challenges unique to itself. So don't tone things down because there's few players, just scale it up & plug the holes with AI because Dynamic Simulation is your bff. I've held off posting anything related to Arma 3 because it's sort of not my place, given I play it elsewhere, but the new scenarios & systems being proposed & showcased are exactly what anyone who plays Arma regularly detests(i.e rally system for example, instead you could designate a bot aircraft with a respawn time as a support transport vehicle using the vanilla support module forcing players to create an MSR clear of AA as they move across the map, otherwise If you insist on teleportation, which is what a rally is, take your cue from the 'Warlords' official scenario, give AI a means to use it as well...), I just figured, I'd give you my thoughts as someone whose being playing the series regularly since I was 12. Basically if you're going to host an Arma 3 server, there needs to be a far more compelling reason other than to muck about with your buddies in A3, which is always fun though not compelling, because, I can only speak for myself but, I only seek out multiplayer experiences that are otherwise unattainable in single player or in other similar games(hence PR), but that's just me, because thus far every single time I've played A3 on VG, I might as well have been playing PR just at lower frames, worse AI, higher visual quality & fewer/different people. Apologies if anyone took offence, just my thoughts & see you around, maybe even in VG A3. @=VG= Kavelenko , everything you need to know is in the in-game field manual of course, but completing all showcase missions will pretty much cover everything you need to know, the fighter jets showcase for instance covers how you interact with & perceive a laze by someone else... Cheers.
  15. Unpopular opinion: get the cheapest prebuilt with minimum specs other than a 3070 & a Ryzen 5 3600, and build on top of that, it'll be worthwhile in the long run,save you time & you'll easily get your hands on a 3070. That's how I'm going about upgrading to a 30*0 series when it comes out 'properly' anyway...
  16. Thank/BLAME @Connorsponner01 for this post,jk aside if you play PR a lot there's something in here you'll find useful. *Low FPS will result in inconsistent input, as it will also induce input lag, so if you encounter inconsistent input, it's because of low FPS. [Features] -Quality of Life Keybinds 'E', double tap entry/exit, because we've all been the victims of accidental ejection, eh?, 'F1', OneButton mediakey, PausePlay(1 tap), Next(2 taps), Previous(3 taps) because i like to play music in the background when i fly/oneMan *you need to have a media player that supports keyboard mediakeys running in the background to use this, obvious, but just....ya. AutoFlare, FastFlare to prevent from getting locked @4flares/sec & SlowFlare to allow lock but prevent getting hit as long as ur still moving @2flare/sec *(default 'ctrl+x' for slow flare & 'alt+x' for fast flare) Toggle Walk/Run/MaxThrottle, tap to walk - quick tap to run - either will hold max throttle *(default Shift+w) Toggle Crouch/Freelook *(default Ctrl+Shift) Toggle Click, also known as 'shoveling' *(default NumpadEnter) TogglePitch, up or down, rather handy if you fly KB+M & can be overriden by mouse movement, resuming on mouse release. -especially handy in jets when taxiing, as it uses pitch input as well & pitching down on runway is also a quick way to brake. *(default SPACE) to toggle pitch up while 'scrolllock on' *(default Shift+SPACE) to toggle pitch down while 'scrolllock on' TogglePitchAutoTrim, helicopters tend to pitch down & sometimes up when you fly, it inputs pitch adjustements every Nms. -added this one exclusively for the vietnam ah-9 whose default state is pitch down,practically... *(default Ctrl+Shift+MouseWheel(Up/Down)) to adjust trim increment *(default Ctrl+Alt+MouseWheel(Up/Down)) to adjust trim MouseAxisViewModes, 16789 view modes bound to mouse movement when 'C' is pressed, reducing the camera view mode control keys to just one. *gimicky 'ROTOR' handsfree rotation & 'RADAR' timed handsfree scan pattern rotation keybinds because why not. The 'rotor' keybind is a gimick, but the handsfree radar scan pattern is quiet handy,lets you see quiet a large area without the tedium of panning left & right manually. *(default 'ctrl+s+c' to scan horizon left & right until you move mouse up or down) *(default 'ctrl+s+r' to spin uncontrollably until you move mouse up or down), why, WHY THE HELL NOT! -PRMaps() enumerates all available maps & layers from your PR install, and uses internal classifiers to generate a list of space delimited maps that contain layer, gamemode & matches topography(desert,city,forest) filter of your specification, used internally for map selection. *REQUIRES 7zip be installed for best compatibility with any windows version & Project Reality path defined if it couldn't be found *Yeah, i could've just parsed 'settings\maplist.con', but i wanted a solution that works with unofficial maps as well such as the coopmappacks... -PRSendChat(), PRSendConsole() to create hotkeys & hotstrings/abbreviations for either. -debug command Abbreviations for,(to be input in any chat) console, rconcmds, spawners(ex. 'rushu' instead of 'rcon spawner us_ahe_uh1nrockets' - 'r' for rcon - 'us' for Murica - 'hu' for huey) -admin command Abbreviations for,(to be input in any chat) PseudoRandom !mapvote,i.e invoker doesn't know the choices beyond type specifiers(desert,city,lrg,std,...maps) using map parser that evaluates all available layers and all available maps prior to selection, compatible with coop & deployment. -ex.syntax- 'ad' for admin, 'mv' for map vote or 'sn' for set next AND 'c' for coop,ex.'adsnalt' sets random alt map, 'adsncalt' sets random coop alt map, 'adsncdes' sets random coop desert map, 'admvdes' triggers vote for 3 random desert maps,... PseudoRandom !setnext, similar to above, but you get to be as surprised as everyone else. *maps where specified, as in random setnext for coop, will never be repeated regardless of layer until map list is exhausted &/or never within 24hrs. And a couple other command accronyms & lazy keybinds that require user input,i.e 'Ctrl+Shift+w' will activate chat & input '!warn ', you'll only have to input playerNameSubstr & reason, and 'adrnnn' sends a 'running next' message & does !runnext after 10sec & so on...see script for details... And Hotkeys for most frequently used commands 'shownext,runnext,tickets,history,...' Not all abbreviations are intended to reduce input length, some are intended to reduce character scope so as to allow quick one handed input, such as 'adsnnn' to '!shownext' or 'adrnnn' to '!runnext', though both also have hotkeys 'RCtrl+RShift+n' for prior & 'RCtrl+RShift+r' for later, where 'RightCtrl+RightShift' hotkey prefix signifies an admin command, why? because i'm lazy & i fly a lot, a bad combination;) -Quick Chat hotkeys, For those occasions one isn't using a mic or need to tell your noMic/noEnglish driver TO FUCKIN STOP, with the press of a hotkey. 'RightShift' hotkey prefix, because only brutes use right shift when actually typing. -Quick Chat contact report, Again, for those 'rare' noMic occasions or can't scream contact loud enough because 2 guys are somehow talking about something to do with no one else in the squad in squad chat, ehh. Prefixed with 'RightCtrl' & using logical NumpadKey pairs to convey direction, ex. RCtrl+Numpad7 for 'NW' in squad chat, Rctrl+Numpad6 for 'E' in squad chat & so on, you get the drift, your numpad corresponds to NSEW directional bearings. -SpawnAlert, Yes my laziness knows no bounds, when i loose an asset i tend to tab out & do other shit, so,..., basically an eggtimer for spawn, for 5,10 & 20 minute spawns, alarm terminated when 'CtrlShiftAlt' is held down for about a second. Also use it to get an alert for when enemy assets spawn after destroying them,so quiet handy. *(default 'ctrl+shift+5/0/2' for 5,10 & 20 minute spawn alerts respectively) *only one timer may be active at a time, easy to add more, but i never had the need, so... [Usage] Download & Install AutoHotKey to run script & 7z Archive Manager for map gamemode enumeration, in the official links provided below. Download & Run script, i won't insult your intelligence by proceeding to expand on this... *Before you run script, open script in text editor to, SET PR GAME DIRECTORY in the script to match your own, if not default,default; Global PRDir := "C:\Program Files (x86)\Project Reality\Project Reality BF2" ;project reality game directory *Feel free to use text editor of your choice to modify the contents in accordance to the existing contents,should you choose to not bother with reading the AHK manual. *Reboot if you encounter script errors related to 7z at runtime, it's caused by environment variables not being updated after 7z installation. [Fin] This has already turned into quiet a wall of text, so i'll leave the details for you to explore,and please extend & modify it to your hearts content but don't use it unmodified or untested, there might just be a keybind that fucks with your personal PR experience, so check it out & have fun with it. Cheers & Good Day. PRExtendedKeybinds.ahk PRExtendedKeybinds.MouseDelta.ahk
  17. Everything golden said, minus the near vertical climb.... *excuse the verbosity, I figured i might as well make a video to summarize VTOL for anyone with an aversion to VTOL shit in PR, for this topic* https://veterans-gaming.com/index.php?/forums/topic/9492-pr-vtols-oversimplified/
  18. Just a couple of posts down is a very thorough tutorial on harriers by @=VG= Kavelenko, @=VG= keed suggested i make a video on harriers, so here's a very simplified primer on everything VTOL in PR, in a separate topic to make it easier to find. *sorry the video is choppy in a few places & contains some compression artifacts, i did something stupid when i exported the edit, but was too lazy to fix it, it's mostly fine and a few dozen people will watch it at most so, what's a compression artifact among friends eh. *yes, i don't edit much;)* *Harrier bombs at the time of this video PR 1.6.2.3 are glitched & your kills with bombs won't add to your points, so use cannons when possible and reserve bombs for AA vehicles/emplacements, anything you kill with bombs is basically considered to have committed suicide, atm.
  19. @=VG= Kavelenko the right direction is that which works & it is a crappy runway, just not a hard one;)
  20. True, a core requirement of mine was that 'pip' provide superior zoom while incurring minimal resolution loss, using a multiple post processing layers, which is why it looks as good as it does, given the level of zoom, and it is a d3d overlay where the original textures are actually being re-drawn multiple times. Unfortunately not, like melon said, it uses performance intensive post processing to magnify already drawn textures with minimal resolution loss, it can't draw anything that's not already in the viewport. Best case you get variable zoom scopes for different weapons. But it is indeed like most things in PR,an illusion of an equivalent feature integrated into the engine of similar games, like thermals for example.
  21. I'm meant to have posted a server side script for randomized logic i talked about a couple of months ago, and a few people asked for a sitrep,So here it is... I've decide to expand the scope of the script(s) to extend to a number interlinked subsystems to make meaningful changes to coop, the original intent was too trivial in scope(spawner+randomiser), i.e it's become somewhat of a server-side mini-mod & taking proportionally longer, as i've also been busy with other (more useful) stuff, such as that, showcased in the video. I won't hype nothing, but i'll post the server side scripts when they're good & ready, figured, i might as well go big or go home with it, atm, it's one of only 3 things on my trello. TLDR; i'm killing time till time kills me, with hours of mindless debugging, when i get time;) PiP scopes in the Half Life Insurgency Mod were awesome, I recently worked on a PiP mod for Arma 3 & i figured, PR deserves one too;) *it's an external shader, using a similar method tr.exe(now integrated into PRLauncher) originally used to actualise 3D scopes & thermals in PR, but using d3d*dll instead of an external process, for the curious few. *video purposely recorded on a crappy old lenovo notebook w/ integrated graphics to showcase performance, while recording, at maxQ & 8xAA, locked @25fps for stability.
  22. So i revised & updated [REVISED][UPDATED] Tips Rarely 'Tipped' , cos i had some time away from home, so i figure i might as well bump it with a post that kills the myth of short/bad/difficult runways and steep slopes that trans isn't 'down with'.
  23. I understood what you meant, but if as you suggest you define a *_randomaiasset_type_* template in the gpo, it should be easy to do, difficulty only arises if it weren't. Either way, whatever you define in the server.zip gpo will be spawnable. Though i must add, unlike for other entities, placement of bipods must be utterly precise, so it would require <coord>+<rotation> from the bf2editor, so it would just use a different set of randomization coordinate arrays to all other assets. It should already be defined in the gpo,i.e consider a tank on jabal, if spawned in a randomly defined spawn point, coordinate only,it's existing rotation will be applied, which works just fine for existing map objects as they already have rotation defined,although I'll certainly add the bearing/heading component of rotation to the coordinate pool to make spawns more adaptable, like alleyway spawns. So for any object template you add to the gpo i suggest you create a dummy spawn without coordinates with rotation defined. Bipods are a unique case, so there's two ways you can deal with them, either decide which bipods spawned in the gpo actually spawn, or you can spawn 4 bipods in the gpo & have them spawn at any one of N positions+rotation defined in a list, so the purpose of such a list would solely be to randomize the location all bipods defined in gpo would spawn at, instead of simply defining where they spawn at to begin with. I'm fundamentally lazy , so when choosing a solution i prefer that which provides the best performance but also allows the least maintenance, so it was a performance, convenience & ease of use consideration that made me prefer this approach, just like you can easily modify AI configs, you should easily be able to modify asset spawn, asset type & spawn locations for any given map without needing to know much of anything about the internal workings or without having to load a map in the editor.
  24. I've been testing out a few approaches with deriving the 'Y' component of a coordinate from the height map for a randomly chosen coordinate,having trouble with that but beyond that, it should all be doable with perhaps a different but still effective approach, that features most of what you state above, except perhaps spawning assets not defined on gpo, the real power of python in bf2 is in rcon_invoke() which pretty much lets you do anything but is fairly locked down, infact almost everything in the PR UI is actually an rcon command, done through rcon_invoke(), see attachments & https://classic-battlefield-modding.fandom.com/wiki/BF2_Object_Reference . realityserver.py, pretty much controls rcon_invoke privileges, so the best solution is a combination of an internal & external scripts with some in game logic done externally,where possible. Occam's Razor, “the simplest solution is almost always the best.” I've yet to figure out how to do the 'xxx_randomaiasset_type1_xxx' object spawn reliably,without the server crashing, so I'm putting that at the bottom of my to do list, given it's an 'easteregg',I'll see what i can do about that once everything else is done. Regardless script solution will feature the following : //Assuming additional ability to modify(not add or remove from) the gpo of server.zip -*Scripted object spawner, highly unstable, working on it. -Randomization using a coordinate array that can easily be modified(added to && removed from by anyone with out having to navigate bf2editor) -'rcon position' was added in 1.50 update, should allow anyone to get coordinates for respective maps to populate randomization coordinates array, with coordinates being used logically, with respect to the type of object & distance to nearest CP, we wouldn't wanna spawn a tank inside a building on a coordinate intended for infantry spawn now would we. -Randomization logic that's not hard coded but instead applied logically, based on nothing more than coordinates defined for any given map, i.e provide coordinates for a given map & map will be randomized with respect to AI assets, spawn points & statics. -Config based object spawner, spawns entities defined in script on next map run at designated coordinates,or if coordinate array is defined, at a randomly chosen coordinate from array. ~(obj, minSpawn, maxSpawn, a, p, r, <x, y, z> || <x, y, z>array), simply specify an unreasonably long minSpawn to prevent respawn. ##OBJECTS MUST BE DEFINED IN MAP## i.e don't spawn an f15 on muttrah, just don't. -Randomized Spawn Points, pr does allow addition of new spawn points which are automatically added to a randomized spawn point pool , but I'm sure we all know that's a load of crock, spawn points are far too few & internal randomization is too lacking, so I'll use the config to further randomize spawn point coordinates with respect to their nearest CP, should work on every map, using an external spawn coordinate array. -Randomize Static Emplacements. -Randomized AI Assets, maybe they have a tank and a few techies, or maybe a dozen tanks, & 6 mortars who knows,.. -AI Asset spawn probability, lets you define spawn probability of an asset whose sub-string is specified, i.e (tank, 0.6), and the next randomization cycle has a 60% probability of making the tank spawn. -Randomized AI rally points, will mostly spawn farther to CP to complement spawn points as players tend to camp at a distance. -Randomized AI spawn delay. -Randomized Vehicle Depot Spawn Probability, forces you into a map where you have all the vehicles in the world, but no ability to repair them, no running back to mommy, i figure it forces players to be more conservative with their assets & perhaps for once use the combat engineer kit for something other than mines. -Won't require server restart for changes to script to take effect, changes should take effect on next map. -External script will apply logical config randomization every N hours to all maps, for which randomization coordinates are defined. -*Randomize AI behavior with in a defined scope, extent of randomization is hard to define,I'm figuring that out. The list above contains only things I've figured out how to do , using two server-side scripts, internal for server-side logic & external script for dynamic config modification, which will also alter the internal script's run-time behavior. *denotes conceptually WIP,i.e i haven't figured out how to do that reliably. Awesome, I'll send some your way when i get some time. Exactly, hence why I'm using a coordinate array to which one can easily make additions, as you can now retrieve coordinates for any map pos using 'rcon position'. Simplest to do, Volod will soon be running around like everyone else, And see above, no need for map editors, once it's done, anyone can just submit a list of coordinates for the spawn pool for a given map using normal PR to get coordinates. In summary, once i get everything above working & tested I'll post script & video here, no deadlines though, I've got a job & school so, y'know. realityevents - rcon commands.py realityrally.py
×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy