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Jaymod Ideas and suggestions
If mapscript for avoid wj is possible, why not use it? Whats bad with it? Less headache for admins Wink
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(03-11-2013, 11:25 PM)Andre Wrote: If mapscript for avoid wj is possible, why not use it? Whats bad with it? Less headache for admins Wink

My point exactly.

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(03-11-2013, 10:44 PM)Joris Wrote: Fueldump map (as I read it quickly, I thought) it was only for the walljump on the roof of Axis spawn? Wasn't sure if it was about that. But you could also just disallow it and have Admins who control it, right?

MG97: It's just a part of the Jaymod version. And, in my own experience, I haven't seen much people play with it over the last couple of months, since it's only usefull in a couple maps (Battery 2nd part, Railgun). And even then it's easy to dodge/avoid.

Joris
I'm sorry to say this but your reply proves that you haven't even read the related topics properly. And still you disagreed. But okay I let other people judge this kind of behaviour and will simply explain it to you in short words.

Fueldump: We already disallowed to jump there as you know, but still it happens quite often that people jump on it. And then, when we see someone standing on that roof we can never know whether he used the allowed way (via door) or the forbidden way (from the outside). The fuel dump itself yet has to be watched for possible walljumpers, so I doubt it is in anyones interest to constantly have 2 speccing admins all the time who look at these places. And if there is a script that avoids jumping on the roof, why not using it?

MG: Currently that weapon is used a lot in the map Siwa Oasis by Axis. It is already a very hard act for Allies capturing the flag, and the fact that 2 Axis players use MG's and thereby cover 2 of the possible 3 Allied exits, makes it even harder. Same story when Allies destroyed the City wall and try to get to the guns, 2 Axis MG's ruin all of the yet minimized fun for Allies in that map. And since we have quite a lot visitors these days, the chance that 2 players of the same team chose MG is rather high.
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Lol.. gimme an access to the FTP and admits panel and I solve/implement antiwj scripts on fd myself.. Smile

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ND Supreme

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Anti WJ script should be implented immediately.
= less work for the admins.

Nowadays, there are more visitors playing and it would take 2 admins in spec to control server on rulebreaking ( WJ,..) with that script, there's one thing less to take care of.
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Imho the current line of issues to be solved as follows:

- battery - second spawnpoint for Allies (Axis original spawnpoint near the backdoors bunker) - On ND TWC there's actually modified mapscript which manages ramp construction (and its destruction) and rebuilt backdoors - add the lines responsible for events when allie can construct new SP / allie new SP can be also destroyed by axis ofc. Such script runs currently on EA ND server.

- fueldump - antiwj scripts - which block any opportunity to jump to the roof at least - Ligustah or any1 from high spheres Wink - there's also fd script which disables stage 2 of the east depot defenses. Unfamiliraized with the map beginners (read Noobs Wink ) can no longer build the east defenses, stage 2 with this script. Only stage 1 can be built. On the west side, both stages of depot defenses work normally. Player clips block all trickjumps into fueldump. I didn't check if on our ND there's bug fix installed to prevent enter snipers into the watertank - the same bug known from railgun map.

- railgun - imnot sure, but is there already implemented the bugfix which prevent to hide inside of a watertank in the depot yard? If not I can give you a script which solves the problem.

- oasis - there exists also the script which perfectly blocks each try to jump over the wall while ist still not broken and this way prevents to make any wj. I would call it anti-korea-dude script Wink
btw - here it is --> http://wolffiles.de/filebase/ET/Stuff/an...sis_v2.zip The script creates the invisible barriers with "push" (trigger object), the same way as it works on fd map. The trigger gives absolutely no chances to make any wj and works perfectly. This trigger is removed when the Wall is blown ofc.

- goldrush and radar look to work perfect right now unless u spot something interesting to add / remove (with a point ofc)

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ND Supreme

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Those Are nice points ocean, all should be implemented ASAP
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Yeah I agree with all points as well, they would help a lot to keep the game fair.

Though your post looks so big, with so many things at once, I'm afraid the alert will go on again and yell 'too many changes!' *cough*
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+1

in fueldump also add the one that block 2nd east block construction so no more fightining and yelling at noobs Wink
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(04-11-2013, 09:37 AM)ocean Wrote: Imho the current line of issues to be solved as follows:

- battery - second spawnpoint for Allies (Axis original spawnpoint near the backdoors bunker) - On ND TWC there's actually modified mapscript which manages ramp construction (and its destruction) and rebuilt backdoors - add the lines responsible for events when allie can construct new SP / allie new SP can be also destroyed by axis ofc. Such script runs currently on EA ND server.

- fueldump - antiwj scripts - which block any opportunity to jump to the roof at least - Ligustah or any1 from high spheres Wink - there's also fd script which disables stage 2 of the east depot defenses. Unfamiliraized with the map beginners (read Noobs Wink ) can no longer build the east defenses, stage 2 with this script. Only stage 1 can be built. On the west side, both stages of depot defenses work normally. Player clips block all trickjumps into fueldump. I didn't check if on our ND there's bug fix installed to prevent enter snipers into the watertank - the same bug known from railgun map.

- railgun - imnot sure, but is there already implemented the bugfix which prevent to hide inside of a watertank in the depot yard? If not I can give you a script which solves the problem.

- oasis - there exists also the script which perfectly blocks each try to jump over the wall while ist still not broken and this way prevents to make any wj. I would call it anti-korea-dude script Wink
btw - here it is --> http://wolffiles.de/filebase/ET/Stuff/an...sis_v2.zip The script creates the invisible barriers with "push" (trigger object), the same way as it works on fd map. The trigger gives absolutely no chances to make any wj and works perfectly. This trigger is removed when the Wall is blown ofc.

- goldrush and radar look to work perfect right now unless u spot something interesting to add / remove (with a point ofc)

a BIG bump for this one.asap please.
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