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Jaymod Ideas and suggestions
2 minutes is of course enough, if a person knows he is going to afk he should switch to spec on himself but this doesn't happen a lot of times.

Teammate, I trust you Smile, but can you explain more?

Djuki

you might be right but considering winning a map doesn't reward you anything more than bragging rights why should someone do that? Plus look, I rather "fresh" in the clan but I think someone who passed two weeks of recruitment, is seen to be a descent player during this time and is rewarded the member title and clan membership should be trusted for the minimum effect. If we had a say topic on the forums with all the admin commands and level in which they are available, and the explanation on each (Which I will happily make if I knew all of them and what they do) then we can be sure all members understand their "power" and on the first sign of abuse will get kicked from the clan. I don't whine or anything but this feel of "We don't trust you" from the high members really gets me down...

on the second note, I read from this site http://forum.splatterladder.com/index.ph...topic=9639 and it says this:

// g_inactivity - The seconds a player have to stay inactive before he is moved to
// spectators ( in seconds ). A warning message is sent to the player after half the
// specified time. Values have to be higher then 10 seconds, that is the time after the warn message is sent.
// (if it's lower than that value, it will not work at all)
// Default : 0
set g_inactivity 180

// g_spectatorInactivity - The seconds a spectator have to stay inactive before he is kicked
// from the server ( in seconds ). A warning message is sent to the spectator after half the
// specified time.
// Default : 0
set g_spectatorInactivity 0

So basically g_inactivity moves players to spec, g_spectatorinactivity kicks in-active spectators. Thing is in this topic they talk about NQ mod, not sure about the Jaymod but if it does work it would be magic. we would have

g_inactivity 120 (players moved to spec after 2 minutes)
g_spectatorinactivity 0 (spectators aren't kicked, like it is now)
is it possible though?
A man writes because he is tormented, because he doubts. He needs to constantly prove to himself and the others that he's worth something. And if I know for sure that I'm a genius? Why write then? What the hell for?

-Writer
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its aint a jaymod server!

check out this documentation http://jaymod.clanfu.org/lib/docs/jaymod-2.0.pdf

Let me explain.
There are a lot of mod in Enemy territory! ~ why?
Spoilerbecause this game was developed for a company that decided to blow of the project. They alread made the multiplayer part of the game and the developers decided to upload the game. It was free to all, but more important, it was opensource!
This means that the codes in witch the game is programmed is aren't locked, so others can rebuild it. just like the operating system "Lunix"
So allot of coders started working on their own MOD (modification).

The one we use it "Jaymod" developed by a guy called Jaybird. (and others of course)
some others are
ETPro
Etpub
NoQuarter
N!tmod
SilEnT
ETjump
ETnam
etc etc.

They all have there own CVARs. there are commands for a server admin or player cmds to set the gamesettings. Therefore if you google you need to make sure if the CVARS also apply on our server. Look at the documentation of jaymod http://jaymod.clanfu.org/lib/docs/jaymod-2.0.pdf

ok back to the point. Jaymod doenst have a setting in witch you can set a player in spec. Admins can by using !putteam
Code:
!putteam [player] [team] (R=axis/B=Allies/S=spec)
You can kick a player that is afk by setting g_spectatorInactivity [seconds]
But I doubt if we want to do that because its harsh to players who think they arent welcome because they got kicked. Not realising it was an autokick.
Was this useful?

O and yea I agree with you that high admins are very careful about giving admin cmds to players. But I guess they have their reasons..
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(16-03-2014, 03:31 PM)djuki Wrote: You can kick a player that is afk by setting g_spectatorInactivity [seconds]
But I doubt if we want to do that because its harsh to players who think they arent welcome because they got kicked. Not realising it was an autokick.

O and yea I agree with you that high admins are very careful about giving admin cmds to players. But I guess they have their reasons..

Hence it isn't enabled.
About our admin system: most admin commands from lower levels were removed because of past abuse cases. I'm not saying that it could happen again, but the potential is always present. We also don't give private ACL's to people anymore, exactly for this reason.
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i think (and other ppl already suggested it) that if ND had a bit longer spawn times and less mines the game would be overall more enjoyable. Spawn times now are fine for small server but since ND is full pretty much all the time there is no such problem and the game gets stuck often instead. I'm not talking about huge changes, 2 secs slower spawn and 15 mines would be a good compromise.
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(01-05-2014, 01:37 PM)a TEAMMATE Wrote: i think (and other ppl already suggested it) that if ND had a bit longer spawn times and less mines the game would be overall more enjoyable. Spawn times now are fine for small server but since ND is full pretty much all the time there is no such problem and the game gets stuck often instead. I'm not talking about huge changes, 2 secs slower spawn and 15 mines would be a good compromise.

i agree with this.
"The rules of survival never change, whether you're in a desert or in an arena"


[Image: tumblr_m2aiy8A9eU1r750afo1_500.gif]


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(01-05-2014, 01:37 PM)a TEAMMATE Wrote: i think (and other ppl already suggested it) that if ND had a bit longer spawn times and less mines the game would be overall more enjoyable. Spawn times now are fine for small server but since ND is full pretty much all the time there is no such problem and the game gets stuck often instead. I'm not talking about huge changes, 2 secs slower spawn and 15 mines would be a good compromise.

I agree with this too, but remember to tell about it our players. It is very important.
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Disagree 50%
The longer spawn times seem logical, but ND is not full all the time.. well, it's never quite literally full
But when the server isn't 'full', longer spawn times would mess up the game. It would be more boring.

Agree 50%
About the mines... I think 15 might be actually good
Sometimes, when lots of engineer in our team, the mines run out very fast
Although, an example with oasis: first part of the map, axis - 20 mines - enough to block EVERY route of allies

So, while I think spawn times are alright, I have to agree with decreasing the number of mines
Although I like using the odd landmine here or there Biggrin I can't stress enough that it's getting too easy for axis to win with all those 20 strategically placed mines
OldtimerOldtimer
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Hm... Maybe we should translate our rules? I think Polish, German, French maybe few more?
What do u think about it?

I can translate to polish Wink
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(24-05-2014, 12:36 PM)And? Wrote: Hm... Maybe we should translate our rules? I think Polish, German, French maybe few more?
What do u think about it?

I can translate to polish Wink

That's good idea! +1
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Just send it to me after you're done translating it. I'll edit it into the current rules post.
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