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No Download A few suggestions (archived by NightFall)
#11
(11-06-2016, 12:08 PM)Sky Wrote: NB: I found out another interresting setting which makes it possible to actually destroy panzer projectiles mid-air by shooting at them (needs more than 1 bullet ofc, iirc the bullet has like 30hp)
this could actually be a cool thing to at least test out, it would be the most fair option to balance panzer a bit more since it's still very hard to shoot the projectile but at least it will become possible to counter

That would be a nice feature imo and it would finally be a nice means to avoid panzer for all those whiners! :P

(11-06-2016, 12:20 PM)bollie Wrote: Personally I'd like to see some kind of punishment for people who kill someone and vaporize themselves with a Panzer (kamikaze). I'm not sure if there's anything like a '60 second no panzer when kill and vaporize' thing which could be implented, since that would make me a satisfied man.

Not sure if that's possible, I doubt it actually. I also think most people don't kill themselves with panzer on purpose. It just happens quite often when you come a little closer to your enemies^^ Same with molo by the way. Sure this way you possibly "steal" a kill from your enemy, but you die all the same so it's not really profitable. Maybe there is a setting that adds these selfkills to the death count?

(11-06-2016, 12:20 PM)PunnnnnnK Wrote:
(11-06-2016, 11:02 AM)Storch Wrote: About landmines: We've had this discussion many many times and I, playing as engi most of the time, have to say that 20 mines are quite often necessary, because sometimes there are more engis in your team, some of which are not so experienced with mine planting. They will waste half of them at 1 place where no enemy ever passes by.

I agree with that. But isn't exactly that an argument for reducing them? So "less experienced engis" can't waste that many mines anymore and maybe start to think about their mine placement and learn where to put them strategically?

Sure, that would be the ideal case, but it will cost the more experienced engis lots of frustrated games Biggrin But as I said, I would agree with reducing mines to 15. Not less though.

About limit to 4 stars at the soldier class: Alright, didn't think about that. So then only panzer and mortar would be affected. This would make it more difficult for beginners to learn how to play with mortar, but you're right, most ppl either have it or they don't anyway. I never tried playing mortar with 4 stars btw, so I can't tell how much worse it actually is. But maybe we wouldn't even need this limitation to 4 stars, if we implemented that setting sky suggested, where you can shoot the panzer projectiles.

(11-06-2016, 02:51 PM)sadFace Wrote: I don't know if it's the case already, but I know it's possible to limit the amount of soldiers/rifles/mines available, in relation to the amount of players on the server. More players = more of everything, and 6 players/team = only 1 soldier/rifle, and less landmines.

This would be perfect of course. But if it was possible, I wonder why we didn't try it yet..
#12
Storch Wrote:
Sky Wrote:NB: I found out another interresting setting which makes it possible to actually destroy panzer projectiles mid-air by shooting at them (needs more than 1 bullet ofc, iirc the bullet has like 30hp)
this could actually be a cool thing to at least test out, it would be the most fair option to balance panzer a bit more since it's still very hard to shoot the projectile but at least it will become possible to counter

That would be a nice feature imo and it would finally be a nice means to avoid panzer for all those whiners! Tongue

I found how to do that in the jaymod 2.2.0 documentation

Quote:g_vulnerableWeapons — set bitflags to enable missile-type weapon vulnerability
Synopsis
g_vulnerableWeapons [flags]
Table 13.35. g_vulnerableWeapons Flags
FLAG DESCRIPTION
1 panzer projectiles
2 grenades (both mid-air and grounded)
4 airstrike canisters (mid-air and grounded)
8 satchels (mid-air and grounded)
Default
g_vulnerableWeapons 0
Description
g_vulnerableWeapons sets bitflags to enable missile-type weapons vulnerability. When enabled,
the projectile (or equivalent) to become vulnerable to bullet fire or splash damage.

You add the numbers You want enabled, Example: set g_vulnerableWeapons 1 to only add panzer vulnerability

Storch Wrote:
sadFace Wrote:I don't know if it's the case already, but I know it's possible to limit the amount of soldiers/rifles/mines available, in relation to the amount of players on the server. More players = more of everything, and 6 players/team = only 1 soldier/rifle, and less landmines.

This would be perfect of course. But if it was possible, I wonder why we didn't try it yet..

I'm still trying to find a way to do that, but it doesn't seem possible for now. I'll keep searching further tho
#13
Storch Wrote:
sadFace Wrote:I don't know if it's the case already, but I know it's possible to limit the amount of soldiers/rifles/mines available, in relation to the amount of players on the server. More players = more of everything, and 6 players/team = only 1 soldier/rifle, and less landmines.

This would be perfect of course. But if it was possible, I wonder why we didn't try it yet..

Okay guys, after a bit of research, I was able to find how to limit the panzers/rifles based on the number of players connected to the server. It is possible by implementing ETadmin mod to the server, which by the way works great with JayMod from what I've read. I didn't find anything for limiting landmines tho. Here's what I found in the configuration file :

Quote:# forceclass_balance
# ------------------
# With forceclass_balance, you can restrict
# the amount of players per class.
# If you activate this setting, then you can
# set the amount of players in the
# class_restrictions section and
# can define rules (how many players must be
# on the server to make a class or group available)
#
# see [class_restricions] and [rules] sections
forceclass_balance = 1

# class_restrictions

# How many players / class are allowed. Admin's can choose,
# whatever they want (-1 unlimited)
# if the limit is exceeded, then the player gets
# put into spec and has to use a different class.
#
# -1 = Unlimited(standard)
# 0 = Class deactivated
# >0 = Player limit for that class

[class_restrictions]

# Soldier (0):
0 = 1
# Medic (1):
1 = -1
# Engi (2):
2 = 2
# Field Ops (3):
3 = 2
# covert ops (4):
4 = 2

# rules (addition of forceclass_balance)

# How many players have to be on the server, before
# this classes become available:
# 0 deactivates a rule.
# Please be aware, that you get a announcement for each rule every <rule_announce_time>
# time. So try to keep the amount of rules low.

[rules]

# This is just for panzer:
player_minimum_panzer = 12

# This is for mortar only.
player_minimum_mortar = 12

# Sniper are coverts with a scoped weapon (FG42, Garand and K43)
# Coverts with a sten are still allowed then..
player_minimum_sniper = 12

# Includes Mortar, Flamer, MG42 and of course Panzer
player_minimum_heavyweapons = 12

# Engineers with rifles (Garand, K43)
player_minimum_rifleengi = 12

# Complete Covert Class
player_minimum_covert = 0
#14
Now I like this idea. This keeps the game playable with a lot and a few players.
[Image: ixupo8.jpg]
#15
I will test it in my server today and see if it works well with jaymod cause I never saw it before :o
Btw the setting for landmines is not mod related it's something like team_maxLandmines
[Image: h9QO84a.png]
#16
Yes Sky it's not mod related but what I wanted to find is some way to change the number of mines available based on the amount of players connected to the serv, but it doesn't seem doable. And I'm afraid I will disappoint you but I think ETadmin mod only works with mods supporting LUA, and as far as I know, JayMod was supposed to have LUA implemented in the next version (JayMod 2.3.0) but the coder went inactive and never actually released the updated version. But it might still be worth a try on your server tho, Sky.
#17
I downloaded ETAdmin, and it seems this mod is a collection of bash scripts that adds more functionality. (as you said)
In theory it should work with jaymod, but you can't be 100% sure if you don't test it.
Spartans never die, they're just Missing In Action.

[Image: ?E3Xu6rH.png,X19xdzh.png]

Thanks to AgentHani for these sick sigs! Biggrin

[Image: tumblr_n9xzshUJW91tallrjo1_250.gif]



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