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Cortexian
March 8th, 2012, 06:10 PM
That would be a bit bloated for editing sapp config files IMO.
Yes but it's something I already have and need for certain things. Plus it probably won't do the encoding SAPP needs.

sehe
March 9th, 2012, 05:50 AM
OMG so much whine on a Notepad lmfao. Notepad++ is a must have app . pls stop off topic xD
Atm I cant decide whether I should release 3.2 or not. I fear that morons won't understand this file converting. Also, those who have 10-20 servers would have taken hours to update all the files. So Im thinking on implementing an auto-converter, but coding that for all the files is... :/

Cortexian
March 9th, 2012, 05:54 AM
Would be neat to have an app that you just point to your server and gametypes directories and hit "convert". At least for those people with lots of servers.

sehe
March 9th, 2012, 06:10 AM
Yeah, but it doesn't help either for those who have only ftp + it would just even more time to code.

Cortexian
March 9th, 2012, 06:42 AM
Could you use the existing code for /reload to speed up the process by identifying the appropriate files? Then you could potentially have SAPP just check all the files at startup for the right filetype, if it's not right it converts it.

sehe
March 9th, 2012, 10:24 AM
omfg, reload using kinda the same code when sapp loads the files, and the problem is to write the code which converts the files! It would take long time and its boring, so I decided that I don't care about it, use notepad++.

Cortexian
March 9th, 2012, 12:28 PM
oh okay

POQbum
April 29th, 2012, 08:43 PM
As much as I like the newest release, it seems to be crashing pretty frequently. About 1/3rd of my servers need to be rebooted every day, and it seems random which ones go down (custom map servers, regular map servers, heavies, snipers, etc)

sehe
May 8th, 2012, 02:37 AM
lol wuth?
Are you sure that ur using my latest exe and NOT the old one with the unify patch?
I don't know abt any crashes atm, all of the serevrs which are runing in 3.2 are fine, I know abt many servers with 14+ days uptime.
Imo this sounds like you are using the old exe with the unify patch, that could cause weird random crashes like this.
Please check your exe, if you are not sure, then send it to me and I'll check it.

SMGCruSher
May 17th, 2012, 03:38 AM
Hi Guys, can you please help me , i have 2 recently smg rented servers , I already installed SAPP V 3.2 , I just wanna know how to activate that bruteforce protection , there is a line: ( sapp_rcon 1 ) in init.txt located in sapp => cg folder , this line when i delet it , the rcon works and i can't seem to add admins .When i add them , they can't use rcon ,moreover when i add that line : ( sapp_rcon 1 ) in sapp folder , i can't use my own rcon ! lol ......... Any Help would be appreciated

FluffyDucky™
May 22nd, 2012, 04:40 AM
HOW THE FUCK DO YOU SET THIS UP TO USE IT?! WHERE DO I MAKE MYSELF AN ADMIN? DO I NEED CO CREATE TEXT FILES FOR THE COMMANDS ADMINS EVENTS ETC? I DONT GET IT, EXPLAIN FOR FUCK SAKE. rec0 is so much easier, wish it still worked FFFFFFFFFFFFFFFFFUUUUUUUUUUUU

NullZero
May 22nd, 2012, 06:15 AM
LOL

FluffyDucky™
May 22nd, 2012, 07:49 AM
Figured it out, but still don't get how to use some commands, like entering different seats in a vehicle or whatever that command is meant to do. How are you meant to drive from the gunner and etc like you could in rec0? Can you do /names to see peoples aliases? Can you make shortcuts for people names instead of using * * around them.. fuck

Cortexian
May 22nd, 2012, 10:34 AM
Figured it out, but still don't get how to use some commands, like entering different seats in a vehicle or whatever that command is meant to do. How are you meant to drive from the gunner and etc like you could in rec0? Can you do /names to see peoples aliases? Can you make shortcuts for people names instead of using * * around them.. fuck
I setup a spawn_{vehicle name} command in commands.txt like so:

spawn_hog 'spawn vehi "vehicles\warthog\mp_warthog" $n;venter $n'

Then you can just use:

/venter me {seat number}

Seat numbers start at 0, 0 usually being the driver seat, and go up from there. If you try and enter a seat that doesn't exist (like seat 3 in a warthog, you client will crash).

The "venter" command enters the admin executing it into the last spawned vehicle by SAPP.

FluffyDucky™
May 23rd, 2012, 06:19 AM
Can I make a command that spawns a vehicle next to $n and enters them into it as well?

(as in doing it to others, not myself or admin executing it)

Cortexian
May 23rd, 2012, 11:21 PM
Yeah you should be able to.

FluffyDucky™
May 23rd, 2012, 11:59 PM
Hahaha i've made so many its so fun wow !

FluffyDucky™
May 24th, 2012, 10:54 PM
How do I make a server im hosting view in 1.09 and 1.00? Instead of doing /v1 or /v2 atm I have in the init v1 because more players on 1.00 but i want it in both ! kthnxbye

Cortexian
May 25th, 2012, 02:13 AM
Can't show on both at the same time. You can only switch between both.


vswitch 'v1;w8 10;v2;w8 10;vswitch'

FluffyDucky™
May 25th, 2012, 04:36 AM
Lol that's smart ! Create a loop, interestinggggggggggggg... :golfclap:

sehe
June 3rd, 2012, 01:20 PM
Important Update!
http://sapp.xgclan.com/sapp/download
Today an exploit was found in Sapp with angry nerd kids some players could freeze/crash the server.
Please update your servers ASAP.

The guy who today crashed all servers he could find is eatingshit (http://www.xfire.com/profile/eatingshit/), a 12 yrs old moron child.


SMGCruSher: Rcon bruteforce protection is always on. If you enable sapp_rcon, it means only "v1 admins" can use the rcon with their valid cd-key, or "v2 admins" with their own rcon password and admin-name.

Cortexian
June 3rd, 2012, 07:48 PM
Important Update!
http://sapp.xgclan.com/sapp/download
Today an exploit was found in Sapp with angry nerd kids some players could freeze/crash the server.
Please update your servers ASAP.

The guy who today crashed all servers he could find is eatingshit (http://www.xfire.com/profile/eatingshit/), a 12 yrs old moron child.
If he tried to crash my servers, the joke's on him since mine just automatically restart if they crash.

Guess I'll have to update ALL my servers now...

EDIT: 3/5 servers are having issues, exact same conversion process was used on all of them for going to LE...



Problem signature:
Problem Event Name: APPCRASH
Application Name: haloceded.exe
Application Version: 1.0.9.620
Application Timestamp: 4ac7fb12
Fault Module Name: sapp.dll_unloaded
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4fcb9d38
Exception Code: c0000005
Exception Offset: 6edc96f0
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 4105
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

They load up, and just before the status loop starts in the console it exceptions. Looks like right when SAPP kicks in it all goes wrong.

sehe
June 4th, 2012, 07:10 AM
lol wut? If you once converted the files you don't have to do it again. If it was worked with the 3.2 dll it should work with the 3.3 too... Check the site, mb u converted wrong ones too, or forgot some.

Btw. The problem was that it isn't crashing but fall infinity loop and freeze.

Cortexian
June 4th, 2012, 07:20 AM
The problem was that converting ipbans from ANSI to UCS-LE wreaked something. Some special characters didn't transition from peoples names. Deleting the ipbans.txt solves my problems, not a huge loss since they were all just SAPP aimbot bans.

sehe
June 20th, 2012, 04:57 PM
SAPP 3.4 is out with advanced aimbot detection! Read more here: https://www.xgclan.com/sapp/download

sanni
June 21st, 2012, 04:29 PM
Nice =)
Keep up the good work, any plans on an alias file like gandanur has?

sehe
July 2nd, 2012, 07:37 PM
Yes, SAPP 4.0 is coming in few weeks.

What will be new:
- Significant code optimizations in log thread, command and event execution, some bug fixes.
- "mag" command will now sync ammo, so you can spawn with empty human weapons too etc. ("ammo update" function call from Phasor, thanks to Oxide).
- Weapon name argument for "event_wpickup", so it would be possible to deny players from using certain weapons.
- Even more sensitive aimbot detection since the chanche of the false positives reduced, so you can set lower score to ban. (Thx to Sean for testing and help me with a math formule :P)
- Also added events for snaps, and a "Kick Only" feature to aimbot_ban command.
- Sapp Mapcycle handling: mapcycle can be edited "on the fly", no need to restart it to apply the new cycle. Also ability to jump to a given mapcycle ID.
- Alias function =)
- Auto Update :D
- Etc... Request a feature here or on Xfire ^^

sehe
July 20th, 2012, 06:40 PM
Version 4.0 is out, check the site for more info!
http://xgclan.com/sapp/

POQbum
August 30th, 2012, 02:12 PM
I didn't get a chance to thank you for all the awesome updates. This program is used across all 24 of our servers and hundreds of other servers in Halo.

I'd just like to point out that the zombie mode is a bit glitchy (sometimes zombies will be able to pick up weapons AND shoot+kill humans near the end of each round -- sometimes zombies spawn with 0 weapons)

I hope you continue to improve this. This program has really put more life and fun back into Halo, cheers.

Cloud
August 30th, 2012, 03:19 PM
^ what he said

Ive been using sapp since the first day I started my HCE servers.

Crenshaw
September 9th, 2012, 04:31 PM
is this the only forum/website for SAPP?? i need more info/help with the app on a whole.

ive been following the new releases from 3.0 upwards and ive manage to setup my server on my own and now im on version 4.5 i know how to use the events and whats not but in my own way. what i want to see is if there is other ways to use the events other than the examples given on the developers website. plz reply and thank.

i have alot of ideas i want to put into my server but im stuck. if you like i can state someways ive managed to use/make the server broadcast messages and customize gameplay.

Btcc22
September 12th, 2012, 05:55 AM
Are there any specific goals you're trying to achieve? It'd be easier to give you a nudge in the right direction if so.

Cortexian
September 21st, 2012, 02:08 AM
http://xhalo.tk/ is the main SAPP website. There are lots of commands and such there, pretty much everything can be used in events/scripts.

sehe
October 27th, 2012, 06:11 PM
SAPP 5.0 Beta, Testing my no lead mod in an Australian server with ping 400 ^^
http://www.youtube.com/watch?v=aIq0x5fFuoM

mywarthog
October 28th, 2012, 01:51 PM
I got an idea that I wanted to post here, because of it's length. It's a three part idea, and has to do with the server files.

For the first part, what about a feature that allows admins to specify a specific location for the main server files, such as the maps folder, the ipbans.txt file, the locations.txt file, the admins.txt file, etc?

This could be useful for those who have servers hosted by companies that require each instance to have it's own .exe file rather than a shortcut, which makes it so that each server would normally have to have its own set of these files, or for people that do this anyways and want to save hard drive sapce, especially in the case of the maps folder. The files could be accessed from another place on the same hard drive, on a FTP server, or on a network drive.

For example, in the init file:



maps_folder C:\HaloFiles\maps
ipbans_file C:\HaloFiles\ipbans.txt
loc_file C:\HaloFiles\locations.txt
admins_file Z:\HaloFiles\admins.txt (Stored on a network drive example)


The second part of this idea would be the ability to integrate multiple files within each other, such as the init file, the events file, and the commands file. On some servers, these files can get pretty big and unmanageable, and if someone has multiple servers that use the same set of events or commands, or init file settings across them, it can get really tedious to maintain and update them.

For example, this could be an init file:

Init File A - Used by the user for setcmd options - C:\HaloFiles\setcmdinit.txt


setcmd afk -1
setcmd b 4
setcmd unban -1


Init File B - Used by the user for map settings - C:\HaloFiles\votinginit.txt


mapvote 1
max_votes 5
map_skip 55


The Main Init File


afk_kick 600
include_file C:\HaloFiles\setcmdinit.txt
include_file C:\HaloFiles\votinginit.txt


When the server is reloaded, it would create a temporary init file that looks like this:


afk_kick 600
setcmd afk -1
setcmd b 4
setcmd unban -1
mapvote 1
max_votes 5
map_skip 55


The same would go for the events file and the commands files as well.

The third part of this idea is the ability to place comments in these files. So, for example, going off the previous one,


afk_kick 600

// setcmd Options
incl_file C:\HaloFiles\setcmdinit.txt

// Voting Options
incl_file C:\HaloFiles\votinginit.txt


The temp init file would then look like this:


afk_kick 600

// setcmd Options
setcmd afk -1
setcmd b 4
setcmd unban -1

// Voting Options
mapvote 1
max_votes 5
map_skip 55


Again, these ideas would not be just for the init file, but all of the SAPP Files.

Thoughts?

sehe
October 28th, 2012, 04:08 PM
SAPP 5.0 Is out, by now every1 should got it by auto-update.

There are 1 main change in the engine, that hooking is now totally rewritten, code is more clear and hooking is faster. This means Sapp is some step closer to port to HPC.
Sapp also got 2 new feature: arguments for custom commands and The no-lead mod. =)

Arguments for custom commands:
Between the command name and the command, you can put arguments starting with the '#' character. Example:
You add to the commands.txt the max #n 'sv_maxplayers #n' line and you execute the max 4 command, sapp will execute the sv_maxplayers 4 command.
Or spawnw #n #weap 'spawn weap "weapons\#weap\#weap" #n; wadd #n' and you execute the spawnw 4 "sniper rifle" it will execute the spawn weap "weapons\sniper rifle\sniper rifle" 4 and the wadd 4 command, and gives a sniper for player 4.
Here I had to note that lately kids using sapp to cheat on scrims. There is a feature to fix this already:
Scrim Mode:
"scrim_mode [enabled]: If enabled, no one can execute any naughty commands.
Server sends a message to every player if this status is changed.
You can also check it's status with the info command."
Ask the admins to turn this function ON with scrim_mode 1 command if it's not enabled. If they try to turn it off during the game, server will alert the players.
If they reject to enable it or change it meanwhile just leave them there cuz they prolly only want to cheat.

No Lead Mode:
Story (for advanced players):
At 2012. July 25. Btcc22 added me that he has some questions about "Halo's inner-workings", soon he told me that he has some idea to reduce/fix leading. The idea was collecting the player's state on each tick and storing it in a buffer of historical data and restore the old positions for the collision check function, using the players' ping as an index.
Since I already had the collision-check function, (THX to Skyline, he gave me the address, originally for the boost command, but I'm using it for Aimbot-detection and now for this!), and I was very curious + already had the necessary hooks in SAPP. Only had to add 2 more CC, and since it worth that few hours to try, I decided to code it. Surprising (after few fixes) it worked pretty fine, I wasn't really expecting such improvements, although it still had problems. One was the crashing. It always crashed after few hours of uptime, especially with vehicles. I couldn't figure out the problem + summer was coming so I abandon the project. Also because I though it divides the community, cuz there will be always ppl who hate it and say things like "It's not Halo anymore" etc.

I didn't bother with it anymore until PaulusT posted his mod and every1 was like "wow this is so awesome" etc. I checked his code and liked his idea, but I though mine works fine too, and seeing the positive reactions I migh cold improve mine even more and fix the crashes. It was about 2 weeks ago.
So then, I started to work on it again. First, I wanted to fix the crashes, but couldn't find the problem. Long hours of debugging with olly, tried many places for hooking and collecting history etc. but couldn't find the bug.
Meanwhile Btcc found where Halo's thread sleeps. I couldn't find it before, since its in call esi format, and olly doesn't reference it, and also cuz for some reason Halo CE calls SleepEx. Well, here I was playing a bit with the code, and now it was clear why Halo dedi uses so many CPU. I managed to run Halo thread in 120 times / sec while the CPU usage is reduced to about half and pings staid stable. This is the part of Sapp 5.0 too, thats why pings go by about 8,333 instead of 33,333 in Sapp servers. Note that this doesn't affects physic or amount of packet's sent. The "only" benefit is that pings are more realistic now and packets are processed faster, which improves reg. One day later I searched for where Halo updates pings, and changed it from every 3 second to every 1. Unfortunately this causes a little bug that I didn't bother fixing yet: player's ping higher than 1000ms "goes crazy" and looks like their ping changing from 1-1000. It's because Halo process the previous ping packet as it was the latest one.

Anyways, I also set Halo's thread priority to "Time Critical" for more stable pings and for the better reg. By then it worked so well (apart from crashes) that I realized another problem (that Btcc knew from the first day tbh. lol); the reg was very bad at high pings. He told me that this is prolly cause bullet-magnetism, since Halo "corrects" the bullet's vectors based on the original positions, not on the restored one.
By adding 1 more CC to fix this, crashes and lags made the whole mod useless, even if it's worked fine, server couldn't run more than few hours.
After long hours of debugging and headaches, figured out that the problem is that the player-object's structure's place in the memory is not only change after die, but sometimes when the player is still alive. I used the pointers that I "extracted" at the spawning, to evade calculating it every time when I want to read/write from/to the player's structure.
Like have to use this code every time to get the current pointer: "Dynamic_Player *Player = (Dynamic_Player*)ObjectTableArray[PlayerTable.ObjectIndexNum]->Offset;"

So, I just removed this kind of "caching" and it was stable finally. Some other days of testing and improving code, and it was done, and released!
As you can see, this project wouldn't come true without Btcc22 and his help.
I also would like to thank his time testing it, just like for Sean Aero, Ausprime, Persistent, Kadem, Osmo and the others who played in our server and told us their opinion/impression about the mod. ^^
Also, Thanks for Gijs, Ausprime and Persistent for hosting me the servers where we could test it, without them I couldn't really test in other servers, and for high pings.
Btw. Btcc would did this too later, but he's working on HAC 2 atm, which has many awesome features that you will see soon. :P

Edit: I forgot an important part. This fix works with any pings (as long as you don't lag), and also works with animations like melee, jumping, crouching, falling etc, but doesn't work with vehicles, yet. :D

Usage:
This one is very simple. :)
This mod is disabled by default, you can enable/disable it with the no_lead [enabled] command, (so just put no_lead 1 to sapp's init.txt to enable it.)
You can check and change the state of leading with the lead command.
If the admins didn't enable no-lead mod, you can't turn it on for yourself, but if they enabled it, everyone can disable this mod for themselves by typing /lead 1 to the chat. Also, you can re-enable it ofc with the /lead 0 command).

Hehe, such a long post ^^
I hope you'll enjoy it as much as I enjoy creating SAPP =)

Download: http://www.xgclan.com/sapp/index.php/download

sanni
October 30th, 2012, 12:18 PM
Thanks for the long post ^^
I really like reading some indeep stuff about Halo. Hopefully you can find out how vehicle no-lead works too. I always found leading vehicles very difficulty, even with low ping.

Hope you don't mind me asking you a question about lead in general:

Lets say we have two situations. In the first picture both players have a low ping of 33ms and in the second the targeted player(red) has a high ping of 300ms.

In both situations the blue player leads the same very small amount in front of red.
- And if he shoots at a person that has a low ping he will hit.
- But if he shoots at a person with high ping his shot won't reg.

http://www.abload.de/img/unbenanntb2fkv.png

Is there any explanation why this happens on a stock/unmodded server? And does the no lead fix considerate the ping of the targeted player or only of the shooter for the calculation?

In essence does the no-lead fix mean that high pingers will have it easier to hit others but they themself will still stay the unhitable laggers they are right now or will they also be easier to hit?


Also can you find out why lead is so much more consistant/better in Halo PC/FV than it is in Halo CE?

Oh and thanks for the scrim_mode. That one was really needed =)

Btcc22
October 30th, 2012, 07:54 PM
Is there any explanation why this happens on a stock/unmodded server?


I think it's likely down to packet loss/slower update rate that perhaps leads to inaccurate position prediction/interpolation. Even 'microwarp' as I like to call it is enough to throw the reg out of whack. Throw in Halo's poor netcode and that's probably all there is to it.


And does the no lead fix considerate the ping of the targeted player or only of the shooter for the calculation?

Only the shooter's. Other players' ping aren't relevant/required for the calculations.



In essence does the no-lead fix mean that high pingers will have it easier to hit others but they themself will still stay the unhitable laggers they are right now or will they also be easier to hit?

The former. I've noticed already that they have a fairly easy time of getting shots to reg against you without leading but it can be quite difficult to hit them. Irritating but I don't know how much can be done about it without knowing the exact cause.



Also can you find out why lead is so much more consistant/better in Halo PC/FV than it is in Halo CE?


The netcode is the 'same' minus a couple of new packet types that I can't see being related to this. Perhaps they tweaked a few variables here and there and accidentally made things worse in the process. I don't think anybody has looked into it.

sehe
October 30th, 2012, 08:07 PM
Yep!
Also, you don't reg at these players, cuz what you see as the player's movement is just a prediction based on their moving vector. If their packet late or lose, their moving vector won't get updated, and you shoot this "ghost" player. When the packet (or the next) arrives, Halo correct their position, and since u didn't shot to the "correct" direction, it won't hit.

Soz for slow answer, I'm a bit busy lately, but atm I'm working on the vehicles, and looks like I can manage no-lead to work with vehicles too. :D
Beta tests in 1-2 days! =)

Alexgodcool
October 31st, 2012, 07:47 AM
I using this command in sapp init
vswitch 'v1;w8 10;v2;w8 10;vswitch' it's worked until v5.0 was out.


I get a output from SAPP 5.0

Error: This command takes 0 argument(s)
Requested function "vswitch" cannot be executed now.

It's still work fine in 4.0

EDIT: Fixed, using vswitch input.

mywarthog
November 2nd, 2012, 09:59 PM
Regarding my files idea... I know that you said the first part would most likely be impossible, and that the third part is already possible, but what about the second part?

sehe
November 3rd, 2012, 08:25 PM
Ah ye, unfortunately, since every file's format is different, I'd had to rewrite too many functions (for all file) to make this work. :/
Anyways, I'll might rewrite some parts because of porting to HPC (like no more patched exe just a custom strings.dll), including file handling part too till 6.0, and then your 1st and 2nd request is might be possible too. =)

sanni
November 5th, 2012, 05:29 PM
Not sure if its a bug.
But if you open the Halo console and type "connect 95.211.120.168:2306 -d" and the server is full, so you don't join. And then you press the arrow-up key to enter the command again until a place gets free. Well then you get ip banned XD

sehe
November 5th, 2012, 06:35 PM
Yes, you get banned after too many join requests in too short time (if antihalofp is enabled).
It's a protection against halofp (Halo fake players exploit), which keep filling the server with "invisible fake players" by flooding the server with join requests, so even if you see server is empty and try to join, you will get the "Server Full" message.
More: http://aluigi.altervista.org/fakep.txt

Cortexian
December 6th, 2012, 12:52 AM
My servers are still messed up sehe.

sehe
December 30th, 2012, 06:44 AM
Ok, V 5.4 is out, it should fix your problem. I finally found the bug that only happened on single core CPU systems after I set main thread's priority to time critical.
Halo's threading fail again:
004434C8 |> /8A4424 03 /MOV AL,BYTE PTR SS:[LOCAL.3+3]
004434CC |. |84C0 |TEST AL,AL
004434CE |.^\74 F8 \JZ SHORT 004434C8

souless
December 30th, 2012, 09:53 AM
assembly *barf*

Kornman00
December 30th, 2012, 10:36 AM
Why are you setting the main thread's priorty to time critical, let alone when there's only one CPU...

sehe
December 30th, 2012, 11:41 AM
Well because hardly anyone uses 1 core systems lately. :D And even if yes the main thread will still get more priority, that's the main point of it lol.
And souless we don't need your unintelligent comments here thx.

Kornman00
December 30th, 2012, 02:32 PM
I'd still rather see benchmarks demonstrating that the main thread even needs such a tweak or that such a tweak provides a noticeable, and reliable, difference under load (the game can only do 30 game ticks a second), especially considering how this might interfere with windows services or the gamespy/cache read threads (as was the case above apparently). Isn't this the server app that is constantly crashing?

sehe
December 30th, 2012, 04:37 PM
Nope, Sapp is pretty stable by now. I had servers with 20-30-40 days uptime and they only got restarted cuz updates etc. And I increased the thread to 120 ticks, tho ofc physics processing and networking etc. is still with 30 ticks but at least pings are more accurate now and it improved reg too. Check my long post about the no-lead mod from some page earlier. :P http://www.modacity.net/forums/showthread.php?23688-SAPP&p=635976&viewfull=1#post635976

Btw. There are 250+ Servers running on SAPP atm. ^^

sanni
December 31st, 2012, 03:58 AM
http://www.abload.de/img/unbenannt3qrkm.png

It works very well :neckbeard:

sehe
December 31st, 2012, 05:56 AM
Hehehehe I guess they fed up with the flood of tickets :D

Crenshaw
January 1st, 2013, 02:43 PM
sorry wasnt able to login for a while....but yeah got my server working great...one thing though, how cani use the disable_<object_name> function to disable objects only for a specified team...like say, a zombie server. thanks

sanni
January 4th, 2013, 06:25 PM
Quick question, how can level 3 admins view the maplist?

I tried to add the following command but it doesnt do anything:
maplist 'sv_maplist' 3

Crenshaw
January 4th, 2013, 10:00 PM
you need to change the command level of that command so that a level 3 admin can use that command...wont explain more as you can go to the main website and learn how to do this its quick and ez my friend. dont exactly member how but its ez.

EDIT: setcmd <command> <name/level> Set the name/level of the given command. Example: setcmd k kick this will change 'k' command to 'kick'
setcmd k 3 this will change 'k' (kick) command's level to level 3

sanni
January 5th, 2013, 01:51 PM
I got this in my commands.txt but it doesnt work :(

setcmd sv_maplist 2
setcmd sv_maxplayers 2
setcmd sv_map 2
setcmd sv_password 2

Basicly you can only do sv_maplist when you are level 4 admin.

Cortexian
January 5th, 2013, 02:58 PM
You have it in commands.txt when it should be in your sapp init.txt (the one in cg\sapp on your gameservers server).

commands.txt is for defining your own custom commands. For example, if you wanted to spawn an overshield and have it apply to the person executing the command you would put this in your commands.txt:
shield 'spawn eqip "powerups\over shield" $n'

Then all they need to do is type '\shield' in chat.

Crenshaw
January 5th, 2013, 04:12 PM
yeah thats it...
1 thing though, how can i use disable_object<object_name> to disable objects only for a specific team for example on a zombie server. im having problems doing it as it disables object for both teams. is this is possible plz show me.

sehe
January 5th, 2013, 04:53 PM
Hey!
sanni: You can't use setcmd on basic Halo commands. :/ I think what you want is not possible atm.
Crenshaw: disable_object applied for both team, you couldn't specify it for only one of them. But I added this feature in
Sapp 5.5:
New features:
- disable_object <object_name> [team] : Now you can specify team : 0/unset: both, 1: red, 2: blue.
Ex. disable shotgun for the blue team: disable_object "weapons\shotgun\shotgun" 2
If Sapp mapcycle is running, whatsnext command tells you the next Map and Gametype.
CPU usage of haloceded.exe is reduced to minimal.
Features for HAC2 users:
- HAC can get the mapcylce of server if it's using Sapp mapcycle.
Server Query fixes:
- Fixed the bug when Halo cut the end of the map name after a dot.
- Added the server port.
- Added Sapp version.
- Added next map and next mode (not working if you using basic Halo mapcycle).
This feature will help HAC for pre-downloading the following map when the game ends.

Basically, for supporting HAC users, please change your default Halo mapcyle to Sapp's one, especially if it contains custom maps.
It's some steps only. There is a mapcycle.txt (ANSI encoding) in the gametypes\sapp folder. From your init.txt move the mapcycle options here without the "sv_mapcycle_add" part in the "map:mode" format. Also, put "mapcycle_begin" command (without the sv_) after the load command in your init.txt. And finally, put sapp_mapcycle 1 to Sapp's init.txt.

Example:
Halo format:
init.txt:
...
sv_mapcycle_add bloodgulch ctf
sv_mapcycle_add ratrace slayer
sv_mapcycle_add sidewinder ctf
sv_mapcycle_add carousel slayer
sv_mapcycle_begin
load

Sapp format:
mapcycle.txt:
bloodgulch:ctf
ratrace:slayer
sidewinder:ctf
carousel:slayer

init.txt:
...
load
mapcycle_begin

Sapp's init.txt:
...
sapp_mapcycle 1

Bug fixes:
On single core systems, Halo froze for ~10 sec at new game (Halo threading fail).
map command got ignorant if you mistyped the map/mode name until a new game (lol).
sv_map now should cancel the mapvote too.
Small bug fixes in sapp mapcycle + optimisations.
Some other small changes and bug fixes that I don really remember... :D

sanni
January 5th, 2013, 05:34 PM
Could you make an admin level that can just use the basic halo console commands minus the dev stuff and none of the naughty commands.
Because selecting a custom map without being able to use sv_maplist is kinda hard and I don't want to give all my admins level 4 access with all the stuff they can mess up or exploit.
Thank you :)

Crenshaw
January 5th, 2013, 05:41 PM
Crenshaw: disable_object applied for both team, you couldn't specify it for only one of them.

ok i figured because i tgried it in every aspect and could get it to work...


But I added this feature in
Sapp 5.5:
New features:
- disable_object <object_name> [team] : Now you can specify team : 0/unset: both, 1: red, 2: blue.
Ex. disable shotgun for the blue team: disable_object "weapons\shotgun\shotgun" 2
If Sapp mapcycle is running, whatsnext command tells you the next Map and Gametype.
CPU usage of haloceded.exe is reduced to minimal.

so when will this version be out?? or is it already in testing?

oh snap im still gonna post this. i was posting this and went over to your site and saw 5.5 already there because the way you were talking is as if it was out and it is. this is great sehe. good work.

how can i use HAC2 with your server or it isnt server sided yet? i know the client version of HAC2 is out for testing but when i try to start halo ce with it, it gives be HAC unable to start with error code 126 and shuts off. how can i fix this?

Cortexian
January 5th, 2013, 06:39 PM
Could you make an admin level that can just use the basic halo console commands minus the dev stuff and none of the naughty commands.
Because selecting a custom map without being able to use sv_maplist is kinda hard and I don't want to give all my admins level 4 access with all the stuff they can mess up or exploit.
Thank you :)
Simple solution would be to use SAPP's mapcycle control instead of the default halo stuff. Or make custom commands for the default commands using commands.txt, for example:

In commands.txt:

mapcycle 'sv_mapcycle'

In SAPP init.txt:

setcmd mapcycle 2

Crenshaw
January 6th, 2013, 07:48 AM
where should i put the disable_object<object_name> team in sapp? is it in the init txt or event.txt?

EDIT: found out how to do it, but having problems when i choose the skull/ball to be the weapon for the zombies team, it just plays out as anormal slayer gametype with noevent called from the event.txt.

the disable_object<object_name> should have been an event rather than s command you have to put in SAPP's int.txt file. :)

just an opinion. the zobies gametype is now more realistic. awesome work mane.

Crenshaw
January 8th, 2013, 06:38 PM
1 suggestion though sehe can you make the despawn command into an event and object specific? so that when a specific player dies their weapon gets despawn, for example on a zombies server whereby when they die the skulls despawn in order to not have skulls all over the server and so that when a player release their skull it despawn and we can jus 'wadd $n "weap\ball\ball"' to make the skull respawn as their primary weapon

Crenshaw
January 8th, 2013, 06:44 PM
can someone plz tell me or show me the commands/event to give players three(3) weapons at spawning??? ive managed to give three weapons put it immediately drops the last spawn weapon added to the player when they spawn.

sehe
January 8th, 2013, 07:00 PM
Check the events of the ExampleZombiesServer (http://www.xgclan.com/sapp/downloads/SAPP_Zombies_Server.zip)

Crenshaw
January 10th, 2013, 03:49 AM
i have that, didnt even bothered checking it. but thank will c what it entails.

EDIT:. checked it jusnow and it doesnt show or say how. as a matter of fact it only spawns 1 gun for u and dats the shottie. meanwhile i have mine spawning three(3) but just having difficulty making the last 1 stick.

any more help will be appreciated.

sehe
January 12th, 2013, 06:39 PM
Sapp 5.6:
New features:
Map loading and map downloading, for Btcc22's suggestion.
The commands:
- maplist: Level 3 command that lists all the available maps.

- map_load <map_name>: Loads a new map from the maps folder, therefore no need for restart the server anymore if you want to install new maps.
Example: map_load coldsnap

- map_query <string>: Query the list of the maps from the server that's available for download and has the "string" in the name.
Example: map_query cold
Returns:
ID Name
0 coldaphobia
1 coldaphobia_2
2 coldrush
3 coldsnap
4 icecold
5 [h3]cold_v1

- map_download <map_ID>: Downloads and install the map that you choose from the query list. Note that you don't have to use the map_load command for the maps you downloaded, just be patient while it gets downloaded, extracted and installed.
Example: After you executed the map_query cold command, use map_download 3 to download coldsnap.

Also, a special strings.dll is now available on the site. With this dll you don't have to replace the haloceded.exe anymore, because it patches the exe for everything (load/unload command, ascii name, devmode, etc.) + it got the map cache from HAC2.

Special Thanks for Btcc22 for the map loader and map caching code, and for Gijs for hosting all the ~1000 maps for Sapp and Hac2!

Cortexian
January 13th, 2013, 03:51 PM
Sweet, been wanting this :)

Where are maps downloaded from?

Where are the archive copies of the maps stored? Are they deleted after downloading?

Crenshaw
January 13th, 2013, 05:12 PM
loving sapp every day mane...nice

sehe
January 13th, 2013, 05:16 PM
The maps are downloaded from NL, Gijs host them as I wrote in my post. This only apply for SAPP, HAC2 uses CDN and has more mirrors in other places too.
The archives are streamed to the memory via TCP, so they doesn't get stored on the HDD/SSD, only the extracted map files (in the maps folder).

kylelop52
January 16th, 2013, 12:51 AM
Hey sehe,

How would i get my server to balance players when switching between a zombies game to a ctf or slayer. for example a zombies game has switched all players to blue team once finished, but when the ctf game starts next in the map cycle all players are still on blue team.

I have tried the following with no luck: event_start $mode!:ZOMBIES 'balance_all'
and i have also tried event_join which works but is impractical as teams keep balancing when people join the server during a game

PLEASE HELP ME

Crenshaw
January 16th, 2013, 03:25 AM
thats weird as i have mine setup the same way with zombie gametype and ctf gametype running after one another on the same server but no problem arise and i dont have to use balance_teams command for none of the gametype as the way i have my events.txt setup it works perfect for me you can choose how many players join the red team b4 they start switching to zombies team just read up more on the zombie test server @ http://sapp.xgclan.com

(http://sapp.xgclan.com)by the way why do you even have to use balance_teams command? that would more than likely be used when you have team switching enabled in your gametype and ppl are switching to another team that already have more players than the team their switching from. if so be the case you can just add "block_tc true" to sapp's init file to block players from changing teams.

if not the case just put this in your events.txt:
event_start 'w8 5;balance_teams' and this should balance both teams 5seconds after each game. the 5 represents how much seconds after the game start, it would execute the 'balance_team' command, you can change it to the amount you prefer. hope this helps.

kylelop52
January 16th, 2013, 04:33 AM
thats weird as i have mine setup the same way with zombie gametype and ctf gametype running after one another on the same server but no problem arise and i dont have use ballance_team command for none of the gametype as the way i have my events.txt setup it works perfect for me you can choose how many players join the red team b4 they start switching to zombies team just read up more on the zombie test server @ http://sapp.xgclan.com

b (http://sapp.xgclan.com)y the way why do you even have to use ballance_teams command? that would more than likely be used when you have team switching enabled in your gametype and ppl are switching to another team that alread have more players than the team their switching from. if so be the case you can just add "block_tc true" to sapp's init file to block players from changing teams.

I need it to balance because what happens is a zombie game will end with everyone on blue team because everyone is infected. Then when people vote say "ctf" as the next game everyone is still on blueteam. And YES i have setup team switch block:

event_start $mode:ZOMBIES 'block_tc 1'
event_end $mode:zOMBIES 'block_tc 0'

Crenshaw
January 16th, 2013, 04:59 AM
hey guys im having a problem myself...my server updated to the 5.6.1 version of sapp and ever since then (which is yesterday btw) my server stopped showing the server messages. all it does is say welcome to whatever player joins and thats it. my custom messages or the spam messages doesnt show now. i reverted back to a 5.5 update i had and now it works, is this a bug?

Crenshaw
January 16th, 2013, 11:13 AM
so what i gave didnt work out for you?

like i said i have my server setup the same way and no problems mane. everyone ends up on the blue team at the end of my zombie game but when the other game start for whatever they voted for its well balanced, would like to check out the events.txt to see if i can change anything.

kylelop52
January 16th, 2013, 07:35 PM
no it didn't unfortunately here is my events.txt3136

Malarkey
January 16th, 2013, 09:05 PM
Hey sehe, I'm not sure if this is the best place to contact you, but I had a few problems you might want to look into.

SAPP on my server has updated to version 5.6.2, but this is not listed on the website as having been released yet. I'm hoping this is because you just haven't updated the website yet, but you've been pretty prompt updating it with all the other updates in the last couple of weeks and I just wanted to make sure I didn't accidentally get a wrong version.

I tried using the new strings.dll with the original haloceded.exe and when I go to start the server I get an error message: "strings.dll is missing" (with the full path). The behavior is identical whether I use your haloceded.exe or the original. As soon as I put the original strings.dll back in the folder I am able to start the server again. Is there another required file? Am I missing a step for using your strings.dll?

I stumbled upon a crash by running the 'd <player_number>' command. I restarted the server and tried it again with the same result. So there may be an easily reproducible error there. Can anyone else confirm this problem or is it just me?

Finally, with the dedicated server (without SAPP) you can issue an 'sv_map <mapname> <variantname>' command and load any map and gametype on the server. But, when using SAPP to manage the map cycle this command just loads the next map in SAPP's mapcycle. Is there any way to get the original functionality back?

Thanks, great work!

Rob

Cortexian
January 16th, 2013, 09:19 PM
I'm running 5.6.2 as well, and the d command works fine for me.

Crenshaw
January 17th, 2013, 06:31 AM
yeah the update to 5.6.2 fixed my spam messaging feature but still didnt see my 'event_join' messages when i enter my server.

and to malarkey all the commands works the same way for me...i could perform ALL.

Crenshaw
January 17th, 2013, 08:04 AM
I need it to balance because what happens is a zombie game will end with everyone on blue team because everyone is infected. Then when people vote say "ctf" as the next game everyone is still on blueteam. And YES i have setup team switch block:

event_start $mode:ZOMBIES 'block_tc 1'
event_end $mode:zOMBIES 'block_tc 0'

in this event.txt you uploaded for me, is this the event.txt your using for both zombies and normal gametype?? if so that is your problem as it but im reuploading your event.txt you with the format it should be in so here it is...

Crenshaw
January 17th, 2013, 08:28 AM
Hey sehe, I'm not sure if this is the best place to contact you, but I had a few problems you might want to look into.

SAPP on my server has updated to version 5.6.2, but this is not listed on the website as having been released yet. I'm hoping this is because you just haven't updated the website yet, but you've been pretty prompt updating it with all the other updates in the last couple of weeks and I just wanted to make sure I didn't accidentally get a wrong version.

I tried using the new strings.dll with the original haloceded.exe and when I go to start the server I get an error message: "strings.dll is missing" (with the full path). The behavior is identical whether I use your haloceded.exe or the original. As soon as I put the original strings.dll back in the folder I am able to start the server again. Is there another required file? Am I missing a step for using your strings.dll?

I stumbled upon a crash by running the 'd <player_number>' command. I restarted the server and tried it again with the same result. So there may be an easily reproducible error there. Can anyone else confirm this problem or is it just me?

Finally, with the dedicated server (without SAPP) you can issue an 'sv_map <mapname> <variantname>' command and load any map and gametype on the server. But, when using SAPP to manage the map cycle this command just loads the next map in SAPP's mapcycle. Is there any way to get the original functionality back?

Thanks, great work!

Rob

thats a bug for real dude just encountered it...reason why i wasnt getting the crash is because none of my sapp files except init.txt, commands.txt or sapp.log were converted to the UCS-2 Little Endian encoding.

Malarkey
January 17th, 2013, 10:35 AM
I'm running 5.6.2 as well, and the d command works fine for me.

Good to know that everyone is updating to version 5.6.2.

The crashing must have been a temporary hiccup. I went back to 5.6 and everything was working, so I went to 5.6.2 again and it stayed working...

Anyone else try the strings.dll?

Rob

Malarkey
January 17th, 2013, 10:37 AM
thats a bug for real dude just encountered it...reason why i wasnt getting the crash is because none of my sapp files except init.txt, commands.txt or sapp.log were converted to the UCS-2 Little Endian encoding.

Which is a bug? I mentioned several items in my post and you don't say which you're referring to...

Rob

Malarkey
January 17th, 2013, 02:25 PM
Alright, so I am still having instability issues with 5.6.2, but not with 5.6. I noticed when doing a "reload" command with 5.6.2 that I was getting an error message on the console: "Error: No Sapp mapcycle is set!". As soon as that happens I have had many commands cause a crash, not just "d <player_number>". I have been making a lot of changes on my server (i.e. doing "reload" a lot) so that could be why I'm seeing this issue when others are not. It seems to be stable unless I do a reload. Unload/Load works fine. Can anyone else confirm this behavior?

Rob

Malarkey
January 17th, 2013, 05:08 PM
I noticed SAPP updated to version 5.6.3. I tried reloading and still got the mapcycle error, but there were no more crashes. I'll report back if that changes once I get some more significant usage on the server, but I'm guessing the instability has been fixed with the new release. Thanks for all the work you've put into this.

For my mapcycle question, the SAPP "map" command works just as I expect and that is sufficient for me.

Only question I have left is if anyone else has tried the "strings.dll" and gotten it to work?

Rob

kylelop52
January 17th, 2013, 05:46 PM
just realized event_start $mode!:ZOMBIES 'w8 5;balance_teams' works great !!

Thank you Crenshaw (http://www.modacity.net/forums/member.php?5454-Crenshaw)

Crenshaw
January 17th, 2013, 06:11 PM
I noticed SAPP updated to version 5.6.3. I tried reloading and still got the mapcycle error, but there were no more crashes. I'll report back if that changes once I get some more significant usage on the server, but I'm guessing the instability has been fixed with the new release. Thanks for all the work you've put into this.

For my mapcycle question, the SAPP "map" command works just as I expect and that is sufficient for me.

Only question I have left is if anyone else has tried the "strings.dll" and gotten it to work?

Rob

dude go to the main website and read up on the updates, it has instructions about the mapcycle.

kylelop52
January 17th, 2013, 06:24 PM
hey, im trying to execute the following from commands.txt turret 'spawn vehi vehicles\c gun turret\c gun turret_mp $n' 4
it wont spawn a turret :( any suggestions ???

Crenshaw
January 18th, 2013, 08:21 AM
dude do you have notepad++?(notepad plus plus) if you don'd search google and download it if yes check to see if your commands.txt is encoded in USC-2 Little Endian if not alot of your commands will work. thats what fixed it for me.

Malarkey
January 18th, 2013, 09:49 AM
dude go to the main website and read up on the updates, it has instructions about the mapcycle.

BTDT, there is no information there on what I was asking. Besides, that was a statement that I figured my own problem out, and in case anyone else has a similar problem what my solution was. So why would I need to go and read the updates?

Rob

Malarkey
January 18th, 2013, 09:51 AM
hey, im trying to execute the following from commands.txt turret 'spawn vehi vehicles\c gun turret\c gun turret_mp $n' 4
it wont spawn a turret :( any suggestions ???

I would try putting quotes "" around the object name, especially because the object name has spaces in it: turret 'spawn vehi "vehicles\c gun turret\c gun turret_mp" $n' 4

Rob

Malarkey
January 18th, 2013, 09:53 AM
dude do you have notepad++?(notepad plus plus) if you don'd search google and download it if yes check to see if your commands.txt is encoded in USC-2 Little Endian if not alot of your commands will work. thats what fixed it for me.


Windows Notepad works just as well. Just choose "Unicode" from the 'Encoding' drop down box on the 'Save As' window.

Rob

Crenshaw
January 18th, 2013, 11:01 AM
dude easier way is to put this in your commands.txt spawnc #n 'spawn vehi "vehicles\c gun turret\c gun turret_mp"#n; venter #n' and inchat do /spawnc 4 and this will spawn the turret to player 4 or to whatever player index you put in to replace '4' and it will enter them into it. i figured this on my own as well. like to make things easier for my self. tell me if this helped...


ps. i know it will.

Cortexian
January 18th, 2013, 07:02 PM
One thing I've noticed about using #n is that if you use "me" as a substitute when spawning vehicles, it causes some weird issues. The vehicle appears to spawn at a fixed location on the map. Using that command, I also ran into issues were it seemed like my spawned vehicle was out of sync. Rockets hitting me were doing no damage and I didn't have godmode or anything enabled.

sehe, if you read this can you make #n work with "me" as well? It's easier if the person executing the command can just type "me" instead of finding their player number if they want to give something to themself.

Crenshaw
January 18th, 2013, 08:20 PM
yes because the #n replaces the index number of whatever player you choose to put in the command when executing it. thats all i could say.

kylelop52
January 18th, 2013, 08:48 PM
spawnc #n 'spawn vehi "vehicles\c gun turret\c gun turret_mp"#n; venter #n' spawns you a turret outside of the map :(

'spawn vehi "vehicles\c gun turret\c gun turret_mp" $n' 4 does work now though,

thx guys :D

Crenshaw
January 18th, 2013, 09:03 PM
if your close to a wall yes but if you entered that into your commands.txt it should work perfectly trust me...all my admins are using this method now since ive updated my commands.txt with somemore commands. less slappy and more quick when using the ingame chat to execute.

Cortexian
January 18th, 2013, 09:24 PM
The "me" command I'm talking about SHOULD work though, since it's a player expression.

Crenshaw
January 18th, 2013, 10:17 PM
true but it signifies a function/command to you, the person who are executing the command, whereby using the #n signifies any applicable player including yourself using the index of the player....sehe could implement it i guess shouldnt be a big of a deal.

Cortexian
January 18th, 2013, 10:51 PM
"me" should just input the player index number of the person executing the command, so it should work. That's my point. Using #n is great for giving stuff to other players since you need to use /pl to get their number first anyway, having to use /pl to get my own number when "me" exists is just silly. Takes extra time and is convoluted.

Crenshaw
January 18th, 2013, 11:23 PM
true but reason why i say is because i have no hassle figuring out my index as i setup my server to show u a bunch of stuff when you join including ur index number....so yeah like you said it should have reflected back as"me" for the person executing the command.

Cortexian
January 19th, 2013, 01:09 AM
It's not hard to get your own player index, it's a simple "/d me" command. However that's one extra step that's not needed.

sanni
January 19th, 2013, 03:35 AM
Is there any place where we can share our commands, events and custom gametypes or just post them in this thread?

Here is what I made yesterday, just some simple weapon/vehicle spawn commands:

Example use:


/givehog 1 -> gives player 1 a hog and puts him in the drivers seat
/giverox 1 -> gives player 1 a rocket lauchner if he has less that 4 weapons
/spawnhog 1 -> spawns a hog at players 1's location
/spawnrox 1 -> spawns a rocket launcher at player 1's location


Commands:


givehog #n 'spawn vehi "vehicles\warthog\mp_warthog" #n; venter #n' 4
giverhog #n 'spawn vehi "vehicles\rwarthog\rwarthog" #n; venter #n' 4
giveturret #n 'spawn vehi "vehicles\c gun turret\c gun turret_mp" #n; venter #n' 4
giveghost #n 'spawn vehi "vehicles\ghost\ghost_mp" #n; venter #n' 4
giveshee #n 'spawn vehi "vehicles\banshee\banshee_mp" #n; venter #n' 4
givetank #n 'spawn vehi "vehicles\scorpion\scorpion_mp" #n; venter #n' 4


giverox #n 'spawn weap "weapons\rocket launcher\rocket launcher" #n; wadd #n' 4
givesnipe #n 'spawn weap "weapons\sniper rifle\sniper rifle" #n; wadd #n' 4
givefrg #n 'spawn weap "weapons\plasma_cannon\plasma_cannon" #n; wadd #n' 4
giveshotgun #n 'spawn weap "weapons\shotgun\shotgun" #n;wadd #n;ammo #n 24' 4
givepistol #n 'spawn weap "weapons\pistol\pistol" #n; wadd #n' 4
giveneedler #n 'spawn weap "weapons\needler\mp_needler" #n; wadd #n' 4
giveprifle #n 'spawn weap "weapons\plasma rifle\plasma rifle" #n; wadd #n' 4
givear #n 'spawn weap "weapons\assault rifle\assault rifle" #n; wadd #n' 4
giveflamer #n 'spawn weap "weapons\flamethrower\flamethrower" #n; wadd #n' 4
giveppistol #n 'spawn weap "weapons\plasma pistol\plasma pistol" #n; wadd #n' 4


spawnshee #n 'spawn vehi "vehicles\banshee\banshee_mp" #n' 4
spawntank #n 'spawn vehi "vehicles\scorpion\scorpion_mp" #n' 4
spawnhog #n 'spawn vehi "vehicles\warthog\mp_warthog" #n' 4
spawnrhog #n 'spawn vehi "vehicles\rwarthog\rwarthog" #n' 4
spawnturret #n 'spawn vehi "vehicles\c gun turret\c gun turret_mp" #n' 4
spawnghost #n 'spawn vehi "vehicles\ghost\ghost_mp" #n' 4
spawnvehicles #n 'spawnshee #n;spawntank #n;spawnhog #n;spawnrhog #n;spawnturret #n;spawnghost #n' 4


spawnrox #n 'spawn weap "weapons\rocket launcher\rocket launcher" #n' 4
spawnsnipe #n 'spawn weap "weapons\sniper rifle\sniper rifle" #n' 4
spawnfrg #n 'spawn weap "weapons\plasma_cannon\plasma_cannon" #n' 4
spawnshotgun #n 'spawn weap "weapons\shotgun\shotgun" #n' 4
spawnpistol #n 'spawn weap "weapons\pistol\pistol" #n' 4
spawnneedler #n 'spawn weap "weapons\needler\mp_needler" #n' 4
spawnprifle #n 'spawn weap "weapons\plasma rifle\plasma rifle" #n' 4
spawnar #n 'spawn weap "weapons\assault rifle\assault rifle" #n' 4
spawnflamer #n 'spawn weap "weapons\flamethrower\flamethrower" #n' 4
spawnppistol #n 'spawn weap "weapons\plasma pistol\plasma pistol" #n' 4
spawnweapons #n 'spawnrox #n;spawnsnipe #n;spawnfrg #n;spawnshotgun #n;spawnpistol #n;spawnneedler #n;spawnprifle #n;spawnar #n;spawnflamer #n;spawnppistol #n' 4


spawnhp #n 'spawn eqip "powerups\health pack" #n' 4
spawncamo #n 'spawn eqip "powerups\active camouflage" #n' 4
spawnos #n 'spawn eqip "powerups\over shield" #n' 4
spawnsticky #n 'spawn eqip "weapons\plasma grenade\plasma grenade" #n' 4
spawnfrag #n 'spawn eqip "weapons\frag grenade\frag grenade" #n' 4
spawnnades #n 'spawnfrag #n;spawnfrag #n;spawnfrag #n;spawnfrag #n;spawnsticky #n;spawnsticky #n;spawnsticky #n;spawnsticky #n;' 4
spawnpus #n 'spawnhp #n;spawncamo #n;spawnos #n' 4


spawnall #n 'spawnweapons #n;spawnpus #n;spawnnades #n;spawnvehicles #n' 4




And now a question. I want to make a simple gun game. Where you start with the weakest weapon and for every kill you get a better one.
This is hiw far I am right now. Not tested if it works though:


event_spawn $mode:Accumulate $map:bloodgulch $kills<1 'nades $n 0 0;wdel $n 0;wait 50; giveppistol $n;w8 2;say $n "Welcome to Gun Game. Kill players to earn better weapons."'
event_kill $mode:Accumulate $map:bloodgulch $kills=1 'nades $n 0 0;wdel $n 0;wait 50; giveprifle $n;w8 1;say * "$name has earned a Plasma Rifle."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=1 'nades $n 0 0;wdel $n 0;wait 50; giveprifle $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=2 'nades $n 0 0;wdel $n 0;wait 50; givear $n;w8 1;say * "$name has earned an AR."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=2 'nades $n 0 0;wdel $n 0;wait 50; givear $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=3 'nades $n 0 0;wdel $n 0;wait 50; giveshotgun $n;ammo $n 24;w8 1;say * "$name has earned a Shotgun."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=3 'nades $n 0 0;wdel $n 0;wait 50; giveshotgun $n;ammo $n 24'
event_kill $mode:Accumulate $map:bloodgulch $kills=4 'nades $n 0 0;wdel $n 0;wait 50; givepistol $n;w8 1;say * "$name has earned a Pistol."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=4 'nades $n 0 0;wdel $n 0;wait 50; givepistol $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=5 'nades $n 0 0;wdel $n 0;wait 50; giveflamer $n;w8 1;say * "$name has earned a Flamer."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=5 'nades $n 0 0;wdel $n 0;wait 50; giveflamer $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=6 'nades $n 0 0;wdel $n 0;wait 50; giverox $n;w8 1;say * "$name has earned a Rocket Launcher."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=6 'nades $n 0 0;wdel $n 0;wait 50; giverox $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=7 'nades $n 0 0;wdel $n 0;wait 50; givesnipe $n;w8 1;say * "$name has earned a Sniper Rifle."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=7 'nades $n 0 0;wdel $n 0;wait 50; givesnipe $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=8 'nades $n 0 0;wdel $n 0;wait 50; givefrg $n;w8 1;say * "$name has earned a FRG."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=8 'nades $n 0 0;wdel $n 0;wait 50; givefrg $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=9 'nades $n 0 0;wdel $n 0;wait 50; giveneedler $n;w8 1;say * "$name has earned a Needler jajajaja."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=9 'nades $n 0 0;wdel $n 0;wait 50; giveneedler $n'


My question: Is there any way to despawn all weapons from the map? So that players only have what the server gives them and can't pickup the weapons that spawn on the map by default? The only thing that comes to my mind is replacing all weapons by a shotgun and then use the disable command to disable the shotgun. But that's not really what I want.

Crenshaw
January 19th, 2013, 04:39 AM
.

Crenshaw
January 19th, 2013, 04:40 AM
Is there any place where we can share our commands, events and custom gametypes or just post them in this thread?

Here is what I made yesterday, just some simple weapon/vehicle spawn commands:

Example use:


/givehog 1 -> gives player 1 a hog and puts him in the drivers seat
/giverox 1 -> gives player 1 a rocket lauchner if he has less that 4 weapons
/spawnhog 1 -> spawns a hog at players 1's location
/spawnrox 1 -> spawns a rocket launcher at player 1's location


Commands:


givehog #n 'spawn vehi "vehicles\warthog\mp_warthog" #n; venter #n' 4
giverhog #n 'spawn vehi "vehicles\rwarthog\rwarthog" #n; venter #n' 4
giveturret #n 'spawn vehi "vehicles\c gun turret\c gun turret_mp" #n; venter #n' 4
giveghost #n 'spawn vehi "vehicles\ghost\ghost_mp" #n; venter #n' 4
giveshee #n 'spawn vehi "vehicles\banshee\banshee_mp" #n; venter #n' 4
givetank #n 'spawn vehi "vehicles\scorpion\scorpion_mp" #n; venter #n' 4


giverox #n 'spawn weap "weapons\rocket launcher\rocket launcher" #n; wadd #n' 4
givesnipe #n 'spawn weap "weapons\sniper rifle\sniper rifle" #n; wadd #n' 4
givefrg #n 'spawn weap "weapons\plasma_cannon\plasma_cannon" #n; wadd #n' 4
giveshotgun #n 'spawn weap "weapons\shotgun\shotgun" #n;wadd #n;ammo #n 24' 4
givepistol #n 'spawn weap "weapons\pistol\pistol" #n; wadd #n' 4
giveneedler #n 'spawn weap "weapons\needler\mp_needler" #n; wadd #n' 4
giveprifle #n 'spawn weap "weapons\plasma rifle\plasma rifle" #n; wadd #n' 4
givear #n 'spawn weap "weapons\assault rifle\assault rifle" #n; wadd #n' 4
giveflamer #n 'spawn weap "weapons\flamethrower\flamethrower" #n; wadd #n' 4
giveppistol #n 'spawn weap "weapons\plasma pistol\plasma pistol" #n; wadd #n' 4


spawnshee #n 'spawn vehi "vehicles\banshee\banshee_mp" #n' 4
spawntank #n 'spawn vehi "vehicles\scorpion\scorpion_mp" #n' 4
spawnhog #n 'spawn vehi "vehicles\warthog\mp_warthog" #n' 4
spawnrhog #n 'spawn vehi "vehicles\rwarthog\rwarthog" #n' 4
spawnturret #n 'spawn vehi "vehicles\c gun turret\c gun turret_mp" #n' 4
spawnghost #n 'spawn vehi "vehicles\ghost\ghost_mp" #n' 4
spawnvehicles #n 'spawnshee #n;spawntank #n;spawnhog #n;spawnrhog #n;spawnturret #n;spawnghost #n' 4


spawnrox #n 'spawn weap "weapons\rocket launcher\rocket launcher" #n' 4
spawnsnipe #n 'spawn weap "weapons\sniper rifle\sniper rifle" #n' 4
spawnfrg #n 'spawn weap "weapons\plasma_cannon\plasma_cannon" #n' 4
spawnshotgun #n 'spawn weap "weapons\shotgun\shotgun" #n' 4
spawnpistol #n 'spawn weap "weapons\pistol\pistol" #n' 4
spawnneedler #n 'spawn weap "weapons\needler\mp_needler" #n' 4
spawnprifle #n 'spawn weap "weapons\plasma rifle\plasma rifle" #n' 4
spawnar #n 'spawn weap "weapons\assault rifle\assault rifle" #n' 4
spawnflamer #n 'spawn weap "weapons\flamethrower\flamethrower" #n' 4
spawnppistol #n 'spawn weap "weapons\plasma pistol\plasma pistol" #n' 4
spawnweapons #n 'spawnrox #n;spawnsnipe #n;spawnfrg #n;spawnshotgun #n;spawnpistol #n;spawnneedler #n;spawnprifle #n;spawnar #n;spawnflamer #n;spawnppistol #n' 4


spawnhp #n 'spawn eqip "powerups\health pack" #n' 4
spawncamo #n 'spawn eqip "powerups\active camouflage" #n' 4
spawnos #n 'spawn eqip "powerups\over shield" #n' 4
spawnsticky #n 'spawn eqip "weapons\plasma grenade\plasma grenade" #n' 4
spawnfrag #n 'spawn eqip "weapons\frag grenade\frag grenade" #n' 4
spawnnades #n 'spawnfrag #n;spawnfrag #n;spawnfrag #n;spawnfrag #n;spawnsticky #n;spawnsticky #n;spawnsticky #n;spawnsticky #n;' 4
spawnpus #n 'spawnhp #n;spawncamo #n;spawnos #n' 4


spawnall #n 'spawnweapons #n;spawnpus #n;spawnnades #n;spawnvehicles #n' 4




And now a question. I want to make a simple gun game. Where you start with the weakest weapon and for every kill you get a better one.
This is hiw far I am right now. Not tested if it works though:


event_spawn $mode:Accumulate $map:bloodgulch $kills<1 'nades $n 0 0;wdel $n 0;wait 50; giveppistol $n;w8 2;say $n "Welcome to Gun Game. Kill players to earn better weapons."'
event_kill $mode:Accumulate $map:bloodgulch $kills=1 'nades $n 0 0;wdel $n 0;wait 50; giveprifle $n;w8 1;say * "$name has earned a Plasma Rifle."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=1 'nades $n 0 0;wdel $n 0;wait 50; giveprifle $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=2 'nades $n 0 0;wdel $n 0;wait 50; givear $n;w8 1;say * "$name has earned an AR."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=2 'nades $n 0 0;wdel $n 0;wait 50; givear $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=3 'nades $n 0 0;wdel $n 0;wait 50; giveshotgun $n;ammo $n 24;w8 1;say * "$name has earned a Shotgun."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=3 'nades $n 0 0;wdel $n 0;wait 50; giveshotgun $n;ammo $n 24'
event_kill $mode:Accumulate $map:bloodgulch $kills=4 'nades $n 0 0;wdel $n 0;wait 50; givepistol $n;w8 1;say * "$name has earned a Pistol."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=4 'nades $n 0 0;wdel $n 0;wait 50; givepistol $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=5 'nades $n 0 0;wdel $n 0;wait 50; giveflamer $n;w8 1;say * "$name has earned a Flamer."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=5 'nades $n 0 0;wdel $n 0;wait 50; giveflamer $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=6 'nades $n 0 0;wdel $n 0;wait 50; giverox $n;w8 1;say * "$name has earned a Rocket Launcher."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=6 'nades $n 0 0;wdel $n 0;wait 50; giverox $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=7 'nades $n 0 0;wdel $n 0;wait 50; givesnipe $n;w8 1;say * "$name has earned a Sniper Rifle."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=7 'nades $n 0 0;wdel $n 0;wait 50; givesnipe $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=8 'nades $n 0 0;wdel $n 0;wait 50; givefrg $n;w8 1;say * "$name has earned a FRG."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=8 'nades $n 0 0;wdel $n 0;wait 50; givefrg $n'
event_kill $mode:Accumulate $map:bloodgulch $kills=9 'nades $n 0 0;wdel $n 0;wait 50; giveneedler $n;w8 1;say * "$name has earned a Needler jajajaja."'
event_spawn $mode:Accumulate $map:bloodgulch $kills=9 'nades $n 0 0;wdel $n 0;wait 50; giveneedler $n'


My question: Is there any way to despawn all weapons from the map? So that players only have what the server gives them and can't pickup the weapons that spawn on the map by default? The only thing that comes to my mind is replacing all weapons by a shotgun and then use the disable command to disable the shotgun. But that's not really what I want.

put this in your commands.txt
event_die $map:bloodgulch $mode:Accumulate 'wdel $n' thats it. so as a player dies or get kill, whether it be suicide or whatever the weapons spawned specifically for that person will automatically be deleted. i made a game similar to what your making but mine gives vehicles aswell but to noob with more deaths and less kills so the server can even out the combat...lol

sanni
January 19th, 2013, 04:56 AM
While this is a very usefull command I will definitly use too. My main concern is about the weapons that spawn on the floor of the map. E.g. the sniper at the base, the rocket in the middle etc.
I want to despawn those.

Crenshaw
January 19th, 2013, 06:27 AM
well that a whole new thing on a whole...i wud modify the gametype "accumulate" to only spawn plasma pistols, that the weakest gun to me,and then spawn theguns u want for the players as u wud and you wont need to worry about removing weapons.

Cortexian
January 20th, 2013, 01:15 AM
Why do you have a 4 trailing all your commands sanni?

sanni
January 20th, 2013, 05:55 AM
The 4 makes the commands only accessible by level 4 admins.

For example these commands are available for level 3 admins too:


maxplayers #n 'sv_maxplayers #n;say * "Server maxed to #n"' 3
switch #n 'st #n;say * "Player #n was switched to the opposite team"' 3

Cortexian
January 20th, 2013, 07:43 PM
Oh, I just use the setcmd thing in my sapp init for all of that.

sanni
January 21st, 2013, 07:00 AM
Can I request the variable $password? It will tell you wether or not the server is passworded.

Because if someone forgets to remove the password from your server you could do a simple if $password=1 & $players=0 w8 300 if $password=1 & $players=0 do sv_password "" thingy with the event system =)

sanni
January 23rd, 2013, 09:35 AM
Bug Report:

If you spawn a ghost in ratrace or any other map that doesn't have any vehicle spawns the server will crash when the ghost wants to respawn :(
Can you please fix that. I want to drive around in ratrace =)

Malarkey
January 23rd, 2013, 09:56 AM
I'd think you could set the vehicle respawn time to "never" to solve that problem. Or, despawn it when you get out...

Rob

sanni
January 23rd, 2013, 11:22 AM
Here is a usefull command if you play the map sneak alot



eject #n 'rider_ejection #n;say * "rider_ejection set to #n"' 4


Because of Sneak's snowhogs the driver ejection was disabled by the mapmaker. Sadly it stays disabled even if you change to another map. Using this command will enable the ejection again like so: /eject 1

sehe
January 23rd, 2013, 05:00 PM
Yo, I have exams so I don't really have time for these atm. sanni that's a Halo bug, if you spawn vehicles to map with no vehicle spawn point the server will crash. But as it was mentioned by Rob, setting the vehicle respawn time to "never" should fix it. And 'me' + '#n' should work at the most of case, but only those commands have player expressions which has "player_expression" as first argument, so not like spawn.
Oh and for that sv_password thing... I'm just using an event_leave $pn=0 'sv_password ""' to reset the password when the last player leaves (event leave doesn't get executed at new game when the players just leave and rejoin). Or you can use event_leave $pn=0 'reload' to reset all server settings to "default".

sanni
January 23rd, 2013, 06:58 PM
Thanks, will use the event_leave reload command. Good luck for your exams :)

Here is some other bug I noticed:
It seems that betray events get executed once when the betray happens and a second time when a new map loads if saving scores is enabled.

If have this team-killer-education-system (xD) set up:


event_tk $mode!:cbctf $tk=1 'say $n "Please do not betray!"'
event_tk $mode!:cbctf $tk=2 'say $n "Last personal warning before kick!"'
event_tk $mode!:cbctf $tk=3 'say * "$name was executed for killing team mates!"; kill $n'
event_tk $mode!:cbctf $tk=4 'say * "$name will be kicked for betraying!"; w8 3; sv_kick $n'
event_tk $mode!:cbctf $tk=5 'say $n "Rejoining does not reset your betray count"'
event_tk $mode!:cbctf $tk=6 'say * "$name was kicked for betraying AGAIN!"; w8 3; sv_kick $n'
event_tk $mode!:cbctf $tk=7 'say $n "Last personal warning before ban!"; kill $n'
event_tk $mode!:cbctf $tk=8 'say * "$name will soon be banned for betraying!"'

Tk ban is set to 9. It works very well and some stop betraying after the second kick ;D

So now for example a player tk's 4 times. The server kicks him. He rejoins, which is fine by me. His tk count is ofc still 4 like it should be. Now a new map loads and he gets automaticly kicked again about a second after he joined the new map.
He shouldn't get kicked again. It seems to me like the event system goes through all events on map load but ignores wether or not the event actually just took place now or some minutes ago.

Malarkey
January 23rd, 2013, 07:34 PM
I tried using the new strings.dll with the original haloceded.exe and when I go to start the server I get an error message: "Strings.dll is missing" (with the full path). The behavior is identical whether I use your haloceded.exe or the original. As soon as I put the original Strings.dll back in the folder I am able to start the server again. Is there another required file? Am I missing a step for using your strings.dll?

So I figured out this problem as well. I noticed that the original Strings.dll is capitalized while the one I downloaded from http://sapp.xgclan.com/sapp/downloads/strings.dll is lowercase. Windows isn't case sensitive so this shouldn't matter, but renaming SAPP's "strings.dll" to "Strings.dll" solves the problem.

Rob

sanni
January 25th, 2013, 06:43 PM
Another thing:

How do I pause the mapcycle?
For example I wanna mix. So I put /map sidewinder cbctf, after the game is over the mapcycle continous automaticly instead of just reloading Sidewinder again. I would like to prevent the mapcycle from starting after the map is played.

There is mapcycle_begin but is there also mapcycle_stop?

kylelop52
January 25th, 2013, 11:08 PM
Is there a way of setting teleports in a sapp server, for instance walking into a rock will teleport you 2 a cliff and vice versa. sapp would be so sick if their was support for a feature like this :D ???

sanni
January 28th, 2013, 06:10 AM
I hope you don't mind me posting ideas I have here, even though they may be stupid ;D

But here is goes:

A "save state" command. It saves the current state of the game, e.g. all players positions, health, shield, weapons, scores, kills, deaths. And you can revert to that state with a "load state" command.

Now you could use this in several ways:
- For example if there is a league match and someone drops out, you could do an automatic player quit -> save state script. So when he rejoins the admin could load the game state from the moment the players dropped out.

sanni
February 4th, 2013, 07:08 AM
Suggestion #2:

Map Downloading Queue via text file.

Since Gameservers.com is really bad I find myself constantly moving the server to a different location. Mondays UK is good weekends NL and now and then the German servers are the only one not lagging. One thing I hate is that either I have to slowly ftp all the custom maps over to the new server or I use the build in function in sapp to download each map to the server. Which can take some time too.

It would be just beast if I could just drop a mapqueue.txt file in the sapp folder and sapp would auto download all the maps I specify in there.

Crenshaw
February 4th, 2013, 09:32 AM
thats a good idea sanni.

Cortexian
February 4th, 2013, 08:27 PM
I've been noticing some weird issues with the teleport command. It seems like the server-side is registering the player as teleported, but client-side is not.

Ex: I don't visually move, I appear to stay in the same spot. However other people in the server don't see me in the original spot, I can't interact with anything in the original spot, and sometimes the game syncs up and I end up teleporting many seconds/moments later.

sanni
February 7th, 2013, 06:27 PM
I have those "can't interact with anything"-moments quite often. Maybe once a week and totally unrelated to teleporting. Just like 5 seconds where the client and the server don't sync. Maybe there is a bug somewhere idk.

Cortexian
February 7th, 2013, 07:55 PM
Yeah I've noticed it without teleporting a bit recently as well.

I just switched over to using the stings only version though.

sehe
February 8th, 2013, 08:44 AM
Yeah looks like the fast thread cycle can make playrs with very low ping desync for some seconds. No solution yet. :D

sanni
February 8th, 2013, 09:38 AM
Explains why moving my server from Germany(10ms ping) to NL(20ms) helped a little but still not fixed the desync issue xD.
Hope u find a solution because getting called a lagger by vaib hurts my feelings xD.

mywarthog
February 10th, 2013, 12:42 AM
Relating to Map Downloads:

Would it be possible to show the size of the map files in the query list?

Also, what about options that can set a max total amount of maps that a server can have on it, a way to turn off the map downloading feature, and a special logging file for downloaded maps (who downloaded what and when)?

frozen
February 19th, 2013, 06:34 PM
Hope to see argument for team score on SAPP.

frozen
February 19th, 2013, 06:51 PM
So the point is: i was thinking of maximum usage for balance_teams cmd. As i seen many admins put this cmd in event_start, but as i correctly understand its frong, cuz SAPP not remember any data from previous game( thats why balance works weard for them).
My idea is to put balance to ending of game, but there is no reason to balance game every game( event end is not valid for that), so if we ll have accease to argument $teamscore we can easily know which team won and what current score was. If game ended not becouse of time ended, but because one team scored, then balance. In other case let teams play, till time ends.

sehe
February 23rd, 2013, 02:39 PM
Sapp for Halo PC is out! Check it and report any bugs here or on Xfire. :D

Cortexian
February 23rd, 2013, 09:59 PM
Did you fix the desync issues for players with low ping?

Sean Aero
February 25th, 2013, 01:36 PM
Did you fix the desync issues for players with low ping?

nope

sehe
March 4th, 2013, 08:41 AM
Not yet but I made a cool video of it :D
https://www.youtube.com/watch?v=Ki0tyRUl_3I
(God mode on)

I'm working on this now:
http://www.elitegameservers.net/sapp/serverlist/

A web serverlist for Sapp servers, atm it needs some design but then it will be fine :D
Update: So it's not that bad now, after learning some CSS. :P

Cortexian
March 5th, 2013, 02:40 AM
You should look into the desync issue, as it's preventing any of the local players that enjoy playing on my server from playing.

sehe
March 5th, 2013, 05:17 AM
Yes I was looking into it when I made this video. :D
I figured that if you alt-tab then switch back to Halo then it fixes it. But still no idea why this happening, yet.

Crenshaw
March 11th, 2013, 12:22 AM
@frozen
So the point is: i was thinking of maximum usage for balance_teams cmd. As i seen many admins put this cmd in event_start, but as i correctly understand its frong, cuz SAPP not remember any data from previous game( thats why balance works weard for them).
My idea is to put balance to ending of game, but there is no reason to balance game every game( event end is not valid for that), so if we ll have accease to argument $teamscore we can easily know which team won and what current score was. If game ended not becouse of time ended, but because one team scored, then balance. In other case let teams play, till time ends.

dude i use balance_teams when some 1 leaves. this is the correct way that command should be used. atleast thats the most logical reason to ballance a team.

Btcc22
March 11th, 2013, 12:30 AM
There's no need to rebalance teams just because a player leaves. Auto-balancing is an irritating act that should only be done when when it's clear that the other team is struggling, although I'm not sure if it's possible to do this with SAPP.

Crenshaw
March 11th, 2013, 06:29 AM
thats not irrating i play on CSK 2 halo PC server all the time and they do the same as on my server. balance teams when some1 leaveas and also r able to balance teams when the scores of a team are very high in comparison to the other. but they're using Phasor. so all i could do is balance my teams when some1 leave with sapp. i think it could be done with sapp but you will have to check all players against aspecific number. i have mine settup so the player with the lowest score from the losing team will be switched to the winning team and the person with the highest score from the winning team is switch to the other. cant say that they liked it but they got used to it. and that only happens if the winning team is leading by X amount of points.

Btcc22
March 11th, 2013, 10:46 AM
I probably find it irritating because I'm usually one of the players that has their game flow interrupted by being killed and shunted across to the opposite team constantly.

Sean Aero
March 11th, 2013, 02:24 PM
I probably find it irritating because I'm usually one of the players that has their game flow interrupted by being killed and shunted across to the opposite team constantly.

Yeah, it must suck being the worst on the server. :realsmug:

On topic: Perfect Team balance is futile without knowing peoples skill level.

Btcc22
March 11th, 2013, 02:25 PM
Yeah, it must suck being the worst on the server. :realsmug:

A true master of wit.

Crenshaw
March 12th, 2013, 03:10 AM
I probably find it irritating because I'm usually one of the players that has their game flow interrupted by being killed and shunted across to the opposite team constantly.

lolwell dont wanna bragg but im good and own any server i play on. you get used to it after a while. the only thing i dont like r noobs that is disrespectful n saying shit because im better,, n d next thing you kno teams r balanced n your either on their team or they're on yours. hate when they think im botting and the server clearly states bot detection enabled..

Cortexian
March 13th, 2013, 03:01 AM
I'd probably ban you for having that 12 year old attitude if you talked like that in any of my servers.

Don't be a cunt. Thanks.

supersniper
March 15th, 2013, 09:02 AM
lolwell dont wanna bragg but im good and own any server i play on. you get used to it after a while. the only thing i dont like r noobs that is disrespectful n saying shit because im better,, n d next thing you kno teams r balanced n your either on their team or they're on yours. hate when they think im botting and the server clearly states bot detection enabled..Wow you're right freelancer... that was a blast from the past.

sehe
March 17th, 2013, 11:57 AM
SAPP 5.10 http://elitegameservers.net/sapp/index.php/download
Desync bug must be fixed now, it's possible that your server might not got auto-updated, in this case update it manually from the site.

Cortexian
March 18th, 2013, 02:35 AM
All my servers updated just fine :)

sanni
March 18th, 2013, 11:54 AM
Small suggestion:

mapcycle with conditions, e.g.:

infinity:ctf:$pn>9

Meaning it skips this entry in the mapcycle.txt as long as the number of players on the server is below 10

Crenshaw
March 20th, 2013, 07:20 AM
I'd probably ban you for having that 12 year old attitude if you talked like that in any of my servers.

Don't be a cunt. Thanks.




Wow you're right freelancer... that was a blast from the past.


Hmm... did you understand my post? I dont talk. others blast AT ME...

how to enable mtv clientside?

Cortexian
March 21st, 2013, 04:50 PM
Doesn't mean you need to sink to their level.

You need OS dedicated server and client to use MTV.

Btcc22
March 21st, 2013, 05:21 PM
Doesn't mean you need to sink to their level.

You need OS dedicated server and client to use MTV.

Not as of tomorrow or the day after. ;)

Crenshaw
March 21st, 2013, 08:03 PM
Not as of tomorrow or the day after. ;)

ok so what you mean Btcc22?

oh and it works om my servr without OS but doesnt sync.

sehe
March 26th, 2013, 11:43 AM
Now if you have HAC2 it will automatically enable MTV in your client if it's enabled in the (Sapp) Server.

Cortexian
March 26th, 2013, 04:53 PM
But you can't sync it unless everyone has HAC2 then.

Edit: Tried installing HAC with MTV enabled and it doesn't seem to work. I can't enter the vehicle of enemies.

sehe
March 26th, 2013, 05:31 PM
Yes just like you would need OS dedicated server and client at everyone.

Cortexian
March 26th, 2013, 05:55 PM
So everyone in the vehicle needs HAC2 if they're on different teams? That sucks...

sehe
March 26th, 2013, 07:34 PM
What's the difference between this and OS? Here everyone needs HAC2 there everyone needs OS. AFAIK players without OS can't even join to the OS server, so what are you talk about? And IMHO more MP players have HAC2 than OS, and even more will have when the actual Anti-cheat core will be implemented.

Btcc22
March 27th, 2013, 07:37 PM
So everyone in the vehicle needs HAC2 if they're on different teams? That sucks...




Edit: Tried installing HAC with MTV enabled and it doesn't seem to work. I can't enter the vehicle of enemies.

The MTV settings don't take effect until the next game as there's no direct communication between HAC 2 and SAPP at this point in time. It adds a set of extra game flags to the server's query response which can then be used by any other client (or server) mods that want to be compatible.

The enemy doesn't need to have HAC 2 installed in order for you to get in their vehicle but it will result in some confusion if they don't. :iamafag:

Crenshaw
March 27th, 2013, 08:24 PM
how would i use event $invis on my server? i know some ways but its to straight forward. plz help.

Crenshaw
March 28th, 2013, 09:48 AM
I got aimbot protection error any ideas?? 3179

sehe
March 28th, 2013, 10:11 AM
You prolly enabled aimbot protection 2 times.

Crenshaw
March 28th, 2013, 03:53 PM
You prolly enabled aimbot protection 2 times.

nope thats not it and also the serverlist ping fix isnt working plus on the sapp server list and gs masterlist it shows my server twice.

EDIT: this is what i get when executing 'maplist' command 3180sorry actually before this happens it does 'gathering exception' then this happens.

EDIT: fixed the aimbot

would it be too much to ask if i ask you to make an event for crouching and for speed like event_crouch $crouch=1 's $n 2' event_crouch $crouch=0 's $n 1' whereby 0=not crouching and 1=crouching. is this possible?

Cortexian
March 29th, 2013, 05:23 AM
Whenever I type "mtv" or "mtv=1" into the console I get the following result in red:

ERROR: Failed to find signature for "MTV"!

Does this mean it's not enabling properly or what?

Crenshaw
March 29th, 2013, 08:28 AM
Whenever I type "mtv" or "mtv=1" into the console I get the following result in red:

ERROR: Failed to find signature for "MTV"!

Does this mean it's not enabling properly or what?

true 'mtv' should show/tell us the status of multi-team-vehicle but it doesnt, anyway you shouldnt do 'mtv=1' it should be 'mtv 1 or mtv 0'

Crenshaw
March 29th, 2013, 08:35 AM
sorry to dp but my problem from above still isnt rectified

sanni
March 29th, 2013, 08:32 PM
Does No Lead work with grenades or only with bullets?

Btcc22
March 29th, 2013, 10:01 PM
It works with grenades too.

Crenshaw
March 30th, 2013, 02:35 PM
yow how do i use the SJ with your HAC2 bro...?

Btcc22
March 30th, 2013, 02:52 PM
F7.

sanni
March 30th, 2013, 05:21 PM
Does No-Lead work when I am in a ghost and I try to overrun someone on foot. Or do I still need to lead in that case.

Cortexian
March 30th, 2013, 08:22 PM
true 'mtv' should show/tell us the status of multi-team-vehicle but it doesnt, anyway you shouldnt do 'mtv=1' it should be 'mtv 1 or mtv 0'
Yeah I know, I use 'mtv 1', not sure why I wrote 'mtv=1'.

Jazzyboy1
March 31st, 2013, 07:51 AM
F7.

That's the key that opens OS's menu too. It's really irritating. Every time I try to open OS's menu, I go into the sightjacker. Any chance you could switch it to another hotkey?

Crenshaw
March 31st, 2013, 09:35 PM
F7.

I know its F7 but what im trying to say is it doesnt work...yes it says sightjacker enabled but when i press - or = key to switch it tells me im monitoring someone but it doesnt go to anyone or do anything.

Crenshaw
April 1st, 2013, 03:05 PM
does anyone here knows how to host an OS (Open Sauce) Halo ce server?

sehe
April 1st, 2013, 03:48 PM
It's a topic for SAPP not HAC or OS.

Crenshaw
April 1st, 2013, 06:15 PM
It's a topic for SAPP not HAC or OS.

gosh dont be ignorant jus asking because i want to know how and if it can be done with sapp.

It still boils down to SAPP bro.

Donut
April 1st, 2013, 06:32 PM
so just make a new thread and ask. that would be a lot less painful for all of us and youd probably get a quicker answer. no need to threadjack.

sehe
April 2nd, 2013, 01:45 PM
It still boils down to SAPP bro.

Yes it has so many feature that Sapp doesn't, like... uhm... hmmmm......

Anyway, use OS then and leave this topic clean, so everyone will be happy.

anasshole
April 2nd, 2013, 05:01 PM
Ok so I am new to SAPP. I am setting up my first server and after having set up several Gandanur/Phasor servers didn't find it too much of a challenge... most difficult part was grasping the logic of some of the command language and getting the syntax correct. Done, up and running good to go... now I just have a couple of hopefully easy questions.

Admins.... When doing an Admin add (and for reference I am on 1.09 so everything is v2) it adds the user as an admin and creates the entry in the admins.txt file but it puts it this format - halo_player_name:cd_hash:admin_level.

I understand that format/context but where does the password get saved for that user? Is there not a way to add an admin user manually by editing the text file directly?

and in sticking with a similar question... (I haven't tested everything yet so this may be a stupid question) does that user/password created allow standard rcon access the old way in addition to the text commands?

I am trying to prevent having a single/standard rcon password at the server level and want everything hash based as with my other servers.

And last but not least is the users.txt file obsolete now with this latest version of SAPP? In looking for answers to my questions above I ran across an earlier SAPP thread that discussed using the users.txt file for the admins but still did not see how that worked as in where the password was stored and what not. If the users.txt serves a purpose... what is it?

Thanks ahead of time for anyone with any answers and I also apologize ahead of time if these questions have been covered previously or are just in general silly to some of you... I looked for answers in various ways/formats but never could find anything definitive on these pieces/parts.

Thanks!

Ass

EDIT - Forgot to mention I am running this on Halo PC instead of CE.. not sure if that makes a difference but I did notice some of the commands listed specify for CE only so thought I would throw it out there.

sehe
April 3rd, 2013, 07:01 AM
There are 2 admin types:
V1 admins: the "original" method: stored in the users.txt, and they identified by their cd-key hash, with this you only can add players with valid cd-key. They can use the commands via chat. If you specified sapp_rcon 1 in the init, they, and only they can access to the rcon with the rcon password you specified with sv_rcon password ****. So basically, without this command anyone who knows the password can use rcon, with this command even if someone knows the password can't use rcon if he isn't in the v1 admin list.
V2 admins: the "new" method: stored in the admins.txt, this option is for players who have no valid cd-key, they are identified by their name + password. If they want to use commands from the chat, first they have to login in the chat with their password, with /login ****, or they can use the rcon with their password.

Both in chat and rcon they can use all command that their privilege/admin level allows.

Halo PC version has almost all of the CE commands except some that loses sense cuz the lack of CE maps etc.

anasshole
April 3rd, 2013, 08:03 AM
I tested it last night finally and found that you can use the password assigned via the admin add command in the normal rcon along with chat after logging in. That makes sense about the users.txt file and from what I found when searching I sort of thought it was for the older v1 admins but wanted to make certain.

So, where does it store the player's password? The admins.txt file has players halo name, CD hash, and admin level but no password. Where does that password get stored? And I assume since the CD hash gets stored in the admins.txt someone else cannot login with my password or use standard rcon correct?

I am not using a specified rcon password at all in my init.txt (either one) and I do have sapp_rcon 1 set. I don't like have rcon passwords set that anyone can use if they know it, I like to keep it hash based.

Thanks for the info, I appreciate it.

Ass

sehe
April 3rd, 2013, 09:04 AM
Read my post again. V2 admins -> admins.txt -> name + password = that's not the cd-key hash since why would I store their invalid hash, that's the md5 hash of the password.

anasshole
April 3rd, 2013, 09:27 AM
OK I see,... I completely misunderstood what you were saying.

So does that mean that if I entered the server with a different name than I used when I added myself as an admin I couldn't login with my password? Or is that v2 admin password just there for anyone to login with and use if they know it since it isn't based on CD Hash?

In looking at the structure for the v1 hash admins the commands and files do not list/show a password being created... if I add a v1 admin, how is the password used? Do I have to also put them in the admins.txt file to store the password?

Sorry for the silly questions and I appreciate you taking the time to assist.

Ass

EDIT - Ok, I had another player test trying to login with my password and it told them they couldn't so from a v2 admin perspective the only question I have remaining is if I enter the server with a different name other than the one I used when adding myself as an admin will it work or do I have to use the exact specific name listed in the admins.txt file? Essentially in order to use that user/password combo the player has to have the exact matching name and know the password?

This leaves only the v1 admin question of how/where is their password or is the only password when using v1 admin commands using the sv_rcon_password command... it just gets locked down to user hashes based on the users.txt file?

And I found one more question to ask :D - when setting up the events file, does it support multiple arguments.. say like $kills<$deaths>50? or is it $deaths>$kills;$deaths>50? I tried both those methods/syntax and the command runs as soon as $deaths becomes greater than $kills regardless of the value of $deaths.

EDIT Again - OK... got all the admin stuff taken care of. Trial and error testing I figured it all out as for levels, v1/v2 and rcon. One more question.. I noticed in rcon sv_Players does not work, it has to use pl... is that by design or did I F something up?

and I guess outside that the only remaining question I have is above on the multiple arguments for events...

thanks!

Ass

Crenshaw
April 3rd, 2013, 03:02 PM
Yes it has so many feature that Sapp doesn't, like... uhm... hmmmm......

Anyway, use OS then and leave this topic clean, so everyone will be happy.

you dont understand english good do you sehe??? i mean the post i posted all boils down to SAPP. i wanted to make a OS server using SAPP...so much for being a fan of sapp, cant get no help from here.

instead of just pointing me in the right direction you can find time to be ignorant and cynical.

Btcc22
April 3rd, 2013, 03:05 PM
you dont understand english good do you sehe??? i mean the post i posted all boils down to SAPP. i wanted to make a OS server using SAPP...so much for being a fan of sapp, cant get no help from here.

instead of just pointing me in the right direction you can find time to be ignorant and cynical.

I can't imagine that SAPP and OS server would play nicely. Even if they do now, they likely won't in the future; they're two different mods.

If you want to try it, you'll likely need to use the strings.dll mod for SAPP rather than the modified .exe. I haven't tried though, so I can't tell you what'll happen.

Crenshaw
April 3rd, 2013, 07:38 PM
I can't imagine that SAPP and OS server would play nicely. Even if they do now, they likely won't in the future; they're two different mods.

If you want to try it, you'll likely need to use the strings.dll mod for SAPP rather than the modified .exe. I haven't tried though, so I can't tell you what'll happen.


thank you for your response Btcc22.

Cortexian
April 6th, 2013, 02:28 AM
I still think V2 admins should force newly created admins to change their password when they first log in. That way the main server admins don't need to know everyones password(s) or ask for them, they just create a temporary one that the new admin changes on login.

sanni
April 7th, 2013, 07:30 AM
Question:

I want to spawn a sniper rifle at the bases of Icefield.

So I create the following command in commands.txt


icesnipe 'say * "DEBUG: Sniper spawned";spawn weap "weapons\sniper rifle\sniper rifle" icebluebase; spawn weap "weapons\sniper rifle\sniper rifle" iceredbase; w8 30; despawn g 0;despawn g 1;wait 50;icesnipe' 4


Add this in events.txt


event_start $map:icefields 'icesnipe'


And locations.txt


icefields:iceredbase:21.017452 -13.972477 0.000000
icefields:icebluebase:-72.007332 76.430954 0.000000


Now my problem is that the event "icesnipe" doesn't stop when a new map is loaded.

So I would need an eventstop command like so:


event_end $map:icefields 'eventstop 9'


Possible?

stunt_man
April 11th, 2013, 11:10 AM
I can't for the life of me figure out what I'm doing wrong in trying to configure the sapp mapcycle. The sapp directory is "ftp://123@xx.xx.xx.xx:xxxx/haloce/cg/sapp".

This is what my main init.txt looks like (in "/haloce"):



sv_name: "blah blah blah"
sv_maxplayers: 10
sv_rcon_password: "blah blah blah"
sv_public: "1"
sv_mapcycle_add fissurefall "slayer"
sv_mapcycle_begin
load
mapcycle_begin


This is what my sapp init.txt looks like (in "/haloce/cg/sapp"):



v2
afk_kick 300
ping_kick 600
anticaps 1
antispam 1
map_skip 51
aimbot_ban 10000 1 1440
sapp_mapcycle 1
mapvote 1
no_lead 1


And this is what my mapcycle.txt looks like (also located in "/haloce/cg/sapp"):



No_Remorse:"real TEAM ctf"
Zanzibar_Classic:"real TEAM slayer"
Etc etc


What am I doing wrong? I paid special attention to the instructions on the site but I guess there's something that I'm missing....

I'd really appreciate any help, been trying to get map voting working but I believe I need the sapp mapcycle to achieve that? Right now whatever won the vote doesn't make a difference, the server continues the mapcycle specified in the main init.txt. I tried setting it up so there was no map cycle in the main init.txt, but the server won't run.

Is as if it isn't detecting mapcycle.txt in the "/haloce/cg/sapp" folder. Does this file need to be saved in a specific encoding? Or is the directory incompatible? Or I am completely out of the ball park lol

Thanks in advance!

sanni
April 11th, 2013, 03:26 PM
Nolead really working great these days <3

stunt_man
April 11th, 2013, 08:46 PM
I got it! It was the quotes I had around the game type! SAPP DOESN'T LIKE QUOTES!

On another note: so how does map voting work exactly? Lets say I have 10 options in mapvotes.txt, but specify max_votes as 5, does it pick 5 options randomly to show at the end of the match?

Also why is it that sometimes the map voting options are displayed twice consecutively, flooding the chat?

Donut
April 11th, 2013, 11:18 PM
so i started halo for the first time in a long time the other day. i joined a server that mentioned SAPP. it said it had no-lead enabled, but it seemed like i still had to lead. so whats the deal with that? do i need something installed for that to work? or was that server just not set up correctly?

{XG}Gijs007
April 12th, 2013, 01:31 AM
I got it! It was the quotes I had around the game type! SAPP DOESN'T LIKE QUOTES!

On another note: so how does map voting work exactly? Lets say I have 10 options in mapvotes.txt, but specify max_votes as 5, does it pick 5 options randomly to show at the end of the match?

Also why is it that sometimes the map voting options are displayed twice consecutively, flooding the chat?
That's correct, SAPP picks 5 random maps at the end of the match.
As for your issue with double vote options, I've never seen that before, are you sure you don't have multiple entries in your mapvote.txt?


so i started halo for the first time in a long time the other day. i joined a server that mentioned SAPP. it said it had no-lead enabled, but it seemed like i still had to lead. so whats the deal with that? do i need something installed for that to work? or was that server just not set up correctly?
SAPP's no lead mod isn't perfect IMHO (since halo's netcode is still shit), but it could also be the server being set up incorrectly.


Question:

I want to spawn a sniper rifle at the bases of Icefield.

So I create the following command in commands.txt


icesnipe 'say * "DEBUG: Sniper spawned";spawn weap "weapons\sniper rifle\sniper rifle" icebluebase; spawn weap "weapons\sniper rifle\sniper rifle" iceredbase; w8 30; despawn g 0;despawn g 1;wait 50;icesnipe' 4


Add this in events.txt


event_start $map:icefields 'icesnipe'


And locations.txt


icefields:iceredbase:21.017452 -13.972477 0.000000
icefields:icebluebase:-72.007332 76.430954 0.000000


Now my problem is that the event "icesnipe" doesn't stop when a new map is loaded.

So I would need an eventstop command like so:


event_end $map:icefields 'eventstop 9'


Possible?

Try using the $map:icefields in your command in the commands.txt

sanni
April 13th, 2013, 02:59 PM
Can I check wether or not scrim mode is enabled in events.txt? Like lets say I wanna disable all server messages like killing spree when scrim_mode is set to 1.

Like: event_kill $scrim_mode!=1 $killstreak=5 'say * "Killtacular"'

stunt_man
April 15th, 2013, 12:41 PM
That's correct, SAPP picks 5 random maps at the end of the match.
As for your issue with double vote options, I've never seen that before, are you sure you don't have multiple entries in your mapvote.txt?


Positive. And it just repeats the same options. It's like it posts it twice. It's hard to tell when there's 10 people in the server and the chat is flooded to shit anyway, but yeah as far as I can tell it happens pretty often. Ill test later with max_votes 2 and post back here.

Also, I joined a server last night that used SAPP to edit starting weapons. I'm not home at the moment, so ill post my theory as to how it's done here. Does this work?

event_spawn $mode=serious_ffa_snipers;'wdel $n 0'
event_spawn $mode=serious_ffa_snipers;'spawn weap "weapons\sniper rifle\sniper rifle";wadd $n'

+rep for anyone that corrects my amateurish syntax :D

I really have no idea what I'm doing. The idea is to strip the player's starting weapons, then spawn a sniper rifle at his feet, the put it in his hands (without a secondary weapons). I haven't done much scripting, please tell me if I'm doing something wrong or if there's a more efficient way to accomplish this!

Thanks :)

EDIT: Also, not sure if this is possible, but since there are so many people who's eyes aren't open to the benefits of automatic map downloading with HAC/OS, I'd like to make it so that if no one votes at the end of the game, it doesn't just pick a random mapvote option. The idea is for the server to continue on a mapcycle with the default maps until a custom map gets voted for. Doable?

It's a hard knock life for a server host that is sick of the stock maps and would like to play customs but no one fucking has them so he'll tolerate stock maps just so people don't get dropped from his server unintentionally :(

sanni
April 15th, 2013, 04:19 PM
Have a look at the example Zombie server, it has starting weapon replacement in the event.txt: http://www.elitegameservers.net/sapp/downloads/SAPP_Zombies_Server.zip


(http://www.elitegameservers.net/sapp/downloads/SAPP_Zombies_Server.zip)mmmmmm In my current server I do it like this:

event_spawn $mode:caketheflag $map:dangercanyon 'wait 100; wdel $n 1;spawn weap "weapons\shotgun\shotgun" $n;wadd $n;ammo $n 24'

First I wait 100ms after the person is spawned, this seems to prevent glitches. Then I delete their first weapon, spawn a shotgun, equip the shotgun, and then I define exactly how much ammo they got in it again to prevent glitches

stunt_man
April 15th, 2013, 06:14 PM
You wouldn't happen to be the owner of that 'RAWR' server would you? :0

Thanks for the reply, working on it now!

EDIT: Something is causing my gameservers.com server to crash. I deleted events.txt and mapvotes.txt to troubleshoot, but even without those, after I hit "restart server" it stays offline. I still have FTP access. Could it have something to do with map files? I'd rather not have to re-upload but I will if that's what's causing this.

EDIT 2: Found out (sorta) what is causing this. When I remove the "mapcycle_begin" command from the main init.txt the server works fine. So I must be doing something wrong... But I can't find my error.

In the main init.txt I have:
...
load
mapcycle_begin

In the SAPP init.txt I have:
...
sapp_mapcycle 1

And in mapcycle.txt I have:
chillout:real ffa snipers

No quotations this time. And I'm 100% sure I have that gametype and map in the right places.

I mean I guess it's not a huge deal that I can't get SAPP's mapcycle to work, since I'm using map voting anyway. Still...

sanni
April 16th, 2013, 02:34 PM
Make gametypes without spaces in their name, saves you a lot of trouble ;D

stunt_man
April 17th, 2013, 09:54 AM
Omg lol that's it?

Thanks!

Gonna try this tonight. Also, does the amount of events affect network performance? Probably a silly question, but I'd like to be sure before I go completely apeshit with this awesome feature (custom gametypes!!!!!).

And is there really no way to make the server continue on a preset mapcycle (specifically, with stock maps) if no votes are cast for the next map? It would really help hosts with some custom maps in the voting... In a perfect world everyone would have HAC or OS to download their maps for them... Sigh...

sanni
April 17th, 2013, 11:30 AM
Speaking of going ape shit xD


I want to make a gametype where you get another weapon for each kill like in CSS/COD. But I can't get it to work. Does anyone wanna help me? Sehe?


Here is what I got so far:


events.txt


event_start $map:bloodgulch $mode:sp 'scrim_mode 0;w8 5;say * "Gun Game. Kill an enemy to get another weapon!"'


event_kill $map:bloodgulch $mode:sp $kills=1 'disarm $n; giveneedler $n'
event_kill $map:bloodgulch $mode:sp $kills=2 'disarm $n; givear $n'
event_kill $map:bloodgulch $mode:sp $kills=3 'disarm $n; giveprifle $n'
event_kill $map:bloodgulch $mode:sp $kills=4 'disarm $n; giveshotgun $n'
event_kill $map:bloodgulch $mode:sp $kills=5 'disarm $n; giveflamer $n'
event_kill $map:bloodgulch $mode:sp $kills=6 'disarm $n; givepistol $n'
event_kill $map:bloodgulch $mode:sp $kills=7 'disarm $n; givesnipe $n'
event_kill $map:bloodgulch $mode:sp $kills=8 'disarm $n; giverox $n'
event_kill $map:bloodgulch $mode:sp $kills=9 'disarm $n; givepistol $n'
event_kill $map:bloodgulch $mode:sp $kills=10 'disarm $n; givefrg $n'
event_kill $map:bloodgulch $mode:sp $kills=11 'disarm $n; givenades $n'
event_kill $map:bloodgulch $mode:sp $kills=12 'disarm $n; givepistol $n'
event_kill $map:bloodgulch $mode:sp $kills=13 'disarm $n; givesticky $n'
event_kill $map:bloodgulch $mode:sp $kills=14 'disarm $n; giveppistol $n'


event_spawn $map:bloodgulch $mode:sp $kills=0 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=1 'disarm $n; giveneedler $n'
event_spawn $map:bloodgulch $mode:sp $kills=2 'disarm $n; givear $n'
event_spawn $map:bloodgulch $mode:sp $kills=3 'disarm $n; giveprifle $n'
event_spawn $map:bloodgulch $mode:sp $kills=4 'disarm $n; giveshotgun $n'
event_spawn $map:bloodgulch $mode:sp $kills=5 'disarm $n; giveflamer $n'
event_spawn $map:bloodgulch $mode:sp $kills=6 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=7 'disarm $n; givesnipe $n'
event_spawn $map:bloodgulch $mode:sp $kills=8 'disarm $n; giverox $n'
event_spawn $map:bloodgulch $mode:sp $kills=9 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=10 'disarm $n; givefrg $n'
event_spawn $map:bloodgulch $mode:sp $kills=11 'disarm $n; givenades $n'
event_spawn $map:bloodgulch $mode:sp $kills=12 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=13 'disarm $n; givesticky $n'
event_spawn $map:bloodgulch $mode:sp $kills=14 'disarm $n; giveppistol $n'


event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=0 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=1 'disarm $n; giveneedler $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=2 'disarm $n; givear $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=3 'disarm $n; giveprifle $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=4 'disarm $n; giveshotgun $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=5 'disarm $n; giveflamer $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=6 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=7 'disarm $n; givesnipe $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=8 'disarm $n; giverox $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=9 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=10 'disarm $n; givefrg $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=11 'disarm $n; givenades $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=12 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=13 'disarm $n; givesticky $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=14 'disarm $n; giveppistol $n'



commands.txt


disarm #n 'nades #n 0 1;nades #n 0 2;wdel #n' 4
givesticky #n 'nades #n 2 2' 4
givenades #n 'nades #n 2 1' 4
giverox #n 'spawn weap "weapons\rocket launcher\rocket launcher" #n; wadd #n' 4
givesnipe #n 'spawn weap "weapons\sniper rifle\sniper rifle" #n; wadd #n' 4
givefrg #n 'spawn weap "weapons\plasma_cannon\plasma_cannon" #n; wadd #n' 4
giveshotgun #n 'spawn weap "weapons\shotgun\shotgun" #n; wadd #n; ammo #n 24' 4
givepistol #n 'spawn weap "weapons\pistol\pistol" #n; wadd #n' 4
giveneedler #n 'spawn weap "weapons\needler\mp_needler" #n; wadd #n' 4
giveprifle #n 'spawn weap "weapons\plasma rifle\plasma rifle" #n; wadd #n' 4
givear #n 'spawn weap "weapons\assault rifle\assault rifle" #n; wadd #n' 4
giveflamer #n 'spawn weap "weapons\flamethrower\flamethrower" #n; wadd #n' 4
giveppistol #n 'spawn weap "weapons\plasma pistol\plasma pistol" #n; wadd #n' 4

stunt_man
April 18th, 2013, 11:44 AM
Did you try it without the custom commands?

Ill try to make a gametype like that either tonight or tomorrow, ill try not to base it off yours so we can see where the issue is :-D

EDIT: What is the $type argument? Never seen it?

And what exactly isn't working in the gametype? The whole thing? Spawning with the right weapon? Pickups?

{XG}Gijs007
April 18th, 2013, 04:12 PM
Gonna try this tonight. Also, does the amount of events affect network performance? Probably a silly question, but I'd like to be sure before I go completely apeshit with this awesome feature (custom gametypes!!!!!).

Nope, it does affect cpu usage slightly and if you have a crappy host then the server could start to lag duo to the higher cpu usage.
However you should be fine unless your host does a lot of over provisioning, but you probably would have had lag issues before if that is the case, so more events isn't going to cause any lag.


Speaking of going ape shit xD


I want to make a gametype where you get another weapon for each kill like in CSS/COD. But I can't get it to work. Does anyone wanna help me? Sehe?


Here is what I got so far:


events.txt


event_start $map:bloodgulch $mode:sp 'scrim_mode 0;w8 5;say * "Gun Game. Kill an enemy to get another weapon!"'


event_kill $map:bloodgulch $mode:sp $kills=1 'disarm $n; giveneedler $n'
event_kill $map:bloodgulch $mode:sp $kills=2 'disarm $n; givear $n'
event_kill $map:bloodgulch $mode:sp $kills=3 'disarm $n; giveprifle $n'
event_kill $map:bloodgulch $mode:sp $kills=4 'disarm $n; giveshotgun $n'
event_kill $map:bloodgulch $mode:sp $kills=5 'disarm $n; giveflamer $n'
event_kill $map:bloodgulch $mode:sp $kills=6 'disarm $n; givepistol $n'
event_kill $map:bloodgulch $mode:sp $kills=7 'disarm $n; givesnipe $n'
event_kill $map:bloodgulch $mode:sp $kills=8 'disarm $n; giverox $n'
event_kill $map:bloodgulch $mode:sp $kills=9 'disarm $n; givepistol $n'
event_kill $map:bloodgulch $mode:sp $kills=10 'disarm $n; givefrg $n'
event_kill $map:bloodgulch $mode:sp $kills=11 'disarm $n; givenades $n'
event_kill $map:bloodgulch $mode:sp $kills=12 'disarm $n; givepistol $n'
event_kill $map:bloodgulch $mode:sp $kills=13 'disarm $n; givesticky $n'
event_kill $map:bloodgulch $mode:sp $kills=14 'disarm $n; giveppistol $n'


event_spawn $map:bloodgulch $mode:sp $kills=0 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=1 'disarm $n; giveneedler $n'
event_spawn $map:bloodgulch $mode:sp $kills=2 'disarm $n; givear $n'
event_spawn $map:bloodgulch $mode:sp $kills=3 'disarm $n; giveprifle $n'
event_spawn $map:bloodgulch $mode:sp $kills=4 'disarm $n; giveshotgun $n'
event_spawn $map:bloodgulch $mode:sp $kills=5 'disarm $n; giveflamer $n'
event_spawn $map:bloodgulch $mode:sp $kills=6 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=7 'disarm $n; givesnipe $n'
event_spawn $map:bloodgulch $mode:sp $kills=8 'disarm $n; giverox $n'
event_spawn $map:bloodgulch $mode:sp $kills=9 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=10 'disarm $n; givefrg $n'
event_spawn $map:bloodgulch $mode:sp $kills=11 'disarm $n; givenades $n'
event_spawn $map:bloodgulch $mode:sp $kills=12 'disarm $n; givepistol $n'
event_spawn $map:bloodgulch $mode:sp $kills=13 'disarm $n; givesticky $n'
event_spawn $map:bloodgulch $mode:sp $kills=14 'disarm $n; giveppistol $n'


event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=0 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=1 'disarm $n; giveneedler $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=2 'disarm $n; givear $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=3 'disarm $n; giveprifle $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=4 'disarm $n; giveshotgun $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=5 'disarm $n; giveflamer $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=6 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=7 'disarm $n; givesnipe $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=8 'disarm $n; giverox $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=9 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=10 'disarm $n; givefrg $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=11 'disarm $n; givenades $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=12 'disarm $n; givepistol $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=13 'disarm $n; givesticky $n'
event_wpickup $map:bloodgulch $mode:sp $type=1 $kills=14 'disarm $n; giveppistol $n'



commands.txt


disarm #n 'nades #n 0 1;nades #n 0 2;wdel #n' 4
givesticky #n 'nades #n 2 2' 4
givenades #n 'nades #n 2 1' 4
giverox #n 'spawn weap "weapons\rocket launcher\rocket launcher" #n; wadd #n' 4
givesnipe #n 'spawn weap "weapons\sniper rifle\sniper rifle" #n; wadd #n' 4
givefrg #n 'spawn weap "weapons\plasma_cannon\plasma_cannon" #n; wadd #n' 4
giveshotgun #n 'spawn weap "weapons\shotgun\shotgun" #n; wadd #n; ammo #n 24' 4
givepistol #n 'spawn weap "weapons\pistol\pistol" #n; wadd #n' 4
giveneedler #n 'spawn weap "weapons\needler\mp_needler" #n; wadd #n' 4
giveprifle #n 'spawn weap "weapons\plasma rifle\plasma rifle" #n; wadd #n' 4
givear #n 'spawn weap "weapons\assault rifle\assault rifle" #n; wadd #n' 4
giveflamer #n 'spawn weap "weapons\flamethrower\flamethrower" #n; wadd #n' 4
giveppistol #n 'spawn weap "weapons\plasma pistol\plasma pistol" #n; wadd #n' 4


Just a guess but try removing the space after the ;
for example event_kill $map:bloodgulch $mode:sp $kills=1 'disarm $n; giveneedler $n'
should be: event_kill $map:bloodgulch $mode:sp $kills=1 'disarm $n;giveneedler $n'

Also try changing the #n to $n:

giveneedler #n 'spawn weap "weapons\needler\mp_needler" #n; wadd #n' 4
giveneedler $n 'spawn weap "weapons\needler\mp_needler" $n; wadd $n' 4

When you do that also remove the last $n from: event_kill $map:bloodgulch $mode:sp $kills=1 'disarm $n;giveneedler $n'

jakallan3
May 9th, 2013, 08:44 AM
Halo PC SAPP keeps crashing my server. I find my server down and come back to find "Halo has crashed, blah blah blah, send an error report?". The Halo server console is still open and SAPP unloads/reloads itself or whatever and I guess continues on its way? Regardless, it crashed and none of my others servers do this with the configuration I currently have for those servers. Any ideas, suggestions, tips, questions?

sanni
May 10th, 2013, 06:04 AM
Feature suggestion:



event_end $pn<6 'mapcycle:tinycycle.txt'
event_end $pn>5 $pn<8 'mapcycle:smallcycle.txt'
event_end $pn>7 $pn<12 'mapcycle:midcycle.txt'
event_end $pn>11 'mapcycle:bigcycle.txt'

Btcc22
May 10th, 2013, 08:09 AM
Feature suggestion:



event_end $pn<6 'mapcycle:tinycycle.txt'
event_end $pn>5 $pn<8 'mapcycle:smallcycle.txt'
event_end $pn>7 $pn<12 'mapcycle:midcycle.txt'
event_end $pn>11 'mapcycle:bigcycle.txt'


I've wanted this feature for the past decade. :ohdear:

{XG}Gijs007
May 10th, 2013, 11:09 AM
a mapvote function like that would be nice to:allears:

sanni
June 4th, 2013, 07:08 AM
I have been running a server with dynamic slots and mapcycle based on current players population and it's working great. The only problem with my current approach is that it's very possible to play the same map twice in a row.

In the commands.txt I got my "mapcycles" set up like so:


small1 'sv_maxplayers 8;map carousel ss;say * "Next Map: Derelict Slayer Snipers"' 4
.
.
.
small16 'sv_maxplayers 8;map wizard tss;say * "Next Map: Wizard TeamSlayer Snipers"' 4

mid1 'sv_maxplayers 12;map hangemhigh tss;say * "Next Map: HangEmHigh TeamSlayer Snipers"' 4
.
.
.
mid16 'sv_maxplayers 12;map bloodgulch caketheflag10m;say * "Next Map: Bloodgulch CTF"' 4

big1 'sv_maxplayers 16;map timberland caketheflag10m;say * "Next Map: Timberland CTF"' 4
.
.
.
big16 'sv_maxplayers 16;map icefields cakephobia10m;say * "Next Map: Icefields CTF"' 4


And then in the events.txt I switch to the next map in one of the "mapcycles" based on the current number of players:


event_end $mode!:cbctf $mode!:twl2v2 $mode!:twlassault $pn<8 'small$rand'
event_end $mode!:cbctf $mode!:twl2v2 $mode!:twlassault $pn>7 $pn<12 'mid$rand'
event_end $mode!:cbctf $mode!:twl2v2 $mode!:twlassault $pn>11 'big$rand'


Hopefully one day we will get the


event_end $pn<8 'mapcycle:smallmapcycle.txt'

command but right now I feel it's the next best thing :-3

Another nice addition would be arguments in the mapcycle.txt like



$pn>8bloodgulch:ctf
$pn<8 beavercreek:slayer
ratrace:ctf
beavercreek:teamslayer


So it would only execute certain entries of the mapcycle if the argument is valid

sehe
June 10th, 2013, 04:47 PM
This function is already done in 5.20 tbh, I just have to delay the release because I'm too lazy I have exams now.
mapcycle.txt will be like this:
map:mode:min:max

for ex:
bloodgulch:ctf:0:16
hangemhigh:ctf:4:12
ratrace:ctf:0:12
sidewinder:ctf:8:16

First number means the minimum required players to play the map, second is the maximum amount of players that can be in the server in order to run that option, otherwise it will be skipped. However, if no map matches the requirements simply the next one will be executed.

sehe
June 15th, 2013, 08:09 AM
So, finally 5.19-5.20 is out, and I also have a new site (http://xhalo.tk)!
If you didn't get the latest version of Sapp via auto update, download and install it from here (http://xhalo.tk) manually!

sanni
June 17th, 2013, 11:54 AM
Suggestion:
When executing the /aimbot_scores command from chat there is only a certain amount of lines it can display. Often the person you wanna check is not listed.

So it would be nice if players with a score of 0 are not shown there.

supersniper
June 18th, 2013, 11:25 AM
So, finally 5.19-5.20 is out, and I also have a new site (http://xhalo.tk)!
If you didn't get the latest version of Sapp via auto update, download and install it from here (http://xhalo.tk) manually!that site doesn't work...

sanni
June 18th, 2013, 04:45 PM
Feature request: It would be nice if one could reset the timelimit without resetting the map.

Lets say you play the most awesome game of Infinity teamslayer and after 60 minutes the 30 second countdown begins to tick down and you wanna play more because right now there is some nice hog convoy action going on. Then I simple /reset_timer to have the timelimit start from new or maybe a /timer +5 to extent it 5 minutes would be so cooooool :woop:

sehe
June 19th, 2013, 02:55 PM
aimbot_scores command displays the scores in ascending order, so the players whit the most scores will be in the last lines.

The link does work. Perhaps .tk is blocked by your ISP, in this case you can try http://66.55.158.28/
Let me indicate here that elitegameservers.com/sapp isn't pointing to my site anymore.

I was already thinking of that (time limit), among with adjusting the "game winning score limit" on the fly. I will try add this feature whit the next release.

Other: As I saw, because of the new site, abut 100-150 server "stuck" on version 5.18 or below. For these servers auto_update, map_download and gs_ping_fix won't work anymore until they update their Sapp manually.

Crenshaw
June 19th, 2013, 04:02 PM
very good on the new site sehe. looks nice and figured the auto update wouldnt work as its pointing to the old ip address so yeah i for 1 had to manually update it.

one thing i wanted to request sehe as i see phasor people have. is a blocking script whereby you can block and set the radius of the blocked coords to stop people from going certain places on the map i.e. sidewinder on the top of the cliff. is it possible to hardcode something in to the sapp.dll to block coords and set the radius of how wide the blocking area should be. just asking if its possible.

sehe
June 19th, 2013, 04:14 PM
Important: I DON'T have access to my old site: elitegameservers.com/sapp anymore.
I can't take responsibility of anything on that site, therefore I would not recommend downloading Sapp from there.

They trying to ask fees from hosting companies and that's why I had to switch, and GameServers offered me a free dedicated machine for what I'm very grateful.

Sapp is supposed to be a free server extension and I will never ask money from anyone to use it.


Edit, Crenshaw:
Perhaps I could add something like raising events when players enters a certain sphere/cuboid and with that you could kill them or teleport them out from there. I will try to add it to the next release.

sanni
June 19th, 2013, 05:34 PM
Oh that would be nice, one could use this to prevent players from wallhoping in danger canyon.

Crenshaw
June 20th, 2013, 08:07 AM
OK very good sehe will most definitely appreciate it. "maplist" is for the available maps you have on the server (CE, PC) or only CE? As ive tried it on the PC version and it gives exception on server and unloads sapp.dll then crashes. but on the CE all is well. I Have both PC and CE server Hosting the same gametypes and maps. bringing the best the the server to both worlds so nothing is different from the other. So that might be a bug. I dont have my server on 24/7 more like 20/7 as i host my servers locally but i have good bandwidth.


Edit, Crenshaw:
Perhaps I could add something like raising events when players enters a certain sphere/cuboid and with that you could kill them or teleport them out from there. I will try to add it to the next release.

I like the sphere/cuboid option as it would be nice to disable fall damage for all maps, then put the sphere/cuboid event into effects for maps like boardingaction where you could fall way down and not die or respawn unless you quit or change teams if available. also would be nice to add both teleport and kill as an option to be set, As sometimes when Clan gaming you wont want to accumulates deaths. Unless if killed in sphere/cuboid doesn't count as +1 death. Thanks Keep up your good work man.

sehe
June 20th, 2013, 12:06 PM
I think you misunderstood, I meant raising sapp events, like event_badarea 'kill $n;say $n "$name you can't go there!"', so you could decide whatever you want to do with those players.

maplist command was bugged in HPC, will be fixed from next release, tho it has not much use in HPC, yet! Btcc says he successfully loaded Halo CE maps converted to Halo PC maps.

Crenshaw
June 20th, 2013, 12:15 PM
I think you misunderstood, I meant raising sapp events, like event_badarea 'kill $n;say $n "$name you can't go there!"', so you could decide whatever you want to do with those players.

Oh guess I did.



maplist command was bugged in HPC, will be fixed from next release, tho it has not much use in HPC, yet! Btcc says he successfully loaded Halo CE maps converted to Halo PC maps.

WOW man this is getting interested. So if im right we'll be able to load custom made CE map to PC??

sehe
June 20th, 2013, 12:32 PM
Yes. Actually I already have the command for it in the Halo CE dll, I will just enable it for HPC too, but then you will still need a CE->PC map converter.
If that's not too much work I might can add it to Sapp as a feature in the future. Then it also could be combined whit map downloading for HPC.

Crenshaw
June 20th, 2013, 12:41 PM
LOL thats gonna be cool dude, I can't wait, this is all we've been waiting for (possibilities are endless with sapp). Continue your great work man...

supersniper
June 28th, 2013, 06:47 AM
Hey sehe. What about this site? is it old as well?

http://xhalo.byethost18.com/

sanni
July 3rd, 2013, 03:38 AM
Would bullet speed and damage sync if altered with Sapp serverside?

Btcc22
July 3rd, 2013, 04:27 AM
Would bullet speed and damage sync if altered with Sapp serverside?

Yes and no. Damage is entirely server side but bullet speed is handled by both the client (impact effects and physics) and the server. However, it shouldn't be an issue if you stick to the human weapons, other than the rocket launcher.

=sw=warlord
July 3rd, 2013, 07:55 AM
WOW man this is getting interested. So if im right we'll be able to load custom made CE map to PC??
This has been possible for many, many years.
Conure released an application back in 06 which converted CE map files to PC.

sehe
July 3rd, 2013, 09:21 AM
Could you post here a link pls, because I couldn't find a proper map converter.

supersniper
July 3rd, 2013, 05:35 PM
http://hce.halomaps.org/index.cfm?fid=1082

sehe
July 4th, 2013, 10:11 AM
I tried this already, all it does is change 2 bytes in the header + the version number, useless.

Crenshaw
July 4th, 2013, 11:19 PM
yup i had it but for some reason it didnt work for me.

Crenshaw
July 4th, 2013, 11:22 PM
This has been possible for many, many years.
Conure released an application back in 06 which converted CE map files to PC.

yup i had it yrs back and somehow i couldn't get it to work. Maybe now i can enjoy it when the update is released.

sanni
July 5th, 2013, 01:05 PM
Ok, another question:

How does one enable the ddos protection? I think I read somewhere that something like that was included in sapp? No?

If not it would be cool if it could be integrated, just ban any ip that requests to much data per second or what ever ddosing does.

Crenshaw
July 7th, 2013, 02:05 PM
very good on the new update sehe. @ sanni add this to your sapp init.txt if its not already there "packet_limit 1024" change 1024 to suitable but stable figure.

sehe
July 7th, 2013, 04:27 PM
It's a DoS protection, not DDoS. You don't have to disturb it, 1024 is a perfect value, not too few, not too much, and it's enabled by default. Note that it's protection is limited, there isn't much one could do against 1 GBit DoS, but it's quite useful everything up to ~100MBit (ofc only if your net is faster than the attacker's).

Since there are no proper CE->PC map converter, I don't think playing CE maps on HPC will be ever possible. Also, I don't see the point anyways why anyone plays Halo PC when there is CE.

Cortexian
July 7th, 2013, 07:19 PM
Yeah, really not point to play PC when CE exists. Better in literally every way.

=sw=warlord
July 7th, 2013, 08:59 PM
Could you post here a link pls, because I couldn't find a proper map converter.
Bam (http://old.halomods.com/forums/viewtopic.php?f=94&t=72129&sid=ad2867426b37a767e115cdc0974e7b75)

Crenshaw
July 7th, 2013, 10:16 PM
ok well sehe i tested the event 'event_aenter' and it works well but what im trying to do is get this to work


event_aenter $area:btop 'say $n "Don't keep here you will be killed in 3sec";w8 1;say $n 3...;w8 1;say $n 2...;w8 1;say $n 1...;w8 1;kill $n;say $n "I told you so"'

btop = bloodgulch:btop:Sphere:40.25 -80.61 1.70:3.00

but it only works if i put the command "kill $n" at the start like event_aenter $area:btop 'kill $n' does it only works like that?

sehe
July 8th, 2013, 04:54 AM
I tried "Harbinger" too, not working either, + it only can convert the maps as a replacement of a classic map.

Quote from Sapp site:

Note: Do NOT use the ' (apostrophe) character in the say command at the events!
(Example: Good usage: "do not", "will not", etc. Bad usage: "don't", "won't", etc.)

Crenshaw
July 8th, 2013, 12:16 PM
Omg that was my fault, how could i have overlooked something so small.

=sw=warlord
July 8th, 2013, 12:30 PM
I tried "Harbinger" too, not working either, + it only can convert the maps as a replacement of a classic map.

Quote from Sapp site:

That's the entire point of Harbinger, convert maps to PC to replace original map files.
As I recall it uses a version of PMI to decompile the maps and then rebuild them.

Crenshaw
July 9th, 2013, 07:06 AM
ok so now i have this sehe,

event_aenter $area:btop $team:blue 'say $n "Dont keep here you will be killed in 3sec";w8 1;say $n 3...;w8 1;say $n 2...;w8 1;say $n 1...;w8 1;kill $n;deaths $n -1;say $n "I told you so"'


how would i get it to ignore the 'kill $n' command if the player has left the sphere before the 3 sec grace time ends?

PS. this is for an infection gametype.

sehe
July 9th, 2013, 11:35 AM
You can't.

Crenshaw
July 10th, 2013, 07:11 PM
wouldn't it be nice to add something like that though.

sanni
July 18th, 2013, 12:18 PM
If I rent a server from gametracker they don't have the option for a daily restart like with gameservers.com. They do how ever automaticly restart the server if you shut it down with the rcon *** quit command.

Would it be possible that you add a feature for daily events? Like execute 24h after server start?

sehe
July 19th, 2013, 08:13 AM
What??? gametracker.com doesn't host servers ... They are just a children page of GameServers, even the rent server banner forwards you to them. Anyways, daily restart is absolutely pointless.

But if you really want that...
commands.txt:
reboot 'w8 86400; quit'
Sapp's init.txt:
reboot

supersniper
July 22nd, 2013, 12:08 AM
http://hce.halomaps.org/index.cfm?fid=1082


HMVC... converts halo ce to pc and vice versa.

Also a question on the no lead mod... Are you going to update it anytime soon? because it isn't perfect and I was wondering what you had planned for it.

Btcc22
July 22nd, 2013, 05:07 AM
http://hce.halomaps.org/index.cfm?fid=1082
Are you going to update it anytime soon? because it isn't perfect and I was wondering what you had planned for it.

It isn't perfect but without making substantial changes to the netcode, I doubt it ever could be. Leading always helped mask occasionally dodgy hit registration as you'd just chalk it up to your aiming but with no lead it suddenly becomes painfully obvious and most players assume that it must be some kind of deficiency in the no lead implementation.

There are ways that it could be improved but they'd mostly require client modifications which makes them a bit of a no-go for now.

sanni
July 22nd, 2013, 02:55 PM
There is one easy fix that would make the nolead experience so much better (for me).
- Messure the reaction time of a normal halo player (~200ms)
- don't travel back in time further than this reaction time when applying the no lead magic

This would prevent those really wierd moments when you are already around 4 corners and then suddently drop dead. Ofc the downside would be that people with 600ms ping would then still have to lead 600ms minus that reaction time from above. So it wouldn't be no lead for them.

Btcc22
July 22nd, 2013, 04:22 PM
Aiming is mostly being proactive rather than reactive so reaction times don't really apply that much.