Hmm... did you understand my post? I dont talk. others blast AT ME...
how to enable mtv clientside?
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Doesn't mean you need to sink to their level.
You need OS dedicated server and client to use MTV.
Now if you have HAC2 it will automatically enable MTV in your client if it's enabled in the (Sapp) Server.
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.
Yes just like you would need OS dedicated server and client at everyone.
So everyone in the vehicle needs HAC2 if they're on different teams? That sucks...
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.
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:
how would i use event $invis on my server? i know some ways but its to straight forward. plz help.
I got aimbot protection error any ideas?? Attachment 3179
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 Attachment 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?
Whenever I type "mtv" or "mtv=1" into the console I get the following result in red:
Does this mean it's not enabling properly or what?Code:ERROR: Failed to find signature for "MTV"!
sorry to dp but my problem from above still isnt rectified
Does No Lead work with grenades or only with bullets?
It works with grenades too.
yow how do i use the SJ with your HAC2 bro...?
F7.
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.
does anyone here knows how to host an OS (Open Sauce) Halo ce server?
It's a topic for SAPP not HAC or OS.
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.
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.
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.
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
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.
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
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.
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.
Question:
I want to spawn a sniper rifle at the bases of Icefield.
So I create the following command in commands.txt
Add this in events.txtCode: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
And locations.txtCode:event_start $map:icefields 'icesnipe'
Now my problem is that the event "icesnipe" doesn't stop when a new map is loaded.Code:icefields:iceredbase:21.017452 -13.972477 0.000000
icefields:icebluebase:-72.007332 76.430954 0.000000
So I would need an eventstop command like so:
Possible?Code:event_end $map:icefields 'eventstop 9'
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"):
This is what my sapp init.txt looks like (in "/haloce/cg/sapp"):Quote:
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
And this is what my mapcycle.txt looks like (also located in "/haloce/cg/sapp"):Quote:
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
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....Quote:
No_Remorse:"real TEAM ctf"
Zanzibar_Classic:"real TEAM slayer"
Etc etc
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!
Nolead really working great these days <3
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?
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?
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?
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.
Try using the $map:icefields in your command in the commands.txt
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"'
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 :(
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
mmmmmm In my current server I do it like this:
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 glitchesCode:event_spawn $mode:caketheflag $map:dangercanyon 'wait 100; wdel $n 1;spawn weap "weapons\shotgun\shotgun" $n;wadd $n;ammo $n 24'
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...
Make gametypes without spaces in their name, saves you a lot of trouble ;D
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...
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
Code: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
Code: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
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?
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.
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'
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?
Feature suggestion:
Code: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'
a mapvote function like that would be nice to:allears:
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:
And then in the events.txt I switch to the next map in one of the "mapcycles" based on the current number of players:Code: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
Hopefully one day we will get theCode: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'
command but right now I feel it's the next best thing :-3Code:event_end $pn<8 'mapcycle:smallmapcycle.txt'
Another nice addition would be arguments in the mapcycle.txt like
So it would only execute certain entries of the mapcycle if the argument is validCode:$pn>8bloodgulch:ctf
$pn<8 beavercreek:slayer
ratrace:ctf
beavercreek:teamslayer
This function is already done in 5.20 tbh, I just have to delay the release becauseI'm too lazyI 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.
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.
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:
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.
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.
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.
Oh that would be nice, one could use this to prevent players from wallhoping in danger canyon.
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.
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.
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.
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.
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...
Hey sehe. What about this site? is it old as well?
http://xhalo.byethost18.com/
Would bullet speed and damage sync if altered with Sapp serverside?
Could you post here a link pls, because I couldn't find a proper map converter.
I tried this already, all it does is change 2 bytes in the header + the version number, useless.
yup i had it but for some reason it didnt work for me.
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.
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.
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.
Yeah, really not point to play PC when CE exists. Better in literally every way.
ok well sehe i tested the event 'event_aenter' and it works well but what im trying to do is get this to work
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?Code: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
I tried "Harbinger" too, not working either, + it only can convert the maps as a replacement of a classic map.
Quote from Sapp site:
Quote:
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.)
Omg that was my fault, how could i have overlooked something so small.
ok so now i have this sehe,
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?Quote:
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"'
PS. this is for an infection gametype.
You can't.
wouldn't it be nice to add something like that though.
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?
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
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.
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.
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.
Aiming is mostly being proactive rather than reactive so reaction times don't really apply that much.