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Thread: SAPP

  1. #311
    Senior Member sanni's Avatar
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    Re: SAPP

    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

  2. #312

    Re: SAPP

    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?
    Last edited by Crenshaw; January 5th, 2013 at 06:09 PM.

  3. #313

    Re: SAPP

    Quote Originally Posted by sanni View Post
    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:
    Code:
    mapcycle 'sv_mapcycle'
    In SAPP init.txt:
    Code:
    setcmd mapcycle 2

  4. #314

    Re: SAPP

    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.
    Last edited by Crenshaw; January 6th, 2013 at 09:58 AM.

  5. #315

    Re: SAPP

    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

  6. #316

    Re: SAPP

    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.

  7. #317
    suum cuique sehe's Avatar
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    Re: SAPP

    Check the events of the ExampleZombiesServer

  8. #318

    Re: SAPP

    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.
    Last edited by Crenshaw; January 10th, 2013 at 03:57 AM. Reason: Didnt help

  9. #319
    suum cuique sehe's Avatar
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    Re: SAPP

    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!

  10. #320

    Re: SAPP

    Sweet, been wanting this

    Where are maps downloaded from?

    Where are the archive copies of the maps stored? Are they deleted after downloading?
    Last edited by Cortexian; January 13th, 2013 at 03:54 PM.

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