ImportBot Posted August 13, 2015 Share Posted August 13, 2015 Originally Posted by ColColonCleaner*: It appears from our end what happened last week has subsided and things have returned to normal. Can those on other hosts confirm this? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 14, 2015 Share Posted August 14, 2015 Originally Posted by Hodor*: @ColColonCleaner 1) Can you add a function how much shown Yell message? I want that the message to be displayed 10+ seconds. 2) Can you add the function to delay the kill? I want that player first to see the yell message, read and then died. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 14, 2015 Share Posted August 14, 2015 Originally Posted by ColColonCleaner*: @ColColonCleaner 1) Can you add a function how much shown Yell message? I want that the message to be displayed 10+ seconds. 2) Can you add the function to delay the kill? I want that player first to see the yell message, read and then died. Yell message is designed to be short enough for those with multiple restricted weapons in their loadout to see all the messages in a reasonable time. Additionally there is already a delay of 5 seconds after they spawn before being acted on so a further delay just allows them a bigger window to use the weapon before being slain. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 14, 2015 Share Posted August 14, 2015 Originally Posted by Hodor*: Yell message is designed to be short enough for those with multiple restricted weapons in their loadout to see all the messages in a reasonable time. Additionally there is already a delay of 5 seconds after they spawn before being acted on so a further delay just allows them a bigger window to use the weapon before being slain.Make at least so that was first shown a message yell and when it starts to disappear - should be killing Player Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 15, 2015 Share Posted August 15, 2015 Originally Posted by Subman_9*: I've found that you have lowered the battlelog wait duration to 0.6 secs in the latest 2.0.4.1 version. It's lower, than on 2.0.2 version (0.8 secs). I do not see any problem so far with this value, however is it a correct, default value now ? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 15, 2015 Share Posted August 15, 2015 Originally Posted by ColColonCleaner*: I've found that you have lowered the battlelog wait duration to 0.6 secs in the latest 2.0.4.1 version. It's lower, than on 2.0.2 version (0.8 secs). I do not see any problem so far with this value, however is it a correct, default value now ?That is just the minimum wait duration, your actual wait duration will be higher depending on how many players are in your server. For ours it's just under 0.8 secs, but those are conquest large with long respawn times. Some people run this plugin on TDM, which with the faster respawn times could cause the processing queue to fill up. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 16, 2015 Share Posted August 16, 2015 Originally Posted by L337gamer21*: You are awesome. Just got this and love it. Keep up the good work. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 16, 2015 Share Posted August 16, 2015 Originally Posted by L337gamer21*: Do have quick question. If I wanted to make say TDM on parcel storm knife only is that possible. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 16, 2015 Share Posted August 16, 2015 Originally Posted by ColColonCleaner*: Do have quick question. If I wanted to make say TDM on parcel storm knife only is that possible.This plugin prevents people from spawning with certain items, but we can't make people not have a primary/secondary/etc, they have to pick one on battlelog, so you would need a knife script to do that. There are several such scripts floating around. What it can do for you in the knife only case is make sure people don't have any of the stuff they can remove, for example you can force them to remove anything in their gadget slots, and equip non-lethal nades like smokes instead of the standard M67. Keep in mind though new players have not unlocked smoke yet, so forcing that weapon on loadout in a public server is generally not a good idea. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 16, 2015 Share Posted August 16, 2015 Originally Posted by dap52*: This Loadout Enforcer is the best thing since the peanut butter and jelly sandwich! We can enjoy the game now instead of staring at the console. Thank ColColonCleaner! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 17, 2015 Share Posted August 17, 2015 Originally Posted by L337gamer21*: This plugin prevents people from spawning with certain items, but we can't make people not have a primary/secondary/etc, they have to pick one on battlelog, so you would need a knife script to do that. There are several such scripts floating around. What it can do for you in the knife only case is make sure people don't have any of the stuff they can remove, for example you can force them to remove anything in their gadget slots, and equip non-lethal nades like smokes instead of the standard M67. Keep in mind though new players have not unlocked smoke yet, so forcing that weapon on loadout in a public server is generally not a good idea. Makes sense that's what we used to do on our ps4 knife only server. Equip non Lethal stuff. Thanks a bunch Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 18, 2015 Share Posted August 18, 2015 Originally Posted by Fonta*: Ah yes, there was an issue long ago with ballistic shields having the wrong ID in battlelog's library but that was fixed. Perhaps it popped up again, i'll look for it.Thing I found is that the shield isn't in the soldier's loadout on battlelog. It just shows up as no gadget. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 18, 2015 Share Posted August 18, 2015 Originally Posted by ColColonCleaner*: Thing I found is that the shield isn't in the soldier's loadout on battlelog. It just shows up as no gadget.I'm sorry, this got lost in the commotion and other things I needed to complete. There are two versions of no-gadget, one for the first slot and another for the second slot. I don't think banning no-gadget would be a good idea. You've confirmed banning no-gadget causes them to be slain for having the shield though? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 19, 2015 Share Posted August 19, 2015 Originally Posted by CEBEP78*: [01:21:31 51] [AdKats] ERROR-6800: [unable to install/update AdKatsLRT Extension. Connection error, or invalid token.] Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 19, 2015 Share Posted August 19, 2015 Originally Posted by ColColonCleaner*: [01:21:31 51] [AdKats] ERROR-6800: [unable to install/update AdKatsLRT Extension. Connection error, or invalid token.]Just means your token expired, it happens weekly. If you don't want updates for LRT and are happy with it as-is, just remove the token. If you want to keep getting updates, you can get a new token at the following link. It's generated in the URL. https://github.com/AdKats/AdKats-LRT...r/AdKatsLRT.cs Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 19, 2015 Share Posted August 19, 2015 Originally Posted by CEBEP78*: Just means your token expired, it happens weekly. If you don't want updates for LRT and are happy with it as-is, just remove the token. If you want to keep getting updates, you can get a new token at the following link. It's generated in the URL. https://github.com/AdKats/AdKats-LRT...r/AdKatsLRT.cs I registered oneself in github, but on this reference gives out an error 404https://github.com/AdKats/AdKats - LRT/raw/master/AdKatsLRT.cs Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 20, 2015 Share Posted August 20, 2015 Originally Posted by ColColonCleaner*: I registered oneself in github, but on this reference gives out an error 404 https://github.com/AdKats/AdKats - LRT/raw/master/AdKatsLRT.cs I invited you to the repository, once you've accepted you can access the page i linked. https://github.com/AdKats/AdKats-LRT...r/AdKatsLRT.cs Token is generated in the URL. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 21, 2015 Share Posted August 21, 2015 Originally Posted by xcite*: Finally got it !!! Works great !!! Special thanks to ColColonCleaner !!! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 21, 2015 Share Posted August 21, 2015 Originally Posted by xcite*: One question - I didn't find "Gunmaster" mode in "Map/Mode" tab ? That means that Gunmaster is fully ignored by AdKatsLRT? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 21, 2015 Share Posted August 21, 2015 Originally Posted by ColColonCleaner*: One question - I didn't find "Gunmaster" mode in "Map/Mode" tab ? That means that Gunmaster is fully ignored by AdKatsLRT?You bring up a good question. I never added those modes to the plugin because people can't decide their loadouts in those modes, but it also shouldn't enforce anything during those modes because of that. I'll work on that ASAP, right now it might think they are spawning with their normal battlelog loadouts which could cause an issue, the plugin needs to stop enforcement if the current mode is gunmaster. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 21, 2015 Share Posted August 21, 2015 Originally Posted by xcite*: You bring up a good question. I never added those modes to the server because people can't decide their loadouts, but it also shouldn't enforce anything during those modes because of that. I'll work on that ASAP, right now it might think they are spawning with their normal battlelog loadouts which could cause an issue.I'll explain you my situation - we have forbidden all IRNV IR 1X and FLIR IR 2X on ASSAULT WEAPONS on our server. So My question was about "Gunmaster" spawn "loadout" - will the player be killed if he will spawn with FAMAS and IRNV IR 1X from "Gunmaster loadout"... So you bring a second part of good question by yourself Please check both cases Thanks! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by ColColonCleaner*: I'll explain you my situation - we have forbidden all IRNV IR 1X and FLIR IR 2X on ASSAULT WEAPONS on our server. So My question was about "Gunmaster" spawn "loadout" - will the player be killed if he will spawn with FAMAS and IRNV IR 1X from "Gunmaster loadout"... So you bring a second part of good question by yourself Please check both cases Thanks! There is no way for a player to control their loadout in gunmaster so the loadout enforcer will automatically turn off during that game mode after I push the next patch. There is no way to modify the loadouts that gunmaster uses, all you can do is select the type of gunmaster loadout for the server and the whole server follows that. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by xcite*: So if AdKAtsLRT doesn't take any activities in GunMaster mode, leave it unchanged please... Thanks! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by ColColonCleaner*: So if AdKAtsLRT doesn't take any activities in GunMaster mode, leave it unchanged please... Thanks!It takes action in gunmaster right now, which is the problem, i'll be pushing a patch soon. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by xcite*: So, that means "good question" is mine Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by dap52*: My first priority in implementing the AdKats and AdKatsLRT is to control player loadouts on our server. I still have to figure out how to get my proconrulz script to communicate with AdKats in this script.. On Kill;Weapon U_C4_Support;PlayerCount 2;Log ::: ^1%p% ^0was BANNED for Excessive C4 Use;Say ::: BANNED: %p% for Excessive C4 Use;TempBan 1814400 %p%, %ymd%__%hms% Excessive C4 Use (21 Day ban). On Kill;Weapon U_C4_Support;Kill 100 Could you just plug the correct "admin say /mark %p%" code into this for me? I've had no luck so far. I also need to double check the settings in AdKats for this function. Also, is there a way to implement AdKats slowly (incrementally maybe)? I am constantly getting messages from admins and players about things happening....such as players being kicked after 2 KIA's, players kicked after 2 suicides, and VIP whitelist not working for our clan or the admins. I have a lot to learn about all the settings, and would like to implement them slowly while leaving LRT running. Help? I can't seem to get it going along with getting AdKats itself set up to our liking Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by Wurmfutter*: Adkats looked awesome, so I bought this extension as well. Cheers and thanks for your work! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by NL-WARFACE*: I'm looking for an weapon limit a.o Sniper limit except the special weapons when pickup, our server admin is looking for it but we got the ProconRulz - Sniper limiter v2.7 by Tarreltje but he isnt responding on the request for it. So i asking u u have it? or u can make it? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 22, 2015 Share Posted August 22, 2015 Originally Posted by Wurmfutter*: Hello, I'm not sure if I'm doing something wrong or if loadout enforcer just doesnt work this way. I want to create different rulesets (this weapon yes, this weapon no) for different maps and gamemodes; but if I understand the mechanics correctly, I can only create one ruleset and then choose to which maps and gamemodes i want to have it applied. So I could ban weapon A on certain maps and allow it on others, or ban weapon B on certain maps and gamemodes, but i could not define a ruleset which says weapon A is banned on map 1, while weapon B is only banned on map 2. Am I right? Specifically I'm trying to ban all explosives except grenades and claymores on maps locker and metro in all gametypes, and on map operation whiteout in gamemode CTF I'd like to ban everything but bolt snipers, pistols and knifes. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 23, 2015 Share Posted August 23, 2015 Originally Posted by ColColonCleaner*: So, that means "good question" is mine Posting that update to disable actions when in gunmaster mode shortly. 2.0.4.2. Quote * Restored post. It could be that the author is no longer active. Link to comment
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