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Author Topic: New Admin Forceclass..  (Read 9153 times)

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Offline ELiZ

New Admin Forceclass..
« on: Monday, October 13, 2014, 13:36:18 PM »
A issue with current Admin forceclass exec's is that they take very long to execute.
What about a single command that would give all players the same weapon..

Like
afc AR

Would give all a m249.
« Last Edit: Tuesday, October 14, 2014, 10:38:08 AM by ELiZ »

Offline teddy_grizzly_bear

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Re: New Admin Forceclass..
« Reply #1 on: Monday, October 13, 2014, 14:08:54 PM »
I think it might be good in the sense that it woudn't need lag the server that way and it would be more efficient.

I remember they implemented 'admin forceclass * ar' to forceclass everyone AR in later versions.
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Offline Spanky

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Re: New Admin Forceclass..
« Reply #2 on: Monday, October 13, 2014, 14:09:14 PM »
I've often wondered about this but didn't know if it would be worthwhile. It's also the only way to force shotgun, it's not possible with exec files. If you're looking for something to do, I'm sure this would be appreciated.
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Offline Vanoke

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Re: New Admin Forceclass..
« Reply #3 on: Monday, October 13, 2014, 15:36:47 PM »
1 - Don`t understand the diffent that  a shorter command will lift the execute ?? .   If you do Exec d.txt than you have a big delay in spawn  that trow .
2 - And with Admin FC AR  you still get full point ?!! .
The only diffrend is than if you have your server in forceclass is you don`t get points .i hope you will  consultation on that little problem to lift this to.
THX.

Yes
A issue with current Admin forceclass exec's is that they take very long to execute.
What about a single command that would give all players the same weapon..
Like
 Would give all a m249.
« Last Edit: Monday, October 13, 2014, 15:38:36 PM by Vanoke »

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Re: New Admin Forceclass..
« Reply #4 on: Monday, October 13, 2014, 15:42:53 PM »
Vanoke, there's a difference between forcing RPG/203 every round automatically and an admin forceclassing a couple times.
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Offline Vanoke

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Re: New Admin Forceclass..
« Reply #5 on: Monday, October 13, 2014, 15:48:54 PM »
I have not the time to be 24 hours 365 days online to change constantly the border map to sf whit exec ore the new one Admin FC SF.

Vanoke, there's a difference between forcing RPG/203 every round automatically and an admin forceclassing a couple times.

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Re: New Admin Forceclass..
« Reply #6 on: Monday, October 13, 2014, 15:58:30 PM »
Exactly. You ALWAYS want the weapon forced. That's the problem. What if someone else ALWAYS wants RPG forced? Should they get the same points too? No, they shouldn't. The Admin Forceclass command is a temporary command for a couple of fun rounds, we allow that. We don't allow constant forceclassing, no matter how it's done.
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Offline [SWISS]Merlin

Re: New Admin Forceclass..
« Reply #7 on: Monday, October 13, 2014, 17:04:47 PM »
I've often wondered about this but didn't know if it would be worthwhile. It's also the only way to force shotgun, it's not possible with exec files. If you're looking for something to do, I'm sure this would be appreciated.
you can forceclass them by mutate b, but only on F.C. servers.

Offline [SWISS]Merlin

Re: New Admin Forceclass..
« Reply #8 on: Monday, October 13, 2014, 17:07:07 PM »
as already discussed in here, you have to strip the exec files down from 1200 to 200 rows. with that, I don't have lag at start with the command.
I would not put power in that part, my 2 cents

Offline ELiZ

Re: New Admin Forceclass..
« Reply #9 on: Tuesday, October 14, 2014, 10:24:14 AM »
I've added the new command to the next version(8.15)

As a admin you only have to do this:

Code: [Select]
AFC S24
To give all users on the servers a M24.


To avoid any problems all I really do is take the players that are alive and run them though the regular ADMIN FORCECLASS X Weapon. But since I'm doing it on a limited number of players it should behave much better than the exec scripts.
Code: [Select]
final exec function afc(string WhichClass)
{
local PlayerReplicationInfo PRI;
if (ViewportOwner!=None)
{
if (myLevel!=None)
{
ForEach myLevel.AllActors(Class'PlayerReplicationInfo',PRI)
{
if (! PRI.bIsSpectator || PRI.bWaitingPlayer)
{
log(ViewportOwner.Actor.ConsoleCommand("ADMIN FORCECLASS" @ PRI.PlayerName @ WhichClass));
}
}
}
}
}
« Last Edit: Tuesday, October 14, 2014, 10:26:10 AM by ELiZ »

Offline ArmyAntiCheat

Re: New Admin Forceclass..
« Reply #10 on: Tuesday, October 14, 2014, 10:27:10 AM »
Will shotgun etc as a weapon will work now?

Offline ELiZ

Re: New Admin Forceclass..
« Reply #11 on: Tuesday, October 14, 2014, 10:30:57 AM »
Will shotgun etc as a weapon will work now?
No.

Offline ArmyAntiCheat

Re: New Admin Forceclass..
« Reply #12 on: Tuesday, October 14, 2014, 10:34:58 AM »
No.

Damn, that would be some fun round son servers with it, you could make it available, but no points, just fun indeed needed with it. I remmeber back to the days when there was only nades too, was fun, I don't care about points, the game is all for fun and should have ( not tracked) if possible.

Offline ELiZ

Re: New Admin Forceclass..
« Reply #13 on: Tuesday, October 14, 2014, 10:37:33 AM »
Damn, that would be some fun round son servers with it, you could make it available, but no points, just fun indeed needed with it. I remmeber back to the days when there was only nades too, was fun, I don't care about points, the game is all for fun and should have ( not tracked) if possible.
Since I'm using the built in ADMIN FORCECLASS command, if you cant do it with that, you cant do it with the new command. This new function is just for simplifying manual Admin Forceclassing.

Offline ArmyAntiCheat

Re: New Admin Forceclass..
« Reply #14 on: Tuesday, October 14, 2014, 10:49:41 AM »
Since I'm using the built in ADMIN FORCECLASS command, if you cant do it with that, you cant do it with the new command. This new function is just for simplifying manual Admin Forceclassing.

Got ya :) thanks for info

 

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