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Author Topic: server setup question  (Read 4579 times)

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Offline Alex

Re: server setup question
« Reply #15 on: Friday, May 11, 2012, 15:36:00 PM »
No no no no..

The Mutate command's shot,

If I type mutate normal to have a normal bridge round, I cannot, no matter how many times I type it, get the server to come out of Normal mode (mutate SF(or another weapon) forcing us to restart the server.. Please if you know the way of doing so tell me..

Another one is, if we want to have a G/GP only round on the bridge, we can't do so without running mods that remove our honor / tracking.. As there is no forceclassing or mutating while the round is already started.. You must do so before the round starts.. and sure there's forceclassing, but I don't want to go and forceclass everyone 1 by 1..

Last but not least, sure we can remove hackhunter to have grenade rounds, but can't you guys lower the amount of grenades a bit so we don't have to loose honor / tracking.. ?
Wasn't aware that you couldn't switch back to normal. Although you can set the mod to default to normal.

As for removing honor/tracking, that's the point. We don't want modded servers being tracked. Mods can create an uneven playing field. Turn hackhunter off when you want to play with mods. It's not like a couple of rounds without tracking is a big deal anyways. You play the game for fun, right?

Offline GoD-ICA-

Re: server setup question
« Reply #16 on: Friday, May 11, 2012, 15:43:20 PM »
Wasn't aware that you couldn't switch back to normal. Although you can set the mod to default to normal.

As for removing honor/tracking, that's the point. We don't want modded servers being tracked. Mods can create an uneven playing field. Turn hackhunter off when you want to play with mods. It's not like a couple of rounds without tracking is a big deal anyways. You play the game for fun, right?

Understood, I just don't understand why you guys added mods to the assist project, that we can't use with Honor / Tracking..

I don't think I'm explaining this properly and I'm starting to get frustrated..

If I go into the server, no one is there, and I mutate a MOS and play a round.. Then I mutate SF and play around, then say I get bored of that and type mutate normal; once I type mutate normal, no matter how many times I type mutate SF, the server just continues to give us normal guns, until the server is restarted..

GP/G Only Rounds(NO BULLETS); type mutate GP before the end of the round, next round starts we all get GPs, we fire them all off, and then usually ask for a reload(mutate force gp, admin forceclass * gp), so we can continue to fire GPs and get kills. THIS is not possible, there is no where in the assist mods included that allows you to forceclass while the round is active.. (I see this as fair! Not a disadvantage to anyone in anyway)

Thridly mutate grenades is a part of your mods, I was just curious if you could reduce the amount of nades from 50 - to say 20? so we can Play a nade round (Which isn't unfair either) with out having to turn off Honor / Tracking (Which is the reason 95% of people play (Honor))
« Last Edit: Friday, May 11, 2012, 15:45:25 PM by GoD-ICA- »
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Offline war2k

Re: server setup question
« Reply #17 on: Friday, May 11, 2012, 15:46:09 PM »
what GoD's refering to is when you mutate grenades and it gives you 50 of each grenade players get kicked off the server for cheatin and thats with out any mods just using the vanilla mutate included in aao25

when you mutate vip the server has to be restarted cuz you can't mutate after that round anymore

when you mutate normal the server gets stuck with normal weapons til the server restarts

when you use mutate g or gp  and want to have a no bullet round and just g or gp  you cannot mutate additional ammo to the players cuz when you must an additional mutate g/gp it sets that for the following round not the current one.

when you want to have a sniper only round you cannot delete pistols just to remove the temptation from using the pistol. which you also cannot mutate addition ammo for this weapon either

when you mutate rpg for a rocket round you cannot mutate addtional ammo when players run out.
« Last Edit: Friday, May 11, 2012, 15:49:28 PM by war2k »

Offline Alex

Re: server setup question
« Reply #18 on: Friday, May 11, 2012, 15:52:56 PM »
what GoD's refering to is when you mutate grenades and it gives you 50 of each grenade players get kicked off the server for cheatin and thats with out any mods just using the vanilla mutate included in aao25

when you mutate vip the server has to be restarted cuz you can't mutate after that round anymore

when you mutate normal the server gets stuck with normal weapons til the server restarts

when you use mutate g or gp  and want to have a no bullet round and just g or gp  you cannot mutate additional ammo to the players cuz when you must an additional mutate g/gp it sets that for the following round not the current one.

when you want to have a sniper only round you cannot delete pistols just to remove the temptation from using the pistol. which you also cannot mutate addition ammo for this weapon either

when you mutate rpg for a rocket round you cannot mutate addtional ammo when players run out.
1. The mutate feature in assist is a mod, it was just included into assist. It's still a mod by every definition as it modifies the vanilla game. The grenade count could be changes, but we need someone that can do it.

2. Yeah, I understand now. That should be fixed, but nobody here made the mod and I'm not sure if anyone is willing to fix it.

3. You can just use forceclass scripts to forceclass everyone the desired class. Like I said, I doubt anyone is willing to change the mutate mod. It would be great if someone did, but it's unlikely.

The rest fall under # 3 also.

Offline Possessed

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Re: server setup question
« Reply #19 on: Friday, May 11, 2012, 15:53:57 PM »
its easy to fix mods..
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline Alex

Re: server setup question
« Reply #20 on: Friday, May 11, 2012, 15:54:52 PM »

Offline GoD-ICA-

Re: server setup question
« Reply #21 on: Friday, May 11, 2012, 15:56:20 PM »
its easy to fix mods..

but they're illegal!! and no one will play on our server, because it doesn't have honor!

It's easy for the Devs to say it doesn't mean anything, but you ask any other player.. Keeping track of their K/D and Level that shows how good they are, means alot!
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Offline Spanky

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Re: server setup question
« Reply #22 on: Friday, May 11, 2012, 15:57:37 PM »
None of us know how to use UScript enough to make changes. I think the HackHunter ammo exploit should be somewhat easy but nobody is really stepping up to do it.
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Offline Spanky

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Re: server setup question
« Reply #23 on: Friday, May 11, 2012, 15:58:34 PM »
Keeping track of their K/D and Level that shows how good they are, means alot!

Taking something fun and turning it serious means the fun gets sucked out of it.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline GoD-ICA-

Re: server setup question
« Reply #24 on: Friday, May 11, 2012, 15:59:22 PM »
Taking something fun and turning it serious means the fun gets sucked out of it.

Agreed;

Thank you for the response!
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Offline BlueBlaster

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Re: server setup question
« Reply #25 on: Friday, May 11, 2012, 15:59:49 PM »
You guys are mixing how you want something to work compared to the way it's supposed to work.

Type mutate normal again to get out of normal mode.

The mod is made to hand out weapons at the start of the round.

If players run out of ammo, for now you can use the forceclass scripts. It's best to change the player lines to 200 for best performance.

Grenades mode causes people to get kicked because the most grenades any soldier can have at spawn is 4 (the standard spawn class has 4 nades). HackHunter kicks for having more than 4 nades because a hacker can increase their grenade amount. HackHunter does not understand the concept of a mod changing ammo amounts, it will think it's a hack and will kick.

This is America's Army 2.5 and there is no such thing as magic.



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Re: server setup question
« Reply #26 on: Friday, May 11, 2012, 16:00:42 PM »
None of us know how to use UScript enough to make changes. I think the HackHunter ammo exploit should be somewhat easy but nobody is really stepping up to do it.

Hackhunter.ini > maxgrenades=5, change it.
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline GoD-ICA-

Re: server setup question
« Reply #27 on: Friday, May 11, 2012, 16:01:19 PM »
This is America's Army 2.5 and there is no such thing as magic.

You think there is no such thing as magic,

but nothings impossible with the right minds stuck together..
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Offline Alex

Re: server setup question
« Reply #28 on: Friday, May 11, 2012, 16:02:42 PM »
Hackhunter.ini > maxgrenades=5, change it.
No. Then that would defeat the purpose of hackhunter. Our main concern is for playing the game normally, to keep hackers out. We aren't going to weaken our system just so a mod can work with honor and tracking.

Offline GoD-ICA-

Re: server setup question
« Reply #29 on: Friday, May 11, 2012, 16:04:45 PM »
Hackhunter.ini > maxgrenades=5, change it.

Thank you! I didn't realize it was that easy, or I would of done it myself and avoided the admins who didn't want to tell me that, to keep their game safe from mods/hackers (which I understand 100%)
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