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America's Army => General Chat => Topic started by: war2k on Friday, May 11, 2012, 02:47:53 AM

Title: server setup question
Post by: war2k on Friday, May 11, 2012, 02:47:53 AM
Hi there i help maintain the OAS][MoDs Server we're looking to see if it's possible to setup up a mutate script that switches weapons every round or just picks random one and to also see if there was a mutate script that allows us to to mix weapons like say have pistol that fires rockets or a vss that fires gp's.  and also be able to change weapons with mutate in the same round and not have to wait for the round to be over to change weapons.

i saw a few people asking about ultimate mod but no one really answered the question
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 02:52:54 AM
We were looking into to running a few mods, but didn't want it to interfere with HackHunter..

http://www.aamods.com/ to be more specific...
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 03:17:08 AM
well thanks for all the fish

Enjoy, it's fresh..
Title: Re: server setup question
Post by: Alex on Friday, May 11, 2012, 03:18:20 AM
We were looking into to running a few mods, but didn't want it to interfere with HackHunter..

http://www.aamods.com/ to be more specific...
Assist doesn't officially support any mods that are not built into it. Hackhunter will interfere with some of the mods, but you can easily disable hackhunter. Yes, that disables honor, but that's not all that important.
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 03:20:37 AM
Assist doesn't officially support any mods that are not built into it. Hackhunter will interfere with some of the mods, but you can easily disable hackhunter. Yes, that disables honor, but that's not all that important.

Thank you, our main concern was with running mods with hackhunter, and in someway getting our server banned.. is this possible?
Title: Re: server setup question
Post by: Alex on Friday, May 11, 2012, 03:21:52 AM
Thank you, our main concern was with running mods with hackhunter, and in someway getting our server banned.. is this possible?
Na, we don't ban servers here. But you will need to turn hackhunter off for some mods so your don't get kicked from the server.
Title: Re: server setup question
Post by: Possessed on Friday, May 11, 2012, 09:15:01 AM
I have ultimate mod source, i can remove stuff that hackhunter doesnt like :D + weird functions.
Title: Re: server setup question
Post by: BlueBlaster on Friday, May 11, 2012, 14:15:49 PM
Possessed has gotten ultimate mod working fairly well so he can help you out. Although it's still recommended to turn off hackhunter.
Title: Re: server setup question
Post by: Jonnym on Friday, May 11, 2012, 14:57:50 PM
Also, in the next update any servers running mods will not be tracked.
Title: Re: server setup question
Post by: Spanky on Friday, May 11, 2012, 15:14:01 PM
Also, in the next update any servers running mods will not be tracked.

Woot!
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 15:19:24 PM
Woot!

If this is being done, how bout an Update to the mod you guys have made as well.. ? The ONLY one we can get honor / tracked with..

Mutating to Normal, and you can't mutate back to random guns, how about the chance to give our players Reloads on G/GP without having to use Mods.. Also mutate grenades is just SHOT! Everyone gets kicked by hackhunter, and that's a Mod that you guys did!

Not only to mention, hackhunter has to be one of the most sensitive, false reporting, anti cheat I've ever seen.. A player I've know for 4 years, who's absolutely 120% NOT a cheater, get warnings all night, just from pressing keyboard buttons a little to fast.. Perhaps an update for that too?
Title: Re: server setup question
Post by: Alex on Friday, May 11, 2012, 15:22:10 PM
If this is being done, how bout an Update to the mod you guys have made as well.. ? The ONLY one we can get honor / tracked with..

Mutating to Normal, and you can't mutate back to random guns, how about the chance to give our players Reloads on G/GP without having to use Mods.. Also mutate grenades is just SHOT! Everyone gets kicked by hackhunter, and that's a Mod that you guys did!

We didn't make any of the mods, Jonny just included them into Assist. If you want to use mods, turn off hackhunter. It's that simple.
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 15:24:17 PM
We didn't make any of the mods, Jonny just included them into Assist. If you want to use mods, turn off hackhunter. It's that simple.

Of course, but still no-one wants to even attempt to fix the bugs that are there?

or even try to make it better?

All I was trying to say is the Assist mods could use an update!
Title: Re: server setup question
Post by: Alex on Friday, May 11, 2012, 15:26:02 PM
Of course, but still no-one wants to even attempt to fix the bugs that are there?

or even try to make it better?

All I was trying to say is the Assist mods could use an update!
What bugs? There are no bugs that I know of. The mods work perfectly fine with hackhunter off. Getting kicked for ammo exploit is not a bug, it's hackhunter working the way it should.
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 15:31:25 PM
What bugs? There are no bugs that I know of. The mods work perfectly fine with hackhunter off.

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.. ? and still have a nade round :D

mutate grenades
Title: Re: server setup question
Post by: Alex 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?
Title: Re: server setup question
Post by: GoD-ICA- 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))
Title: Re: server setup question
Post by: war2k 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.
Title: Re: server setup question
Post by: Alex 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.
Title: Re: server setup question
Post by: Possessed on Friday, May 11, 2012, 15:53:57 PM
its easy to fix mods..
Title: Re: server setup question
Post by: Alex on Friday, May 11, 2012, 15:54:52 PM
its easy to fix mods..
Then do it.
Title: Re: server setup question
Post by: GoD-ICA- 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!
Title: Re: server setup question
Post by: Spanky 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.
Title: Re: server setup question
Post by: Spanky 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.
Title: Re: server setup question
Post by: GoD-ICA- 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!
Title: Re: server setup question
Post by: BlueBlaster 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.
Title: Re: server setup question
Post by: Possessed 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.
Title: Re: server setup question
Post by: GoD-ICA- 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..
Title: Re: server setup question
Post by: Alex 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.
Title: Re: server setup question
Post by: GoD-ICA- 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%)
Title: Re: server setup question
Post by: Possessed on Friday, May 11, 2012, 16:06:25 PM
I just showed that it was easy to find / change, I did not asked for an overall change on Assist.
Title: Re: server setup question
Post by: Alex on Friday, May 11, 2012, 16:06:40 PM
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%)
You can't change it, you will get kicked for a file mismatch. It would need to be changed for everyone.
Title: Re: server setup question
Post by: Possessed on Friday, May 11, 2012, 16:08:43 PM
You can't change it, you will get kicked for a file mismatch. It would need to be changed for everyone.
HackHunter.ini is a Configuration file, not the Mod it self, so no kick.
Title: Re: server setup question
Post by: Alex on Friday, May 11, 2012, 16:10:41 PM
HackHunter.ini is a Configuration file, not the Mod it self, so no kick.
Is it now? Didn't know that. :P  That seems like a loophole though if anyone can just change the amount.
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 16:13:17 PM
Is it now? Didn't know that. :P  That seems like a loophole though if anyone can just change the amount.

It's terrible, I went and looked through some of the .ini's there and there are more than just that loophole..

You can go into the .ini  and exclude PB altogether with a simple ; yet your server still looks as if it is running PB!

Don't know why anyone would want to do this, but it is possible.
Title: Re: server setup question
Post by: Possessed on Friday, May 11, 2012, 16:17:53 PM
It's terrible, I went and looked through some of the .ini's there and there are more than just that loophole..

You can go into the .ini  and exclude PB altogether with a simple ; yet your server still looks as if it is running PB!

Don't know why anyone would want to do this, but it is possible.

u can only disable PB with an Admin command or editing a file in Pb folder, I think u removed the scripts pb load.

also I saw that some server arent runing the checks correctly, must be an issue between the user & the keyboard :D.
Title: Re: server setup question
Post by: GoD-ICA- on Friday, May 11, 2012, 16:30:34 PM
u can only disable PB with an Admin command or editing a file in Pb folder, I think u removed the scripts pb load.

also I saw that some server arent runing the checks correctly, must be an issue between the user & the keyboard :D.

If you go through pbsv.cfg and throw a ; infront of things you don't want to work (kicks for hacks; pb_sv_update; etc etc) and not turn off PB with a CMD, your server still looks as if it is running PB (and it is) but PB does absolutely nothing! because that's what it is being told to do.. ;)

Most new PB Servers (BC2,BF3.. etc..) are easy to manipulate into getting honor / other bonuses that are PB Required; while all the time 'pretending' to run PB..

It was easy in the BF3 Servers, all you had to do was tell PB NOT to update daily :D all with a simple ;
Title: Re: server setup question
Post by: BlueBlaster on Friday, May 11, 2012, 17:11:00 PM
Thank the lord that honor and bonuses in AA don't matter.
Title: Re: server setup question
Post by: pit-23 on Friday, May 11, 2012, 18:31:51 PM
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..

I remember using the weaponforcer without problems (switching to e.g. sf and then normal).