Author Topic: Enabling/disabling med-kits, nades, etc.  (Read 1944 times)

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Offline Szaman

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Enabling/disabling med-kits, nades, etc.
« on: April 20, 2014, 02:53:57 am »
Hi,

As HomerOfGods asked me to create suggestion thread here:

I think that in config file (and also in the scripting engine) there should be simple way to enable/disable med-kits, nades-boxes on the maps (the same functionality like with predator, etc.)

What do you think about that idea?

Best regards,
Szaman.

Offline skrX

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #1 on: April 20, 2014, 03:46:56 am »
From what I know, cannot completely disable med-kits or nade boxes on the map.
Bonus frequency only applies to bonuses available in soldat.ini.
« Last Edit: April 20, 2014, 03:48:33 am by skrX »

Offline Szaman

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #2 on: April 20, 2014, 03:55:12 am »
Yeah - that's why my post is a suggestion of adding such functionality in the soldat.ini and in the script engine :)

Offline skrX

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #3 on: April 20, 2014, 03:59:50 am »
Good idea.

Offline darDar

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #4 on: April 20, 2014, 07:49:38 am »
Hi,

As HomerOfGods asked me to create suggestion thread here:
I love that part  [pigtail]

about your suggestion
F12
should be visible on /info then though
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Offline Szaman

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #5 on: April 20, 2014, 04:17:26 pm »
Yeah - he closed my Mantis ticket ;) And asked me for creating thread for each closed ticket :D So I did it ;)

Offline Shoozza

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #6 on: April 20, 2014, 06:10:32 pm »
You mean like hide all the bonuses of that type when you disable it or disable spawning or what exactly?
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Offline Szaman

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #7 on: April 20, 2014, 06:41:55 pm »
I think that Soldat should have as much flexible engine as it is possible.

So all options are good for me:
a) enable/disable spawning of the bonus (per type)
b) spawn mutiple/destroy (hide) all bonuses (per type)
c) modify speed of spawning of the bonuses (per type)
d) any other solution :)

I was originally suggesting option "A", but the rest of options are also interesting :)

Offline homerofgods

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #8 on: April 21, 2014, 04:25:56 am »
If you set maximum granades to 0 there will be no nadekits, but if you want to spawn with some nades this won't help.
You can also modify the map, remove all nade spawns/medkit spawns, but I guess that's too much hassle

Offline Szaman

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #9 on: April 21, 2014, 06:52:07 am »
Ok, of course, but I am talking about situations where you can:
a) manipulate with spawning of every possible bonus, so I recommend the way:
Code: [Select]
SetSpawnSpeed(0.5, 'Predator'); // half of normal spawn speed = double long time between spawns of the bonus
SpawnBonuses(10, 'Medkit'); // sprawn 10 medkits on the map
value := CountBonuses('Medkit'); // returns the number of currently available bonuses on the map
b) dynamically manipulate with those values during gameplay (for example: if the match lasts too long the script can disable the medkits or sth)

Offline dominikkk26

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #10 on: April 21, 2014, 07:00:47 am »
And the possibility of determining the duration of the bonus in givebonus.

Offline dominikkk26

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #11 on: April 21, 2014, 07:02:03 am »
If you set maximum granades to 0 there will be no nadekits, but if you want to spawn with some nades this won't help.
You can also modify the map, remove all nade spawns/medkit spawns, but I guess that's too much hassle

But if on the map if they do not it will not be detected as a hack?

Offline homerofgods

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Re: Enabling/disabling med-kits, nades, etc.
« Reply #12 on: April 22, 2014, 12:50:50 pm »
If you set maximum granades to 0 there will be no nadekits, but if you want to spawn with some nades this won't help.
You can also modify the map, remove all nade spawns/medkit spawns, but I guess that's too much hassle

But if on the map if they do not it will not be detected as a hack?
If you change the map and put it in your server, everyone will play the sanme map, so that's no hack at all.