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DoD TeamManager Source v1.1 + ADDONS! (Multi-Language) [11th July 2009]


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MaKTaiL
Senior Member
Join Date: Jul 2008
Location: Brazil
Old 09-13-2008 , 18:14   Re: DoD TeamManager Source v0.61 + ADDONS! [10th Sep 2008]
Reply With Quote #111

Oh my god!!! You are the best. The menu is awsome. You did a really nice work on that.
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monkie
Senior Member
Join Date: Oct 2006
Location: Shanghai, China
Old 09-13-2008 , 19:36   Re: DoD TeamManager Source v0.61 + ADDONS! [10th Sep 2008]
Reply With Quote #112

we all just need patience on it, rush release of new version may not be a good way of quality publication, although i can't wait for it
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arm5ky
Member
Join Date: Dec 2007
Old 09-13-2008 , 20:43   Re: DoD TeamManager Source v0.61 + ADDONS! [10th Sep 2008]
Reply With Quote #113

How about a Cvar to set minimum number of clients before it kicks afk's?
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monkie
Senior Member
Join Date: Oct 2006
Location: Shanghai, China
Old 09-13-2008 , 20:58   Re: DoD TeamManager Source v0.61 + ADDONS! [10th Sep 2008]
Reply With Quote #114

Quote:
Originally Posted by arm5ky View Post
How about a Cvar to set minimum number of clients before it kicks afk's?
ya, this would be a good feature.

beg sturm could consider it
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FeuerSturm
AlliedModders Donor
Join Date: Apr 2004
Old 09-13-2008 , 22:26   Re: DoD TeamManager Source v0.61 + ADDONS! [10th Sep 2008]
Reply With Quote #115

Quote:
Originally Posted by arm5ky View Post
How about a Cvar to set minimum number of clients before it kicks afk's?
Quote:
Originally Posted by monkie View Post
ya, this would be a good feature.

beg sturm could consider it
It's already in the next release, tested and working like it should.
Afk checks don't start before the round is active anymore
and people can stay on Spectators (if "dod_tms_speclock" is NOT 1)
if they like. Furthermore i added a cvar to choose a different time
for kicking unassigned players (joining server but don't join any team)
just in case you want to get rid of them earlier or later than players
that have been in game active before.

As it's almost 40AM here now, i'll better get some sleep and post
the new Versions
(Base + new Addon Player/Team Commands Menu + updated plugins AFKM, HPK)

Tomorrow afternoon/evening after some code-cleaning and final stability testing.

P.S.: The HPK got similar features like the AFKM now:
You can choose a minimum of players that have to be active before
kicking people as well now!
Automatically changing Pinglimits according to amount of players on
the server will be added soon as well
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MaKTaiL
Senior Member
Join Date: Jul 2008
Location: Brazil
Old 09-14-2008 , 13:26   Re: DoD TeamManager Source v0.61 + ADDONS! [10th Sep 2008]
Reply With Quote #116

What happened with the command sm_tms_updateclasslimits ?

You forgot to put it in the first post.

Last edited by MaKTaiL; 09-14-2008 at 13:50.
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FeuerSturm
AlliedModders Donor
Join Date: Apr 2004
Old 09-14-2008 , 16:20   Re: DoD TeamManager Source v0.61 + ADDONS! [10th Sep 2008]
Reply With Quote #117

CHANGELOG:
  • 14 September 2008 - Version 0.7 NEW!
    - New Features Base-Plugin:
    * added Multilanguage-Support to Base + Addons
    * released new Addon "Player / Team Commands Menu"
    now you have a nice new Addon with a few Player
    and Team commands integrated into the SM Menu!
    * added command "sm_tms_mixteams" to Base Plugin,
    you can mix the teams with this command, please
    see new cvar "dod_tms_mixplperteam" that defines
    how many people schould be mixed per team!
    - New Features AFK Manager:
    * KickTimer starts as soon as round is active
    to prevent false detections
    * added menu item "Spectators" to the team
    selection menu for AFK-Players so they can
    stay on Spec and won't be kicked!
    (this menu item only appears if
    "dod_tms_speclock" is NOT "1")
    * added cvar to prevent the plugin from kicking
    AFK players at all, or if there's not at least
    X active players on the server!
    (see new cvar "dod_tms_afkkickminpl")
    - New Features Class Restrictions Addon:
    * Class restrictions can now be enforced!
    If there's too many players on a class,
    they will be forced to change class after death!
    (see new cvar "dod_tms_restrictenforcelimits")
    * added command "sm_tms_updateclasslimits" to
    the DoD TMS Menu (see "Server Commands" sub-menu!)
    - New Features High Ping Kicker Addon:
    * added cvar to prevent the plugin from kicking
    high ping players at all, or if there's not at least
    X active players on the server!
    (see new cvar "dod_tms_hpkkickminpl")
  • Please redownload the Base, the Translation file AND the Addons, delete the folder "dod_teammanager_source"
    within your "/orangebox/dod/cfg/" folder and completely
    restart your Gameserver!
Quote:
Originally Posted by MaKTaiL View Post
What happened with the command sm_tms_updateclasslimits ?

You forgot to put it in the first post.
Yes, it was lost somehow, back in the post now, thanks!

Last edited by FeuerSturm; 09-14-2008 at 18:13.
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Ommand
Junior Member
Join Date: Sep 2008
Old 09-14-2008 , 16:37   Re: DoD TeamManager Source v0.7 + ADDONS! [14th Sep 2008]
Reply With Quote #118

Why are you adding features that already exist?

A second set of class limits hardly seems necessary / worth the time it took to code it..

Edit: The first being mp_limit_allies_assault, mp_limit_allies_mg, etc.
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FeuerSturm
AlliedModders Donor
Join Date: Apr 2004
Old 09-14-2008 , 17:48   Re: DoD TeamManager Source v0.7 + ADDONS! [14th Sep 2008]
Reply With Quote #119

Quote:
Originally Posted by Ommand View Post
Why are you adding features that already exist?

A second set of class limits hardly seems necessary / worth the time it took to code it..

Edit: The first being mp_limit_allies_assault, mp_limit_allies_mg, etc.
Let me explain it to you:

First of all that is not a second layer of class limits, it's using
the standard class limitation cvars and enhances functionality:

1. Admins can join full or completely restricted classes
2. Classes can be restricted automatically until there's X active players on the server.
(that's useful if you don't want 2 snipers and 2 mgs (one on each team) on the server if there's only 5 players for example.)
3. The classlimits can be enforced, if you have the sniper class unlimited
and there's 5 snipers on and then you limit it to 1, you usually still have
those 5 snipers if noone switches class himself, with the addon players are
forced to join a different class on death.
Another example of that would be: You have the Sniper limited to 1 and a
player that can't hit shit uses it! What will you do? Kick him because you
want the sniper? Not really, just select the sniper class as an admin and
the non admin will automatically have to change to another class.
4. You can block players from returning to spawnarea and switching class
to get fresh health and ammo.

Is that still hardly necessary? I don't think so, do you?

P.S.:
I have to admit that due to lack of descriptions it's not really
clear what which addon actually does, but i don't have enough
space in a single forum post to completely describe how each
addon/feature is working, so i'm currently working on a website
with complete descriptions/screenshots and usage examples.
Until I'm done with that tomorrow or the day after tomorrow
the best would be to look at the cvar descriptions of each addon
to get a picture of what it does.

Last edited by FeuerSturm; 09-14-2008 at 18:16.
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MaKTaiL
Senior Member
Join Date: Jul 2008
Location: Brazil
Old 09-14-2008 , 19:26   Re: DoD TeamManager Source v0.7 + ADDONS! [14th Sep 2008]
Reply With Quote #120

The plugin is getting better and better eveyday! All admins of my server liked the new menu. I have a request for the Round End Events Addon.

As I said in another post, I would like to have the option to mix the teams after X rounds, or mix the teams if a team wins X consecutive rounds. So that makes two different modes.

sm_dod_tms_mixmode [0,1,2]
(0 Disables, 1 mix teams after X rounds, 2 mix teams if a team wins X consecutive rounds)

sm_dod_tms_mixrounds [~]
(Number of rounds to affect one of the modes above)
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