Dead Men Walking

Forum Archive 2023 => Counter-Strike: Source => Games of old that no longer float our boat........ => dMw Gaming => Gaming Archive => TCS - Tactical Counter-Strike => Topic started by: b00n on August 14, 2008, 02:45:05 PM

Title: T:CS mod?
Post by: b00n on August 14, 2008, 02:45:05 PM
Has anyone looked at creating a plugin to enforce TCS rules?  I was thinking about it and it should be fairly easy to make a plugin that enforces boundaries, may even be possible just using EventScripts.

Would there be much interest in this?
Title: T:CS mod?
Post by: RizZy on August 14, 2008, 03:15:28 PM
One possible problem I could see with having enforced boundaries is that ours arn't always enforeced, if the bombs down etc.

Dunno if the scripts could handle it as I know nothing about it all.
Title: T:CS mod?
Post by: b00n on August 14, 2008, 03:23:37 PM
Quote from: RizZy;241116One possible problem I could see with having enforced boundaries is that ours arn't always enforeced, if the bombs down etc.

Dunno if the scripts could handle it as I know nothing about it all.

Good point.  I think that could be taken into consideration when determining if someone is out of bounds though...  all you'd need to do is check alive terrorists to see if anyone has the bomb, if nobody does then it's down, so don't bother checking any of the boundary code (unless it's a CS map).
Title: T:CS mod?
Post by: Dr Sadako on August 14, 2008, 04:54:53 PM
I think that could be very useful on e.g. Boomer.
Title: T:CS mod?
Post by: Anonymous on August 14, 2008, 05:08:46 PM
Would also have to check to see if hossies were moved or are being escorted.
Title: T:CS mod?
Post by: Dr Sadako on August 14, 2008, 05:52:03 PM
Me and whitey have discussed this before at a few occasions but trying to find various server plugins to do it. A mod would be quite interesting as it could be a way to distribute our way of game as well.
Title: T:CS mod?
Post by: Jabbs on August 14, 2008, 06:35:47 PM
Nice idea but sorry to put a spoiler perhaps:

What if bomb is down and CT's now head into what was out of bounds territory, but within a second or two a T picks up the bomb?  What would happen then?  The CT's were NOT OOB a couple of seconds previously but they are now that the bomb has been picked up!

Would they then be 'stuck' in OOB?

Maybe the script/addin could reduce health (say 10hp) of a CT in the act of going OOB (i.e. crossing the border)?  If the bomb was down and picked up he wouldn't lose health crossing then and neither would he lose health crossing back IN bounds too.

Some things to consider :D
Title: T:CS mod?
Post by: Dr Sadako on August 14, 2008, 06:55:18 PM
Quote from: Jabbs;241136Nice idea but sorry to put a spoiler perhaps:

What if bomb is down and CT's now head into what was out of bounds territory, but within a second or two a T picks up the bomb?  What would happen then?  The CT's were NOT OOB a couple of seconds previously but they are now that the bomb has been picked up!

Would they then be 'stuck' in OOB?

Maybe the script/addin could reduce health (say 10hp) of a CT in the act of going OOB (i.e. crossing the border)?  If the bomb was down and picked up he wouldn't lose health crossing then and neither would he lose health crossing back IN bounds too.

Some things to consider :D

I would say that if we would get a mod like this sure there would be tweaking to do. In your example I would start with admin messages sent to the individual being OOB saying that he/she was OOB. Then have some sort of escalation procedure with health reduction and slay later on. I think that wouldn't be a  problem to sort.
Title: T:CS mod?
Post by: Salvatore Buttafacio on August 14, 2008, 07:12:33 PM
hope you can figure out a way to do this! will be great to see all the fraghunters on boomer slayed instantly by the power of tcs.

also - sell if for 9.99 on steam!
Title: T:CS mod?
Post by: b00n on August 14, 2008, 07:20:36 PM
Quote from: BlueBall;241129Would also have to check to see if hossies were moved or are being escorted.

Would have to think about how it'd work on CS maps.  You might not want it to suddenly disable boundary checking when the CTs get the hossies, because that could tell the Ts where the CTs are or that the hossies have been taken.

In the case of a bomb being down and then being picked up, again you might not want boundary checks suddenly being turned back on, as that would give info to CTs.  I think leaving them off would be appropriate as at the moment, CTs going back within bounds really depends on whether anyone spots that the bomb has been picked up.

As for penalties, well there are endless things you could do, from warning messages, blinding, damaging, slaying or even teleporting.

I've been looking at EventScripts (http://www.eventscripts.com) to see if it can do something like this, it allows for pretty flexible scripting so might be able to do it without a full blown plugin.  Does anyone know if it is (or could be) installed on the server?

Failing that, I can have a go at making it as a plugin if people think it'd be worthwhile.
Title: T:CS mod?
Post by: kregoron on August 14, 2008, 07:59:11 PM
i as discussed the posibility of a plugin like this a while back with Whitey, and actually started working on one together with some mad css scientists, but the job ended up beeing a nightmare, you need to make so much programming to get it to actually work, just making the boundary zones was sick, so we scraped it there..
Title: T:CS mod?
Post by: b00n on August 15, 2008, 02:10:47 AM
Well, I started working on this tonight, it looks like it should not be too hard.  Actually defining all the boundaries will involve some work but not too much hopefully.

Here's what I'm thinking:

- Boundaries will be defined as boxes with the area inside the boxes being the space where the defending team is normally allowed to be.
- Setting up new boxes will be a matter of going to one corner of the box you want, pressing a key, then going to the diagonally opposite corner of the box, and pressing another key. (noclip will help here!)
- Coordinates will be saved to a seperate config for each map.

At the moment I've only figured out how to get the player's current coordinates. :flirty:
Title: T:CS mod?
Post by: DuVeL on August 15, 2008, 06:56:07 AM
Got to say, I'm with Jabbs on this.
What if the bomb is down, what happens then?
Maybe worth having a chat with Sadako first for the how and what?
Title: T:CS mod?
Post by: Dr Sadako on August 15, 2008, 07:31:17 AM
Yes noob, catch either me and Whitey on MSN or send a PM if you need input. :)
Title: T:CS mod?
Post by: Zootoxin on August 15, 2008, 09:16:25 AM
Sounds great if it is possible and works well

Good luck with it Noob :)
Title: T:CS mod?
Post by: Thulsa Doom on August 15, 2008, 09:51:42 AM
Sounds good.
Howzabout no slaying, just put a beacon on everyone OOB when they shouldn't be?
Title: T:CS mod?
Post by: Whitey on August 15, 2008, 10:48:20 AM
It would be great if it could be made to work.  Keep in mind that the coordinates are three dimensional and what is OOB on one level may not be OOB on a lower level.  There are other issues to overcome but i'm sure it's all possible (just not easy). :)
Title: T:CS mod?
Post by: b00n on August 15, 2008, 01:20:49 PM
Yep, I'm sure it's all possible.  I'm not getting bogged down with details just now, they can all be worked out later once it's working in principle.  Right now I just want to get something that triggers some action when a player goes out of bounds.
Title: T:CS mod?
Post by: b00n on August 15, 2008, 02:18:24 PM
Got the basics sorted I think, though a little different from how I planned it.  At the moment it lets you set up a boundary box and then displays a message when you enter it, if you're on the appropriate team.

(http://img390.imageshack.us/img390/4897/oobal7.th.jpg) (http://img390.imageshack.us/my.php?image=oobal7.jpg)

It doesn't save the box yet.

Quote from: Whitey;241180It would be great if it could be made to work.  Keep in mind that the coordinates are three dimensional and what is OOB on one level may not be OOB on a lower level.

Not a problem as the boundary boxes are three dimensional. :)
Title: T:CS mod?
Post by: Dr Sadako on August 15, 2008, 02:34:44 PM
Some comments/ideas

de_maps: I think even though the bomb is down a message along the lines "Stay close to the objective. Your team need confirmation if the bomb is down before moving in on it." could be sent once even though it is allowed to go there. Also an "OOB" flashing in the side of the screen could be something to consider. What I mean is that the "OOB" flashing text should always flash when you go "OOB" so that you can't use it to check if the bomb is down/planted by going OOB to make it flash or not.

cs maps are the easiest imo. Once the CTs have grabbed the hostages the boundaries are off. This however, is nothing that need to be displayed on screen though. You should still have a OOB flashing in the side if the T goes "OOB" but the punishment removed. It is the Ts responsibility to know if the hostages are taken or not.


I would say that the OOB punishment could be dependent on two things. Distance from player position to nearest boundary and time being OOB. I don't think you need any advanced programming for that.
Title: T:CS mod?
Post by: Zootoxin on August 15, 2008, 02:36:50 PM
Awesome!!
Can you make it slash 25 off their health aswell?
Title: T:CS mod?
Post by: RizZy on August 15, 2008, 03:07:01 PM
I think if it was set to take health from someone for going out of bounds it'd be wrong & against the whole dmw idea for me.
Title: T:CS mod?
Post by: b00n on August 15, 2008, 03:12:54 PM
Quote from: Dr Sadako;241194I would say that the OOB punishment could be dependent on two things. Distance from player position to nearest boundary and time being OOB. I don't think you need any advanced programming for that.

Distance from player position to nearest boundary could be tricky, but time being OOB shouldn't be too hard.

Quote from: VenomAwesome!!
Can you make it slash 25 off their health aswell?

I could, if that were deemed appropriate...  don't think it'd go down well though. ;)
Title: T:CS mod?
Post by: Jewelz^ on August 15, 2008, 03:16:13 PM
maybe a timer? so if your not back in bounds in a certain time then you lose abit of health until back to in bounds?
Title: T:CS mod?
Post by: Dr Sadako on August 15, 2008, 06:28:09 PM
Quote from: n00b;241197Distance from player position to nearest boundary could be tricky, but time being OOB shouldn't be too hard.

Not really. Each player has a coordinate in space labeled x,y,z (already in the game) and the boundaries will have planes that are formed by coordinates. The shortest distance is a line (vector) from the coordinate that hits the face of the plane at 90 degrees. Basic algebra. Shouldn't be too hard for us to figure out.
Title: T:CS mod?
Post by: Jabbs on August 15, 2008, 06:52:50 PM
I'm not sure about health reduction now.  Perhaps all that is required (to begin with) are messages?  Maybe with later versions of the script you can add punishments such as beacon?

1st time OOB
A message is displayed
(such as in noobs photobucket link (http://img390.imageshack.us/my.php?image=oobal7.jpg))

"You are out of bounds! Please read the rules! Type MOTD"

2nd time OOB
(in the session or map I don't know) A message displayed to all in server:

"xxx is out of bounds again! If xxx continues to go out of bounds, xxx will be slayed or kicked from the server"

3rd time OOB

Message saying:

"xxx will now be slayed for going out of bounds a third time!"

Kick, slay or whatever the boss guys here think is reasonable/sensible

Maybe the MOTD can be forced to display on the users screen after the first OOB?
Title: T:CS mod?
Post by: b00n on August 15, 2008, 06:54:02 PM
Quote from: Dr Sadako;241228Not really. Each player has a coordinate in space labeled x,y,z (already in the game) and the boundaries will have planes that are formed by coordinates. The shortest distance is a line (vector) from the coordinate that hits the face of the plane at 90 degrees. Basic algebra. Shouldn't be too hard for us to figure out.

But the boundary is less of a boundary and more of a box.  How do you define which plane of the box you want to test (bear in mind, using the scripting commands I have just now, a box is defined only by two coordinates of opposite corners)?

Also since multiple boxes will need to be defined to cover different areas of a level, it is possible (likely in fact) that there won't always be a vector from the player which intersects a boundary plane at 90 degrees.
Title: T:CS mod?
Post by: Aquilifer on August 15, 2008, 08:47:35 PM
This sounds a pretty easy thing to do, but a wrong game for me (at least in ArmA it would be one evening job).

If the area is defined by multiple boxes, then just test all the boxes. The player is inside if he is inside atleast one box (maybe more than one if the boxes overlap). Testing for a point (player=x,y,z) inside is a box (square) is simple. I suppose you don't even need z coord for the boxes (let's say x,y are the ground coords and not x and z). If there are some special rules when it is allowed then test them too. Maybe add a parameter to allow defining the legal area by defifing the illegal area (sometimes could be much easier that way and some maps the other way)

If somebody is out I would recommend actions based on how long he has been out and not how many times. So the first time would be enough if he stays there. Giving warning for e.g 0sec, 5 sec, 10 sec etc.

Also...Two opposite corners do not define a rectangle in a proper way (not in geometry). You would need 2 corners + angle or like I would prefer: center(x,y), width, height, angle. I would guess you need angle too because the boxes are not probably in the same direction as the coordinate system. I just don't know how you can get the box coords and angle in CS...maybe the corner,corner,angle is easier to get. (special note: If you need all 3 coords (x,y,z) like if needed to test different floors, then you might need not just one angle but basicly 2...I would recommend then center(x,y,z),width,height,length,direction vector,up direction vector, because you can do some handy operations with vectors)
Title: T:CS mod?
Post by: b00n on August 15, 2008, 11:03:42 PM
Quote from: Aquilifer;241247This sounds a pretty easy thing to do, but a wrong game for me (at least in ArmA it would be one evening job).

If the area is defined by multiple boxes, then just test all the boxes. The player is inside if he is inside atleast one box (maybe more than one if the boxes overlap). Testing for a point (player=x,y,z) inside is a box (square) is simple. I suppose you don't even need z coord for the boxes (let's say x,y are the ground coords and not x and z). If there are some special rules when it is allowed then test them too. Maybe add a parameter to allow defining the legal area by defifing the illegal area (sometimes could be much easier that way and some maps the other way)

If somebody is out I would recommend actions based on how long he has been out and not how many times. So the first time would be enough if he stays there. Giving warning for e.g 0sec, 5 sec, 10 sec etc.

Also...Two opposite corners do not define a rectangle in a proper way (not in geometry). You would need 2 corners + angle or like I would prefer: center(x,y), width, height, angle. I would guess you need angle too because the boxes are not probably in the same direction as the coordinate system. I just don't know how you can get the box coords and angle in CS...maybe the corner,corner,angle is easier to get. (special note: If you need all 3 coords (x,y,z) like if needed to test different floors, then you might need not just one angle but basicly 2...I would recommend then center(x,y,z),width,height,length,direction vector,up direction vector, because you can do some handy operations with vectors)

It's actually all much easier than that. :)  It's ok to assume that the boxes never have a rotation (it is never necessary), in which case no angle is required and the coordinates of two opposite corners are adequate for defining the box.  You do need z coord (or y in this case) as two areas above and below one another may not both be in or out of bounds.

The reason I say it is easy is because the scripting system I'm using has a box_trigger method which looks like this:

est_box_trigger(playergroup name coord1 coord2 interval)

The method creates a box which triggers an event whenever it detects a player from the playergroup inside it.  It checks this every interval seconds.  This makes increased penalties for duration in the box easy to do.

Actually setting up the boxes shouldn't be too hard as the majority of levels can be largely covered by one or two huge boxes, with smaller ones where needed.

While I'm on the subject, can anyone confirm if EventScripts is on the server (or could be added)? ES Tools addon for it would also be good.
Title: T:CS mod?
Post by: Whitey on August 15, 2008, 11:28:03 PM
Quote from: n00b;241262While I'm on the subject, can anyone confirm if EventScripts is on the server (or could be added)? ES Tools addon for it would also be good.

We have Metamod and SourceMod but not EventScripts.  I can set it up on our test server "Baltar" once your ready for some testing.
Title: T:CS mod?
Post by: R@ng3R on August 16, 2008, 12:07:45 AM
maybe an admin mesage would be just as suitable?
Title: T:CS mod?
Post by: Aquilifer on August 16, 2008, 12:59:55 AM
Quote from: n00b;241262It's actually all much easier than that. :)  It's ok to assume that the boxes never have a rotation (it is never necessary), in which case no angle is required and the coordinates of two opposite corners are adequate for defining the box.  You do need z coord (or y in this case) as two areas above and below one another may not both be in or out of bounds.

Hmmm...I suppose you know, but it sound very odd to me if you don't need the angle. Does it mean all the buildings are in straight angles and rectangular in shape :blink:

The box collision trigger is, I think, quite normal tool in the game scripting systems. I would have assumed it had had at least turning along the ground level (y-axis). That is why it is easier to handle them with center coord plus dimensions rather than corners normally.

Anyway, good luck with the thing you are doing.
Title: T:CS mod?
Post by: b00n on August 16, 2008, 01:18:11 AM
Quote from: Aquilifer;241281Hmmm...I suppose you know, but it sound very odd to me if you don't need the angle. Does it mean all the buildings are in straight angles and rectangular in shape :blink:

I know, it does sound odd, but CSS levels are almost always grid-aligned rectangles at right angles to each other. :blink:

Quote from: WhiteyWe have Metamod and SourceMod but not EventScripts. I can set it up on our test server "Baltar" once your ready for some testing.

Excellent, also is it a linux server? (there are some commands I may need to avoid as they can make linux cry).
Title: T:CS mod?
Post by: Whitey on August 16, 2008, 02:27:53 PM
Quote from: n00b;241282Excellent, also is it a linux server? (there are some commands I may need to avoid as they can make linux cry).

Windows.  

As far as actions/punishment is concerned, I think automatic warning messages naming the individual should be enough.
Title: T:CS mod?
Post by: b00n on August 16, 2008, 03:59:59 PM
Okay, I think it's ready for some testing - mainly for feedback as it isn't ready to be used yet - boundaries are only set up for Ts (because I've been testing it on cs maps), and I haven't done anything with the punishments so it's still just a message.  At the moment it does the following:

- Allows setting up new boundaries
- Saves boundaries to file
- Load boundaries on map change (or script load)

To run, it needs EventScripts 2.0 (http://forums.mattie.info/cs/forums/viewtopic.php?t=17891) and ES_Tools (http://forums.mattie.info/cs/forums/viewtopic.php?t=3413).
Title: T:CS mod?
Post by: Whitey on August 16, 2008, 07:54:23 PM
Both have been installed on Baltar.  Catch me on Friends or MSN.
Title: T:CS mod?
Post by: Benny on August 18, 2008, 10:10:59 AM
Timed would be good, like BF2 with a 15 second count down and a slay...
Title: T:CS mod?
Post by: DuVeL on August 18, 2008, 10:19:19 AM
Quote from: Whitey;241341Both have been installed on Baltar. Catch me on Friends or MSN.

Autodownload as with maps?
Or install as above?
Title: T:CS mod?
Post by: Penfold on August 18, 2008, 10:20:00 AM
I got lost about 3 posts in. Suffice to say that it all sounds pretty impressive - good work guys!

PEN
Title: T:CS mod?
Post by: Whitey on August 18, 2008, 10:45:10 AM
Quote from: DuVeL;241433Autodownload as with maps?
Or install as above?

It will all be handled on the server.  You don't need to install anything.
Title: T:CS mod?
Post by: b00n on August 20, 2008, 11:13:22 AM
Done some more work on it, mostly fixing bugs that keep appearing whenever I change something. :doh:

-All players are now notified when a player goes out of bounds.
-Boundaries are set up to restrict the correct team depending on map.
-Added a command to draw outlines of boundary boxes, makes it a little easier to remember where you've placed them and where still need to be covered (these can be seen in the screenshot below).

I made a complete set of boundary boxes for cs_office, to give some idea of the work involved, only 5 boxes were required to mark all out of bounds areas. :D

(http://img152.imageshack.us/img152/6665/tcss012xo8.th.jpg) (http://img152.imageshack.us/my.php?image=tcss012xo8.jpg)
Title: T:CS mod?
Post by: Zootoxin on August 20, 2008, 11:20:49 AM
You're a wizard man!
Title: T:CS mod?
Post by: Anonymous on August 20, 2008, 11:43:58 AM
Great work n00b :clap:
Title: T:CS mod?
Post by: Thulsa Doom on August 20, 2008, 12:24:45 PM
That is the doggy's doo-da's.  Well done :)
Title: T:CS mod?
Post by: Jabbs on August 20, 2008, 01:15:46 PM
Fan Bluddy tastic! :D
Title: T:CS mod?
Post by: Lee on August 20, 2008, 02:55:40 PM
Looks pretty good, nice one n00b! :D
Title: T:CS mod?
Post by: Jewelz^ on August 20, 2008, 05:07:36 PM
wowie when is tester night? :yahoo:
Great work mate :dmw:
Title: T:CS mod?
Post by: Salvatore Buttafacio on August 20, 2008, 05:21:52 PM
well done :) what are those red lines for in your pic? or are those the "boxes" ?
Title: T:CS mod?
Post by: b00n on August 20, 2008, 05:57:35 PM
Quote from: n00b-Added a command to draw outlines of boundary boxes, makes it a little easier to remember where you've placed them and where still need to be covered (these can be seen in the screenshot below).

:coolio:

I'm hoping to test it tonight if Whitey or Sadako are around.
Title: T:CS mod?
Post by: Whitey on August 21, 2008, 01:12:26 PM
I'll be online tonight.
Title: T:CS mod?
Post by: delanvital on August 21, 2008, 01:29:35 PM
Cool job, should make booming a bit easier :)
Title: T:CS mod?
Post by: b00n on August 21, 2008, 11:41:48 PM
Quote from: Whitey;241786I'll be online tonight.

Damn, and I was offered a job at Game just today and ended up working late!  :lmfao: Tomorrow?
Title: T:CS mod?
Post by: Whitey on August 22, 2008, 09:23:51 AM
It's my youngest sons birthday so I won't be on until later for some MeatHook action.  I'll be around most of the weekend though, so I'll try and catch you on MSN.
Title: T:CS mod?
Post by: Zootoxin on August 22, 2008, 09:40:24 AM
Quote from: Whitey;241851It's my youngest sons birthday so I won't be on until later for some MeatHook action.  I'll be around most of the weekend though, so I'll try and catch you on MSN.

Happy Birthday to little Whitey then ;)
Title: T:CS mod?
Post by: Jewelz^ on August 22, 2008, 12:39:30 PM
Quote from: Whitey;241851It's my youngest sons birthday so I won't be on until later for some MeatHook action. I'll be around most of the weekend though, so I'll try and catch you on MSN.
I hope you got him CSS :devil:
Title: T:CS mod?
Post by: b00n on September 02, 2008, 02:34:58 AM
Right, going to get some more work done on this tomorrow, with any luck it can be finished this week.

Couple of points to refresh my memory on what we discussed last week:

- On DE maps, boundaries are off if the bomb is down or planted.
- On CS maps, boundaries are off when a hostage is taken by a CT, and remain off for the rest of the round.

Have I got that right Whitey?
Title: T:CS mod?
Post by: Dr Sadako on September 02, 2008, 05:08:25 AM
Quote from: n00b;242971Right, going to get some more work done on this tomorrow, with any luck it can be finished this week.

Couple of points to refresh my memory on what we discussed last week:

- On DE maps, boundaries are off if the bomb is down or planted.
- On CS maps, boundaries are off when a hostage is taken by a CT, and remain off for the rest of the round.

Have I got that right Whitey?

Spot on.
Title: T:CS mod?
Post by: T-Bag on September 02, 2008, 05:58:01 AM
Wow, I haven't checked this thread out for a while. It's looking stunning. I didn't realise it could be actually put into practice.
Nice work.
I'm guessing the boundary notifications could eventually be linked to a counter like team wounding that kicks you if you're doing it too often?
So many posibilities, switching beacon on, or slaying after X seconds etc etc.
Title: T:CS mod?
Post by: Whitey on September 02, 2008, 09:21:44 AM
Quote from: n00b;242971Have I got that right Whitey?

:thumbsup:
Quote from: T-Bag;242973I'm guessing the boundary notifications could eventually be linked to a counter like team wounding that kicks you if you're doing it too often?
So many posibilities, switching beacon on, or slaying after X seconds etc etc.

It could, but we want to keep it simple.  Having the mod tell us when someone is OOB and who it is will be a huge benefit in itself. :)
Title: T:CS mod?
Post by: b00n on September 02, 2008, 05:48:44 PM
I've added rcon commands to enable/disable the client commands, now the commands to mess about with the boundaries are disabled unless someone with rcon enables them.

I believe it's possible to force players to execute commands.. with that I could have an option to make players say 'motd'...?
Title: T:CS mod?
Post by: Blunt on September 02, 2008, 06:05:44 PM
Quote from: n00b;243070I've added rcon commands to enable/disable the client commands, now the commands to mess about with the boundaries are disabled unless someone with rcon enables them.

I believe it's possible to force players to execute commands.. with that I could have an option to make players say 'motd'...?

from an admin thread
Quote from: Dr Sadako;231775You can open the MOTD for another player by writing "/motd partofplayername" in normal chat.

like this if player #Aim.Less|  Ŀдмßz need to read the rules.

say: /motd Less

Once you have done that the text:

MOTD: Yourname thinks #Aim.Less|  Ŀдмßz needs to read the rules.

should come on the screen. If you get the message it is a confirmation that the MOTD have opened for the player in question. If you don't get the message you have either misspelled the name or it have been too non specific. Typing "/motd dMw" will not open the MOTD for all dMw players.
Title: T:CS mod?
Post by: b00n on September 02, 2008, 06:09:29 PM
Quote from: Blunt;243075from an admin thread

Ah, excellent, wondered what that message meant in game. :lol:
Title: T:CS mod?
Post by: Jabbs on September 02, 2008, 06:43:36 PM
Quote from: n00b;243070I've added rcon commands to enable/disable the client commands, now the commands to mess about with the boundaries are disabled unless someone with rcon enables them.

I believe it's possible to force players to execute commands.. with that I could have an option to make players say 'motd'...?

Looking good n00b - keep it up! :D
Title: T:CS mod?
Post by: Penfold on September 02, 2008, 09:15:55 PM
Have to say it's all damned impressive. :yahoo:
PEN
Title: T:CS mod?
Post by: b00n on September 08, 2008, 06:44:04 PM
Rules for disabling boundaries after hostages are taken have been added. :)

Disabling boundaries should also be working while bomb is down, but I haven't been able to test it as I haven't done the boundaries for any DE maps yet. :doh:

Can we organise sometime to get some people and play a few rounds on office to see how it's all working?
Title: T:CS mod?
Post by: Jabbs on September 08, 2008, 06:55:28 PM
Quote from: n00b;244045Rules for disabling boundaries after hostages are taken have been added. :)

Disabling boundaries should also be working while bomb is down, but I haven't been able to test it as I haven't done the boundaries for any DE maps yet. :doh:

Can we organise sometime to get some people and play a few rounds on office to see how it's all working?

I'm up for it, message me on Steam any time
Title: T:CS mod?
Post by: Blunt on September 08, 2008, 06:58:58 PM
Quote from: Jabbs;244051I'm up for it, message me on Steam any time


:withstupid:
Title: T:CS mod?
Post by: Penfold on September 08, 2008, 07:16:36 PM
Me three

PEN
Title: T:CS mod?
Post by: T-Bag on September 08, 2008, 08:19:24 PM
I'll try it also.
Title: T:CS mod?
Post by: RizZy on September 08, 2008, 09:26:17 PM
If I'm around i'll be happy to lend a hand testing.
Title: T:CS mod?
Post by: Whitey on September 08, 2008, 09:53:51 PM
I've just got home.  I'll be around most of the evening tomorrow, I could load the updated script on Baltar then (if your free) and we could have a run around. :)
Title: T:CS mod?
Post by: Whitey on September 09, 2008, 08:21:15 AM
The latest version of the mod is running on Baltar.  Could anyone who would like to see it, please join Baltar at 8PM this evening to help test it.  :)
Title: T:CS mod?
Post by: Browne on September 09, 2008, 03:09:29 PM
Quote from: Whitey;244096The latest version of the mod is running on Baltar.  Could anyone who would like to see it, please join Baltar at 8PM this evening to help test it.  :)

Oi'll be there
Title: T:CS mod?
Post by: KKND on September 09, 2008, 04:05:31 PM
Quote from: Browne;244161Oi'll be there

Why....:norty:
Title: T:CS mod?
Post by: b00n on September 09, 2008, 04:11:13 PM
Quote from: Whitey;244096The latest version of the mod is running on Baltar.  Could anyone who would like to see it, please join Baltar at 8PM this evening to help test it.  :)

The latest version of the mod is no longer running on Baltar... because I just made a new one. :)

The config menu for setting up boundaries is done.  Now it's much easier as you don't have to fanny around binding keys to obscure commands and trying to remember which key is which (not that most people would ever have to do this anyway). :D

And I used it today to set up boundaries for de_nightfever, so we can have a go on that tonight as well. :boxing:

(http://img125.imageshack.us/img125/3306/tcss016wc7.th.jpg) (http://img125.imageshack.us/my.php?image=tcss016wc7.jpg)
Title: T:CS mod?
Post by: KKND on September 09, 2008, 04:14:34 PM
Quote from: n00b;244168The latest version of the mod is no longer running on Baltar... because I just made a new one. :)

The config menu for setting up boundaries is done.  Now it's much easier as you don't have to fanny around binding keys to obscure commands and trying to remember which key is which (not that most people would ever have to do this anyway). :D

And I used it today to set up boundaries for de_nightfever, so we can have a go on that tonight as well. :boxing:

(http://img125.imageshack.us/img125/3306/tcss016wc7.th.jpg) (http://img125.imageshack.us/my.php?image=tcss016wc7.jpg)


Good work Noob looking great....:D
Title: T:CS mod?
Post by: Anonymous on September 09, 2008, 04:38:59 PM
What can I say? :worship:
Title: T:CS mod?
Post by: Jabbs on September 09, 2008, 06:24:04 PM
We are not worthy!

Have we mentioned BOTS yet in this thread? :g::D
Title: T:CS mod?
Post by: b00n on September 10, 2008, 12:18:44 AM
So, all in all I think the testing went well tonight.  Thanks to everyone who helped in finding those last (major!) bugs, they seem to have been squashed for the moment. :)

The remaining work for now will be getting the boundaries set up for all the maps.  Here's the progress so far (red to be done):

de_dust2
de_nightfever
de_aztec
de_chateau
de_inferno
de_kismayo
cs_italy
cs_havana
de_train
de_piranesi
de_cbble
cs_office
cs_compound
de_nuke
de_contra

Unfortunately I discovered I can't always remember the boundaries off the top of my head. :poster_oops:
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 08:57:51 AM
Quote from: n00b;244256So, all in all I think the testing went well tonight.  Thanks to everyone who helped in finding those last (major!) bugs, they seem to have been squashed for the moment. :)

The remaining work for now will be getting the boundaries set up for all the maps.  Here's the progress so far (red to be done):

de_dust2
de_nightfever
de_aztec
de_chateau
de_inferno
de_kismayo
cs_italy
cs_havana
de_train
de_piranesi
de_cbble
cs_office
cs_compound
de_nuke
de_contra

Unfortunately I discovered I can't always remember the boundaries off the top of my head. :poster_oops:

I can have a play with it. I am home sick anyway.
Title: T:CS mod?
Post by: Penfold on September 10, 2008, 09:29:29 AM
You told us you would have them all done by last night.

pfffff some people eh

:narnar:

PEN

Ps. Cracking job - really enjoyed testing them last night. Worked really well.... Where were you 5 years ago?
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 11:08:31 AM
I made two boxes on dust2. They seemed to draw fine using the command. I saved them but they alerts doesn't seem to come up as they should. Maybe I did something wrong.
Also is there an option to remove boxes or the last drawn box? That would help a lot.
Title: T:CS mod?
Post by: b00n on September 10, 2008, 12:09:40 PM
Quote from: Dr Sadako;244283I made two boxes on dust2. They seemed to draw fine using the command. I saved them but they alerts doesn't seem to come up as they should. Maybe I did something wrong.
Did you "create" the boxes?  You need to do that to set them up as boundaries.  If you saved them then the mod will also do it automatically if you reload the map.

Quote from: Dr Sadako;244283Also is there an option to remove boxes or the last drawn box? That would help a lot.
Indeed it would, and no there isn't. :D  It's something I have considered myself after making a couple of mistakes laying out boundaries.  Currently if you make a mistake you have to reload the map and start over.  I can add the feature if it's a issue, but mostly I've just tried not to make mistakes. :lmfao:
Title: Hossies
Post by: Browne on September 10, 2008, 12:29:20 PM
Great work N00b,

The only issue I would have, as I mentioned last night. When the CT's grab the hossies, and if the T's then go out of bounds to get to the hostage rescue area, then the alert doesn't show. However, if the CT that grabs the hossies is killed, and the hossies are no longer being rescued, so the T's must get back, all's well in the Terr world. But they don't know, because the alert is no longer functioning.

To alleviate the situation somewhat, is it possible to have this scenario:

The alert shows until the Hostages pass through the Boundaries.

Its not such a big issue as its a scenario that seldom, but sometimes happens?

Again, this is great stuff, we've not had anything like it before, although I did hear it discussed several times.

Well done again!
Title: T:CS mod?
Post by: Penfold on September 10, 2008, 12:39:17 PM
Unless I'm mistaken - which is most often the case - once the Hossies have been moved then the boundaries are down and remain down regardless of the state of the rescuing CT.

Otherwise, in theory, the hossies could be a few yards from the freedom point and the Terries wouldn't be allowed to guard them should they killed the rescuing CT

PEN
Title: T:CS mod?
Post by: Zootoxin on September 10, 2008, 12:50:07 PM
(http://www.roardesigns.co.uk/Images/Noob.jpeg)
Title: T:CS mod?
Post by: b00n on September 10, 2008, 01:04:57 PM
Quote from: Penfold;244299Unless I'm mistaken - which is most often the case - once the Hossies have been moved then the boundaries are down and remain down regardless of the state of the rescuing CT.

Otherwise, in theory, the hossies could be a few yards from the freedom point and the Terries wouldn't be allowed to guard them should they killed the rescuing CT

PEN

That was what Whitey had confirmed to me and that's what I made the mod to do.  However I understand Browne's point - if the hostages aren't moved that much then Terrorists going out of bounds would not be right.

On the other hand I think that on most maps, waiting till the hostages have crossed the boundary would be too late to allow Terrorists to cross.

I still think that the likelihood of a situation like that occurring is the main factor in whether it's worth doing something about it.  First, you'd need to have the CT take a hostage and get killed soon after.  That in itself rarely happens, and when it does, it is often the last CT alive who gets killed so the round is over.  If it does happen and there are still CTs alive, how often do the remaining terrorists immediately then go out of bounds having secured the hostages near where they were in the first place?

My guess would be that we could play for a very long time without seeing that situation arise, but if people think otherwise I will of course look for a solution. :)
Title: T:CS mod?
Post by: Anonymous on September 10, 2008, 01:08:08 PM
Quote from: n00b;244308First, you'd need to have the CT take a hostage and get killed soon after.  That in itself rarely happens
You've not played much with me then have you :roflmao:
Title: T:CS mod?
Post by: RizZy on September 10, 2008, 01:24:59 PM
One thing that came to mind was about the message saying that the bomb had been picked up again -

I dunno about anyone else, but i don't just sit there & look at the bomb once its down, I check where I think the T's are gonna be comming from & check the bomb when I get the chance, if the message was to pop up & tell me the bomb had been picked up It'd give me a good idea of where the T was.

I've got no suggestion as for a solution or if we just live with it like that, it's just something I thought off while we were running about.
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 02:04:04 PM
Quote from: RizZy;244313One thing that came to mind was about the message saying that the bomb had been picked up again -

I dunno about anyone else, but i don't just sit there & look at the bomb once its down, I check where I think the T's are gonna be comming from & check the bomb when I get the chance, if the message was to pop up & tell me the bomb had been picked up It'd give me a good idea of where the T was.

I've got no suggestion as for a solution or if we just live with it like that, it's just something I thought off while we were running about.

The only reason you saw the message saying the bomb was dropped/picked up was because the config mode was enabled during the testing. In a real situation the config would be disabled and no messages about the bomb would be displayed.
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 02:04:53 PM
Quote from: n00b;244294Did you "create" the boxes?  You need to do that to set them up as boundaries.  If you saved them then the mod will also do it automatically if you reload the map.


Indeed it would, and no there isn't. :D  It's something I have considered myself after making a couple of mistakes laying out boundaries.  Currently if you make a mistake you have to reload the map and start over.  I can add the feature if it's a issue, but mostly I've just tried not to make mistakes. :lmfao:

Yes I created them. Do I need to Create after each box or could I do them all at once?
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 02:20:37 PM
Quote from: Dr Sadako;244322Yes I created them. Do I need to Create after each box or could I do them all at once?

I think I have discovered what the problem was. The boxes are just slightly too much off the ground. So if I want to remove all the boxes or start over how do I do that?
Title: T:CS mod?
Post by: OldBloke on September 10, 2008, 02:27:51 PM
Quote from: Dr Sadako;244321The only reason you saw the message saying the bomb was dropped/picked up was because the config mode was enabled during the testing. In a real situation the config would be disabled and no messages about the bomb would be displayed.

But you would see the white text infront saying you were out of bounds i.e. the bomb's been picked up.
Title: T:CS mod?
Post by: RizZy on September 10, 2008, 02:29:18 PM
Quote from: Dr Sadako;244321The only reason you saw the message saying the bomb was dropped/picked up was because the config mode was enabled during the testing. In a real situation the config would be disabled and no messages about the bomb would be displayed.

Ahh, well in that case, does it not tell me I'm oob again?

I don't think there should be any sort of clues to either team as to whats going on with the other side, it's your own fault if you don't pay attention & someone sneaks off & plants or takes the hossies.
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 02:45:15 PM
Quote from: RizZy;244333Ahh, well in that case, does it not tell me I'm oob again?

I don't think there should be any sort of clues to either team as to whats going on with the other side, it's your own fault if you don't pay attention & someone sneaks off & plants or takes the hossies.

I see your point. I made the following suggestion regarding hostages yesterday: that (if possible) it would be nice to have a hostage "box" or spawn radius so that the OOB message is displayed even though the hostages have been touched if they haven't been moved out of the box/radius. Consider that the CT that touches the hostages immediately is killed. This would mean that the boundary warning messages are off but the objective is still the same i.e. the hostages are in the same area as they spawned.

Regarding the bomb situation I agree with you but also consider someone being OOB for a long time and not knowing it. Doubling back and catching the the enemy from behind and killing them. I see loads of moaning over that. Also ppl could use it as an excuse to flank when the bomb is down and argue that they didnt know the bomb was picked up. Not an easy one tbh.
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 02:47:54 PM
The remaining work for now will be getting the boundaries set up for all the maps.  Here's the progress so far (red to be done):

de_dust2 - needs resetting or I could add a few more boxes but I'd rather have 2 boxes than 4.
de_nightfever
de_aztec
de_chateau
de_inferno - done and working
 de_kismayo - done and working
 cs_italy - done and working
 cs_havana - done and working
de_train
de_piranesi
de_cbble
cs_office
cs_compound
de_nuke
de_contra
Title: T:CS mod?
Post by: RizZy on September 10, 2008, 03:04:02 PM
I like the idea of the Hostage "box" & if it can be done the same as the oob boxes then I'd guess it'd be faily simple to place them, i.e. on office have the 2 rooms the hossies are in as the boxed area.

As for the bomb situation, I'm not sure as to there being 1 clear solution, you could set it to turn of the boundaries when the bomb gets dropped, but then what happens if the bomb gets dropped at spawn or the carrier gets hit miles from the site when the cts wouldn't know for sure if the bomb was down (sniped etc)

theres a few more situations regarding the oob's that need thinking about than the hossie boxes I think, which makes it a bit more difficult.
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 03:18:27 PM
Quote from: RizZy;244337As for the bomb situation, I'm not sure as to there being 1 clear solution, you could set it to turn of the boundaries when the bomb gets dropped, but then what happens if the bomb gets dropped at spawn or the carrier gets hit miles from the site when the cts wouldn't know for sure if the bomb was down (sniped etc)


Sure the bomb could be dropped at T spawn and thus the OOB messages wouldn't show up. However, just because we have a mod that helps us to tell if someone is OOB or not doesn't mean that the normal rules are out the window. It still applies that you are not allowed to go OOB unless you or your team can visually confirm that the bomb is down. Also the No Entry Signs are still on the walls and the MOTD is the same as before. We are not putting all our trust into this MOD. It should rather be considered are very good help for the admins and the newcomers.
Title: T:CS mod?
Post by: RizZy on September 10, 2008, 04:00:41 PM
I'm in full agreemnet there with ya Doc, it's got potential & I'm liking where it's all going.
Title: T:CS mod?
Post by: Dr Sadako on September 10, 2008, 04:47:36 PM
The remaining work for now will be getting the boundaries set up for all the maps.  Here's the progress so far (red to be done), blue done by Doc:

de_dust2 - needs resetting or I could add a few more boxes but I'd rather have 2 boxes than 4.
de_nightfever
de_aztec
de_chateau
de_inferno - done and working
 de_kismayo - done and working
 cs_italy - done and working
 cs_havana - done and working
 de_train - done and working
 de_piranesi - partly done. cant make a box for the lower double doors at A
 de_cbble- done and working
cs_office
cs_compound
 de_nuke- done and working
 de_contra
Title: T:CS mod?
Post by: Whitey on September 10, 2008, 07:29:10 PM
Quote from: Dr Sadako;244349de_dust2 - needs resetting or I could add a few more boxes but I'd rather have 2 boxes than 4.

I've removed the file on the server, so it should now be OK to start again.
Title: T:CS mod?
Post by: Whitey on September 10, 2008, 07:37:02 PM
Quote from: Dr Sadako;244338Sure the bomb could be dropped at T spawn and thus the OOB messages wouldn't show up. However, just because we have a mod that helps us to tell if someone is OOB or not doesn't mean that the normal rules are out the window. It still applies that you are not allowed to go OOB unless you or your team can visually confirm that the bomb is down. Also the No Entry Signs are still on the walls and the MOTD is the same as before. We are not putting all our trust into this MOD. It should rather be considered are very good help for the admins and the newcomers.

:withstupid: This mod will be a great help to the admins and new players.  
I'd like to see how things work out for a couple of weeks before we look at any enhancements.
Title: T:CS mod?
Post by: b00n on September 10, 2008, 08:28:53 PM
Piranesi finished.

To be done:

dust2
compound
contra

Nearly done :)
Title: T:CS mod?
Post by: b00n on September 11, 2008, 09:48:46 PM
All finished & mod is live on Boomer. :)
Title: T:CS mod?
Post by: Blunt on September 11, 2008, 09:54:24 PM
excellent work n00b:thumbsup:
Title: T:CS mod?
Post by: T-Bag on September 12, 2008, 12:19:50 AM
Well done. I've not tested it on boomer yet, but it was still very impressive the other night.
Title: T:CS mod?
Post by: Xenon on October 02, 2008, 07:51:47 PM
if the bomb is down the mod is automatically paused? if it is then it's a very good mod:) well done n00b!:)
Title: T:CS mod?
Post by: Whitey on October 02, 2008, 08:41:24 PM
If you go out of bounds for more than 6 seconds you will now be automatically slayed.  This can be disabled when admins are on but will always be enabled if no admins are on the server.

Huge thanks to n00b for all his efforts on getting it this far :clap::worship:
Title: T:CS mod?
Post by: Anonymous on October 02, 2008, 08:46:53 PM
Quote from: Whitey;246359If you go out of bounds for more than 6 seconds you will now be automatically slayed.  This can be disabled when admins are on but will always be enabled if no admins are on the server.

Huge thanks to n00b for all his efforts on getting it this far :clap::worship:
Yup - awesome piece of work n00b :worship:
Title: T:CS mod?
Post by: Blunt on October 02, 2008, 09:23:01 PM
Quote from: BlueBall;246361Yup - awesome piece of work n00b :worship:

:withstupid:

great job
Title: T:CS mod?
Post by: Jabbs on October 02, 2008, 09:30:59 PM
we are not worthy :D
Title: T:CS mod?
Post by: OldBloke on October 02, 2008, 09:52:10 PM
Excellent work. Many thanks for the time and effort put into it :thumb:

Now sign up for the LAN cos you'll be in beer all weekend :D
Title: T:CS mod?
Post by: T-Bag on October 02, 2008, 10:00:56 PM
Very well done. it's working great. It's made our server unique.
Title: T:CS mod?
Post by: b00n on October 02, 2008, 10:10:52 PM
Thanks for all the kind words guys, looks like I will have to miss this LAN unfortunately.  Just got a job in retail which means no holidays between now and christmas. :(  I will come to the next one though so your pledge of free beer will definitely be getting collected on. :D

Where the mod is at just now - added in the autoslay, this feature is on by default whenever there are no admins on the server and slays anyone who is OOB for ~6 seconds.  If there are admins on the server, they can choose to leave the autoslay on or handle punishments themselves.  (To make this work, the mod now knows who admins are by looking up the same MySQL database that the other admin plugins use).

Changes in the pipeline:
- Change the slay command to the same one used by admins normally, for consistency (at the moment it just does a plain old 'kill').  This will be done as soon as someone can remind me what the command is as I've forgotten.
:oops:
- Make the mod configurable via a config file.
- Add the facility to delete boundary boxes while editing them, to fix mistakes without having to start over. :flirty:
Title: T:CS mod?
Post by: Whitey on October 03, 2008, 08:45:42 AM
Quote from: n00b;246388Changes in the pipeline:
- Change the slay command to the same one used by admins normally, for consistency (at the moment it just does a plain old 'kill').  This will be done as soon as someone can remind me what the command is as I've forgotten.
:oops:

sm_slay (http://wiki.alliedmods.net/Admin_Commands_%28SourceMod%29) :)
Title: T:CS mod?
Post by: Dr Sadako on October 03, 2008, 12:01:24 PM
Quote from: Whitey;246401sm_slay (http://wiki.alliedmods.net/Admin_Commands_%28SourceMod%29) :)
"Tattoed in the back of the neck (http://uk.youtube.com/watch?v=8dehAiSJHZM)"