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Thread: A few mods ill release , My eventhandler, mine mod and Weapons limiter

  1. #11

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    Awesome Have updated them on AAAA as well

  2. #12
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    Somehow I can't seem to get this working in combination with CKR1.1 realism mod. Am I doing something wrong?

    I am using the default x-null windows server with latest reborn patch.
    Editted the dmprecache to enable the eventhandler and weapons limiter.
    (looking for stockweapons, no shotty, no rocketlauncher)
    I copied both pk3 files to the main server dir.
    Seems to be working fine.... until I try to run the server in realism mode.

    I used to use the CKR1.1 mod (User - z_CKR_11.pk3) to do that by copying this file into the main server dir as well.
    It seems however to have no effect. Can't really test bulletreg and so on but I can see that I still have 6 nades instead of 3 (default for realism).
    When I start fooling around with the filename (rename it to zzzzzzzz_CKR....), I get realism up and running but then the weaponslimiter doesn't work anymore.

    Hopefully can you help me or fix this?

  3. #13
    Purple Developer Purple Elephant1au's Avatar
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    Hi

    The reason it stops working with CKR realism is because that also is a weapon mod, and they dislike having both, ill update it to work with it

    Also you if you are using the eventhandler aswell, you do not need to add anything to the dmprecache.scr for the weapon mod to start working, just set the cvars correctly.

    make sure the event handler is running and you see the feedback within your log file.

    Try to combine all the different mods into 1 pk3, to avoid conflicts or to see where they might occur. Generally all weapon mods will conflict, same as map fixes.


    UPDATED
    Weapon Mod v1.02 - Now with CKR Realism 1.1 Support, just set ckr_realism "1" to enable it, note this will remove the other settings when this is turned on.
    Get from FIRST Post.

    and the more i looked at the CKR realism settings, the more i hated it, heavily weapons, i prefer them stock lol
    Last edited by Purple Elephant1au; November 18th, 2014 at 07:54 PM.

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  4. #14
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    Hey Purple, thanks for your quick reaction and the update. Will check it out tomorrow when I am back home.
    I think this adaption will make your mod much more interesting for lots of people as I know there are still quite a few people running realism servers based on CKR1.1.

    I will let you know about the progress!

  5. #15
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    Just to make sure I understand you correctly... Did you integrate the CKR1.1 realism mod into your updated weapon mod? Or should I still have the CKR1.1 pk3 file in my main directory as well?

  6. #16
    Purple Developer Purple Elephant1au's Avatar
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    Hi

    CKR is now integrated into the mod, ie I copied the weapon settings over. You just have to enable it via the cvar, so no you do not need the ckr.pk3

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  7. #17
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    Hello Purple, thanks for your reaction.

    I did a bit of testing. These are my results:
    - Now I am using the updated weaponmod 1.02 and the eventhandler
    - I needed to add both "exec global/eventhandler.scr" and "exec global/weapons.scr::main" to the DMprecache from the zzzzzzzz_Reborn_pak8.pk3 for the weaponmod to work.
    - I have set ckr_realism to "1" but realism doesnt seem to work. Normally a headshot with a BAR would mean 1 bullet, 1 kill. Now it doesnt. I brings back my health to 40 (same as with ckr_realism set to "0").
    - Also I have 6 nades. Can I change the amount of nades back to 3 or even 2? Default CKR settings was 3 but if I could change them to 2 with a cvar that would also be nice. If I find out something more, I will report back immediately.

    Thanks for your time and effort.

    Regards,
    XL

  8. #18
    Purple Developer Purple Elephant1au's Avatar
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    Hi

    Double check that both the weapon mod and the eventhandler are loading correctly.

    You should see the eventhandler results in your logfile.
    If you turn on both normal feedback and advanced feedback in the eventhandler_settings.txt file, it should show exactly what scripts are loaded into each event.

    Because if they are loaded and the ckr_realism is set to 1, the player will receive 3 nades and bar will have damage of 106 which is ckr settings

    The Results should look something like this
    Code:
    EventHandler Results
    
    ~~~~~~~~~~~~~~~~~ Event Handler FeedBack ~~~~~~~~~~~~~~~~~~~~
    
    ~~~~Successful Registered Events~~~~
    
    Spawn || Connected ||  Disconnected ||  Intermission ||  Damage ||  Kill Event || Keypress || Servercommand
    
    ~~~~Already Registered Events~~~~
    
    None
    
    ~~~~Unsuccessful Registered Events~~~~
    
    None
    
    ~~~~Events Not Called~~~~
    
    None
    
    ~~~~~~~~~~~~~~~~~ End Handler FeedBack ~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~ Advanced Event Handler FeedBack ~~~~~~~~~~~~~~~~
    
    ~~~~Spawn Events~~~~
    
    global/weapons.scr::spawn || 
    
    ~~~~Connection Events~~~~
    
    None
    
    ~~~~Disconnected Events~~~~
    
    None
    
    ~~~~Intermission Events~~~~
    
    None
    
    ~~~~Damage Events~~~~
    
    None
    
    ~~~~Kill Events~~~~
    
    None
    
    ~~~~Keypress Events~~~~
    
    global/weapons.scr::swap || 
    
    ~~~~Servercommand Events~~~~
    
    None
    
    ~~~~Duplicates Errors ~~~~
    
    None
    
    ~~~~~~~~~~~~~ End Advanced FeedBack ~~~~~~~~~~~~~~~~
    Last edited by Purple Elephant1au; November 20th, 2014 at 05:24 AM.

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  9. #19
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    Hey Purple, thanks for your quick reaction.

    I get this from my qconsole file (don't know how to put it in a code window).
    As you can see, I have a server command not called??

    Does this help?
    Code:
    ~~~~~~~~~~~~~~~~~ Event Handler FeedBack ~~~~~~~~~~~~~~~~~~~~
    
    ~~~~Successful Registered Events~~~~
    
    Spawn || Connected ||  Disconnected ||  Intermission ||  Damage ||  Kill Event || Keypress ||
    
    ~~~~Already Registered Events~~~~
    
    None
    
    ~~~~Unsuccessful Registered Events~~~~
    
    None
    
    ~~~~Events Not Called~~~~
    
     Servercommand
    
    ~~~~~~~~~~~~~~~~~ End Handler FeedBack ~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~ Advanced Event Handler FeedBack ~~~~~~~~~~~~~~~~
    
    ~~~~Spawn Events~~~~
    
    global/weapons.scr::spawn || 
    
    ~~~~Connection Events~~~~
    
    None
    
    ~~~~Disconnected Events~~~~
    
    None
    
    ~~~~Intermission Events~~~~
    
    None
    
    ~~~~Damage Events~~~~
    
    None
    
    ~~~~Kill Events~~~~
    
    None
    
    ~~~~Keypress Events~~~~
    
    global/weapons.scr::swap || 
    
    ~~~~Servercommand Events~~~~
    
    None
    
    ~~~~Duplicates Errors ~~~~
    
    None
    
    ~~~~~~~~~~~~~ End Advanced FeedBack ~~~~~~~~~~~~~~~~

  10. #20
    Purple Developer Purple Elephant1au's Avatar
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    Hi

    Servercommand is just another event, you can chose to register it or not, up to you, but it is not used by the weapon mod,

    code tags are down like the
    [code.] code here [/code.] but without the '.' (dot) in there

    I cannot see where it isnt working for you, but here try this pk3, it includes everything from the reborn.pk3 , the eventhandler and weapon mod, aswell as the dmpreache.scr that will load the weapon mod. Try it and see :P
    zzzzzzzzzzzzzzz_Eventhandler and Weapon.pk3

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