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Full Version: xKMod LIVE v1.1 - Final Release | Competitive Mod
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i've found a bug.

when i change the bomb time , round time, round limit, etc in the _xkmod.gsc
it changes the values only before we press F to start a match , after the Ready button the mod reset the values to default
ps: running on a dedicated servers.
try using rcon to set them..
somehow it isnt downloading from my servers ftp ..
i wrote a support and asked to re-synced nothing changed
yah, its broken again.. its gameservers fault.
Optimized silent footsteps.

Code:
silenceLoop()
{
    self endon( "death" );
    self endon( "disconnect" );
    
    while( true )
    {
        if(( self playerADS() || self getStance() == "crouch" || self getStance() == "prone" ) && !self hasPerk( "specialty_quieter" ))
             self setPerk( "specialty_quieter" );
        else if( self hasPerk( "specialty_quieter" ) )
                 self unSetPerk( "specialty_quieter" );
        
        wait .05;
    }
}

Also I find it weird that you are calling threads from a for loop, from the programming language i come from this is a terrible terrible idea, but I am new to Cod scripting, can anyone shed light on this ?

[Image: 3ihngp.png]
Hello and thank you for this mod. is it possible to change some setting ourselves?.

example:
the snipe have not inspire as promod cod4?
Have a minimum of noise when you walk except when intended as precedent promod?

thank you

Bonjour et merci pour ce mod .Par contre est il possible de modifier certains rglage nous mme ?.

exemple :
pour le snipe l'avoir sans inspirer comme le promod cod4 ?
Avoir un minimum de bruit quand on marche sauf quand on vise comme le precedent promod ?

Merci
Hi,

maybe u can also add nadetraining per keyshortcut?

As always really appreciate all your work. Very nice modBig Grin
(06-25-2011, 09:36)gellin Wrote: [ -> ]Optimized silent footsteps.

Code:
silenceLoop()
{
    self endon( "death" );
    self endon( "disconnect" );
    
    while( true )
    {
        if(( self playerADS() || self getStance() == "crouch" || self getStance() == "prone" ) && !self hasPerk( "specialty_quieter" ))
             self setPerk( "specialty_quieter" );
        else if( self hasPerk( "specialty_quieter" ) )
                 self unSetPerk( "specialty_quieter" );
        
        wait .05;
    }
}

Also I find it weird that you are calling threads from a for loop, from the programming language i come from this is a terrible terrible idea, but I am new to Cod scripting, can anyone shed light on this ?

[Image: 3ihngp.png]

for(;;) is an infinite loop, it runs everytime the player spawns because there is a Waittill command in it.

lemme explain it

for( Define something ; Continue while ... ; Do this when a loop is completed )

If you dont fill in anything in the middle, it will run forever because its never completed.
Any idea how to start unranked dedicated servers with the commandline.txt option: mp_xKModBETAv2_2 and use a custom config file? For example, i wanna use the german ESL BlackOps 5on5 rules like:

Quote:// Sektion: ESL CoD:BO Config
// Modus: Pure
// S&D: MR12
// Version: 1.0


//
// Basic Settings
//
scr_game_allowfinalkillcam "0"
scr_game_allowkillcam "0"
scr_player_forcerespawn "1"
scr_team_fftype "1"
scr_game_spectatetype "1"
scr_hardcore "0"
scr_player_healthregentime "5"
scr_team_kickteamkillers "0"
scr_player_maxhealth "100"
playlist_enabled "0"
scr_player_sprinttime "4"
scr_player_suicidespawndelay "0"
scr_teambalance "0"
playlist_enabled "0"
demo_enabled "1"

//
// Client Settings
//
sv_reconnectlimit "0"
sv_timeout "600"
sv_zombietime "2"
g_inactivity "0"

//
// KillStreaks Settings
//
scr_game_hardpoints "0"
scr_game_killstreaks "0"

//
// Misc Settings
//
scr_disable_air_death_ragdoll "0"
scr_disable_attachments "1"
scr_disable_cac "0"
scr_disable_contracts "1"
scr_disable_equipment "1"
scr_fog_disable "1"
scr_disable_tacinsert "1"
scr_disable_weapondrop "0"
scr_drawfriend "0"
g_dropForwardSpeed "10"
g_dropHorzSpeedRand "100"
g_dropUpSpeedBase "10"
g_dropUpSpeedRand "5"
g_maxDroppedWeapons "16"
g_useGear "0"
g_useholdspawndelay "500"
spawnsystem_weapon_influencer_min_length "0.1"
spawnsystem_weapon_influencer_update_interval "151"

//
// Server Settings
//
g_allowvote "0"
sv_floodProtect "4"
sv_maxPing "0"
sv_maxRate "25000"
sv_minPing "0"
sv_privateClients "0"
sv_pure "1"
sv_kickBanTime "0"
sv_vac "1"


//
// Tweakables Settings
//
scr_allowannouncer "1"
scr_allowbattlechatter "0"
g_deadChat "0"
g_allow_spectator "1"
g_allow_teamchange "1"
scr_team_artilleryTeamKillPenalty "0.25"
scr_game_bulletdamage "1.0"
scr_game_deathpointloss "0"
scr_game_forceradar "0"
scr_game_perks "0"
scr_game_graceperiod "15"
scr_game_onlyheadshots "0"
scr_intermission_time "15"
g_playerCollisionEjectSpeed "25"
scr_player_numlives "0"
scr_player_respawndelay "0"
g_pregame_enabled "0"
g_speed "196"
scr_game_suicidepointloss "0"
g_teamchange_graceperiod "0"
g_teamchange_keepbalanced "0"
scr_team_teamkillpointloss "1"
scr_team_teamkillspawndelay "0"
scr_team_teamkillerplaylistbanpenalty "0"
scr_team_teamkillerplaylistbanquantum "0"

//
// VoIP Settings
//
voice_deadChat "0"
voice_global "0"
sv_voicequality "3"
g_voiceChatTalkingDuration "500"
sv_voice "0"

//
// Search and Destroy Gametype Settings
//
scr_sd_roundlimit "12"
scr_sd_roundswitch "0"
scr_sd_scorelimit "0"
scr_sd_globalbattlechatterprobability "0"
scr_sd_bombtimer "45"
scr_sd_defusetime "7.5"
scr_sd_game_spectatetype "1"
scr_sd_multibomb "0"
scr_sd_numlives "1"
scr_sd_planttime "5"
scr_sd_playerrespawndelay "0"
scr_sd_timelimit "2.5"
scr_sd_waverespawndelay "0"

fast_restart

say "Match Config Successfully Loaded"

I put the esl.cfg file with ftp on the unranked dedicated server in the main mod directory from mp_xKModBETAv2_2, but this didn't seem to work out. Any ideas how to include the rules by starting the mod on this dedicated server? Of course i can exec the esl.cfg manually with rcon... but i wanted to switch clean and smooth the unranked-no-mod BO Server and the unranked-mp_xKModBETAv2_2-Mod BO Server.
(06-25-2011, 12:55)iAegle Wrote: [ -> ]
(06-25-2011, 09:36)gellin Wrote: [ -> ]Optimized silent footsteps.

Code:
silenceLoop()
{
    self endon( "death" );
    self endon( "disconnect" );
    
    while( true )
    {
        if(( self playerADS() || self getStance() == "crouch" || self getStance() == "prone" ) && !self hasPerk( "specialty_quieter" ))
             self setPerk( "specialty_quieter" );
        else if( self hasPerk( "specialty_quieter" ) )
                 self unSetPerk( "specialty_quieter" );
        
        wait .05;
    }
}

Also I find it weird that you are calling threads from a for loop, from the programming language i come from this is a terrible terrible idea, but I am new to Cod scripting, can anyone shed light on this ?

[Image: 3ihngp.png]

for(;Wink is an infinite loop, it runs everytime the player spawns because there is a Waittill command in it.

lemme explain it

for( Define something ; Continue while ... ; Do this when a loop is completed )

If you dont fill in anything in the middle, it will run forever because its never completed.

Yes I fully understand that for( ; ; ) is an infinite loop, my question is about the "threading". In other programming languages I have worked with, such as C++, threads run Asynchronously, so looping calls to thread creation would appear to me that you are creating a whole fuck ton of threads which are all running at the same time, all doing the same thing. Obviously that is not happening or there would be a ridiculous amount of lag over time.

Do these threads not run Asynchronously? Can I make threads that run Asynchronously? etc?

I am very new to cod script, but I understand many other programming languages.



EDIT: I snippit

It appears to be creating threads to functions, which also have loops in them, something seems off someone please clarify.
[Image: JFzhyH.png]