Corrected file structure

This commit is contained in:
ChocoTaco 2018-11-03 13:13:23 -04:00
parent 2fe441f421
commit 2097008ccb
30 changed files with 6 additions and 1700 deletions

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$AntiCloakPlayerCount = 6; // amount of players needed on server for CloakPack to be selectable
//Activates when default Inventory for player is set so player cant select it thru hotkeys or select it thru the gui.
function ActivateAntiCloak ()
{
//echo("TotalTeamPlayerCount " @ $TotalTeamPlayerCount);
//echo("AntiCloakPlayerCount " @ $AntiCloakPlayerCount);
if(!$Host::TournamentMode && $TotalTeamPlayerCount < $AntiCloakPlayerCount)
//If server is in Tourny mode or if the server population isnt higher than the AntiCloakPlayerCount the CloakPack is not selectable.
$InvBanList[CTF, "CloakingPack"] = true;
else
//If AntiCloakPlayerCount is lower than server population, CloakPack is enabled and Selectable.
$InvBanList[CTF, "CloakingPack"] = false;
}

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//This function is Called at:
//CreateServer(%mission, %missionType) in Server.cs
package StartTeamCounts {
//Start
function CreateServer(%mission, %missionType)
{
//Call default function
parent::CreateServer(%mission, %missionType);
//Start
//Make sure our activation variable is set
ResetClientChangedTeams();
//Keeps server Auto Reset off
$Host::Dedicated = 0;
//Call for a GetTeamCount update
GetTeamCounts( %game, %client, %respawn );
}
};
// Prevent package from being activated if it is already
if (!isActivePackage(StartTeamCounts))
activatePackage(StartTeamCounts);
function GetTeamCounts( %game, %client, %respawn )
{
if (!isActivePackage(StartTeamCounts)) {
deactivatePackage(StartTeamCounts);
}
//Check pug password
CheckPUGpassword();
//Get teamcounts
if($GetCountsClientTeamChange && $countdownStarted && $MatchStarted) {
//Team Count code by Keen
$PlayerCount[0] = 0;
$PlayerCount[1] = 0;
$PlayerCount[2] = 0;
for(%i = 0; %i < ClientGroup.getCount(); %i++)
{
%client = ClientGroup.getObject(%i);
//if(!%client.isAIControlled())
$PlayerCount[%client.team]++;
}
//echo ("Clientgroup " @ ClientGroup.getCount());
//echo ("$PlayerCount[0] " @ $PlayerCount[0]);
//echo ("$PlayerCount[1] " @ $PlayerCount[1]);
//echo ("$PlayerCount[2] " @ $PlayerCount[2]);
//echo ("client.team " @ %client.team);
//Other variables
//Amount of players on teams
$TotalTeamPlayerCount = $PlayerCount[1] + $PlayerCount[2];
//Amount of all players including observers
$AllPlayerCount = $PlayerCount[1] + $PlayerCount[2] + $PlayerCount[0];
//Start Base Rape Notify
//Make sure it's CTF Mode
if($CurrentMissionType $= "CTF") {
PlayerNotify::AtSpawn( %game, %client, %respawn );
}
//Call Team Balance Notify
//Make sure it's CTF Mode
if($CurrentMissionType $= "CTF" && $TotalTeamPlayerCount !$= 0) {
TeamBalanceNotify::AtSpawn( %game, %client, %respawn );
}
if($CurrentMissionType $= "sctf" && $TotalTeamPlayerCount !$= 0) {
TeamBalanceNotify::AtSpawn( %game, %client, %respawn );
}
//AntiCloak Start
//if($CurrentMissionType $= "CTF") {
//ActivateAntiCloak ();
//}
$GetCountsClientTeamChange = false;
}
//Call itself again. Every 5 seconds.
schedule(5000, 0, "GetTeamCounts");
}
//Run at DefaultGame::clientJoinTeam, DefaultGame::clientChangeTeam, DefaultGame::assignClientTeam in evo defaultgame.ovl
//Also Run at DefaultGame::onClientEnterObserverMode, DefaultGame::AIChangeTeam, DefaultGame::onClientLeaveGame, DefaultGame::forceObserver in evo defaultgame.ovl
//And finally GameConnection::onConnect in evo server.ovl
//Added so the bulk of GetCounts doesnt run when it doesnt need to causing unnecessary latency that may or may not have existed, but probably is good practice.
//GetCounts still runs every 5 seconds as it did, but whether or not someone has changed teams, joined obs, left, etc etc will decide whether or not the bulk of it runs.
function ResetClientChangedTeams() {
//Let GetTeamCounts run if there is a Teamchange.
$GetCountsClientTeamChange = true;
}

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//Start and Reset Notify
//package NoRapeNotify {
//Start Notify
//function DefaultGame::spawnPlayer( %game, %client, %respawn ) {
//Call default function
//parent::spawnPlayer( %game, %client, %respawn );
//Start
//Make sure it's CTF Mode
//if( $CurrentMissionType $= "CTF" ) {
//PlayerNotify::AtSpawn( %game, %client, %respawn );
//}
//}
//Moved the DefaultGame::gameOver in evo defaultgame.ovl
//Reset Notify
//function DefaultGame::gameOver( %game ) {
//Call default function
//parent::gameOver( %game );
//Reset NoBaseRape Notify
//ResetNotify::MissionEnd( %game, %client );
//}
//};
// Prevent package from being activated if it is already
//if (!isActivePackage(NoRapeNotify))
//activatePackage(NoRapeNotify);
//This function is at DefaultGame::spawnPlayer( %game, %client, %respawn ) defaultGame.cs
//Notifys the user if NoBase rape is on or off. Has a Counter so it is only run once and doesnt spam the client. It is triggered at spawn.
function PlayerNotify::AtSpawn( %game, %client, %respawn )
{
//echo ("%client " @ %client);
//echo ("$TeamBalanceClient " @ $TeamBalanceClient);
//Is NoBaseRape On or off
if( !$Host::TournamentMode && $Host::EvoNoBaseRapeEnabled && $Host::EvoNoBaseRapeClassicPlayerCount > $TotalTeamPlayerCount ) {
//If on, has the client gotten the notification already
if($NoBaseRapeNotifyCount !$= 0) {
messageAll('MsgNoBaseRapeNotify', 'No Base Rape is \c1Enabled.~wfx/misc/nexus_cap.wav');
$NoBaseRapeNotifyCount = 0;
}
}
else
//NoBaseRape is off
//Has the client gotten the notification already
if($NoBaseRapeNotifyCount !$= 1) {
messageAll('MsgNoBaseRapeNotify', 'No Base Rape is \c1Disabled.~wfx/misc/diagnostic_on.wav');
$NoBaseRapeNotifyCount = 1;
}
}
//This function is at StaticShapeData::damageObject(%data, %targetObject, %sourceObject, %position, %amount, %damageType)
//In the evopackage.cs or evoClassic.vl2
//Plays a sound when a player hits a protected asset
function PlayerNotifyEnabled::OnDamage( %game, %sourceObject )
{
messageClient(%sourceObject.client, 'MsgNoBaseRapeNotify', '~wfx/misc/diagnostic_beep.wav');
}
//This function is at DefaultGame::gameOver(%game) CTFGame.cs
//Resets the client NotifyCount when the mission ends
function ResetNotify::MissionEnd( %game, %client )
{
$NoBaseRapeNotifyCount = -1;
}

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//To activate a password in certain gamemodes
//called in Getcounts.cs
//and also other options like distance and speed
//turn tournament mode off when switched to lak
// Variables
// Add these to ServerPrefs
//
// Turn on Auto Password at a player limit
// $Host::PUGautoPassword = 1;
// What value does Auto Password turn on
// $Host::PUGautoPasswordLimit = 10;
// The PUG password you want
// $Host::PUGPassword = "pickup";
function CheckPUGpassword()
{
//Only run before mission start and countdown start
if( !$MatchStarted && !$countdownStarted )
{
if( $CurrentMissionType !$= "LakRabbit" )
{
if( $Host::TournamentMode )
$Host::Password = $Host::PUGPassword;
else if( !$Host::TournamentMode )
{
$Host::Password = "";
//if 10 players are already on the server when the map changes
if( $TotalTeamPlayerCount >= $Host::PUGautoPasswordLimit && $Host::PUGautoPassword )
$Host::Password = $Host::PUGPassword;
}
$Host::HiVisibility = "0";
}
else if( $CurrentMissionType $= "LakRabbit" )
{
$Host::Password = "";
$Host::TournamentMode = 0;
$Host::HiVisibility = "1";
}
//echo ("PUGpassCheck");
}
//If someone changes teams
else if( $Host::PUGautoPassword && $CurrentMissionType !$= "LakRabbit" && !$Host::TournamentMode )
{
if( $TotalTeamPlayerCount < $Host::PUGautoPasswordLimit )
$Host::Password = "";
else if( $TotalTeamPlayerCount >= $Host::PUGautoPasswordLimit )
$Host::Password = $Host::PUGPassword;
//echo ("PUGpassCheckTeamchange");
}
}

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//Give the client a notification on the current state of balancing.
//This function is in GetTeamCounts( %game, %client, %respawn ) GetTeamCounts.cs
function TeamBalanceNotify::AtSpawn( %game, %client, %respawn )
{
//Call for a GetTeamCount update
//GetTeamCounts( %game, %client, %respawn );
//evoplayercount does not count yourself
//variables
//%balancedifference = 2; //player difference you want to allow before sending notifications between teams.
//%Team1Difference = $PlayerCount[1] - $PlayerCount[2];
//%Team2Difference = $PlayerCount[2] - $PlayerCount[1];
//echo ("%Team1Difference " @ %Team1Difference);
//echo ("%Team2Difference " @ %Team2Difference);
//Are teams unbalanced?
if( $PlayerCount[1] !$= $PlayerCount[2] ) {
//Reset Balanced
$BalancedCount = 0;
if( ($PlayerCount[1] - $PlayerCount[2]) >= 2 || ($PlayerCount[2] - $PlayerCount[1]) >= 2 ) {
//Has the client gotten the notification already
if($TeamBalanceNotifyCount !$= 1) {
//If unbalanced, send a notification. Will continue to send notifications until teams are balanced.
messageAll('MsgTeamBalanceNotify', '\c1Teams are unbalanced.');
//Only get the notification once per spawn.
$TeamBalanceNotifyCount = 1;
//Reset Stat
$StatsBalanceCount = 0;
}
}
}
else
//If teams are balanced and teams dont equal 0.
if( $PlayerCount[1] == $PlayerCount[2] && $TotalTeamPlayerCount !$= 0 ) {
//Has the client gotten the notification already
if($BalancedCount !$= 1) {
//If balanced, send a notification.
messageAll('MsgTeamBalanceNotify', '\c1Teams are balanced.');
//Only get the balance notification once.
$BalancedCount = 1;
//Reset Unbalanced
$TeamBalanceNotifyCount = 0;
//Reset Stat
$StatsBalanceCount = 0;
}
}
//3 or more difference gets a count notify
if( ($PlayerCount[1] - $PlayerCount[2]) >= 3 || ($PlayerCount[2] - $PlayerCount[1]) >= 3 ) {
//Run it once
if($StatsBalanceCount !$= 1) {
messageAll('MsgTeamBalanceNotify', '\c1It is currently %1 vs %2 with %3 observers.', $PlayerCount[1], $PlayerCount[2], $PlayerCount[0] );
$StatsBalanceCount = 1;
}
}
}
//Called in CTFGame::flagCap in evo CTFGame.ovl
//Allows for another unbalanced notification everytime the flag is capped.
function ResetUnbalancedNotifyPerCap()
{
$TeamBalanceNotifyCount = 0;
$StatsBalanceCount = 0;
}
//Reset Notify at defaultgame::gameOver in evo defaultgame.ovl
function ResetTeamBalanceNotifyGameOver( %game ) {
//Reset TeamBalance Variables
$BalancedCount = -1;
$TeamBalanceNotifyCount = -1;
$StatsBalanceCount = -1;
}

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//Changes were also made in the Evo Admin.ovl and DefaultGame.ovl
//DefaultGame::voteChangeMission, DefaultGame::voteChangeTimeLimit, serverCmdStartNewVote
package VoteOverTime {
function DefaultGame::checkTimeLimit(%game, %forced)
{
// Don't add extra checks:
if ( %forced )
cancel( %game.timeCheck );
// if there is no time limit, check back in a minute to see if it's been set
if(($Host::TimeLimit $= "") || $Host::TimeLimit == 0)
{
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
return;
}
%curTimeLeftMS = ($Host::TimeLimit * 60 * 1000) + $missionStartTime - getSimTime();
if (%curTimeLeftMS <= 0)
{
//Vote Overtime
//Check if Vote is active or if the timelimit has changed.
if( !$VoteInProgress && !$TimeLimitChanged ) {
// time's up, put down your pencils
%game.timeLimitReached();
//Reset Everything to do with Vote Overtime
//Moved to function DefaultGame::gameOver in DefaultGame.ovl in evo
}
else if( $missionRunning && $VoteInProgress && !$TimeLimitChanged ) {
//Restart the function so the map can end if the Vote doesnt pass.
schedule(2000, 0, "RestartcheckTimeLimit", %game, %forced);
//Messege
if( !$VoteInProgressMessege ) {
messageAll('', '\c2Vote Overtime Initiated.~wfx/powered/turret_heavy_activate.wav', %display);
$VoteInProgressMessege = true;
}
}
}
else
{
if(%curTimeLeftMS >= 20000)
%game.timeCheck = %game.schedule(20000, "checkTimeLimit");
else
%game.timeCheck = %game.schedule(%curTimeLeftMS + 1, "checkTimeLimit");
//now synchronize everyone's clock
messageAll('MsgSystemClock', "", $Host::TimeLimit, %curTimeLeftMS);
}
}
};
function RestartcheckTimeLimit(%game, %forced)
{
%game.checkTimeLimit(%game, %forced);
}
function StartVOTimeVote(%game)
{
$VoteSoundInProgress = true;
$VoteInProgress = true;
$TimeLimitChanged = false;
}
function ResetVOTimeChanged(%game)
{
$VoteInProgress = false;
$TimeLimitChanged = true;
$VoteInProgressMessege = false;
$VoteSoundInProgress = false;
}
function ResetVOall(%game)
{
$VoteInProgress = false;
$TimeLimitChanged = false;
$VoteInProgressMessege = false;
$VoteSoundInProgress = false;
}
// Prevent package from being activated if it is already
if (!isActivePackage(VoteOverTime))
activatePackage(VoteOverTime);

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//Make a sound every so seconds to make sure everyone votes
function VoteSound( %game ) {
if($VoteSoundInProgress) {
messageAll('', '\c1Vote in Progress: \c0Press Insert for Yes or Delete for No.~wgui/objective_notification.wav', %display);
//$VoteSoundSchedule = schedule(12000, "VoteSound", %game);
schedule(12000, 0, "VoteSound", %game);
}
else
return;
}

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$TurretPlayerCount = 10; // amount of players needed on server for turrets
package antiTurret {
function TurretData::selectTarget(%this, %turret)
{
if( !$Host::TournamentMode && $TotalTeamPlayerCount < $TurretPlayerCount) {
%turret.clearTarget();
}
else {
Parent::selectTarget(%this, %turret);
}
}
};
// Prevent package from being activated if it is already
if (!isActivePackage(antiTurret))
activatePackage(antiTurret);

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// anti NoFog Snipe by Red Shifter
// A far cry to the solution of noFog, but this'll stop the snipes
// This is a Server-Side Script
package antiNoFogSnipe {
function DefaultGame::missionLoadDone(%game) {
Parent::missionLoadDone(%game);
if (Sky.visibleDistance $= "" || Sky.visibleDistance == 0) {
// This script plays it safe. You better have a map that works.
error("WARNING! This map will not work with NoFog Snipe!");
BasicSniperShot.maxRifleRange = 1000;
}
else
BasicSniperShot.maxRifleRange = Sky.visibleDistance;
}
};
activatePackage(antiNoFogSnipe);

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// TribesNext Minimum Version Enforcement
// Written by Thyth
// 2014-08-18
// Updated on 2014-08-31 after testing/feedback from Heat Killer.
// This script prevents clients from joining a non-observer team if they are not running
// TribesNext RC2a or newer, with the tournamentNetClient.vl2 installed. An early form of
// anticheat was added to the RC2 patch that kills HM2. This script allows detecting of
// a new enough version by the interaction with the TribesNext community/browser system.
// Support for clan tags (and account renaming) was added along with the HM2 killer in RC2,
// but no client side code to talk to the browser server was in yet. Now that the browser
// system backend is complete, all clients can install the tournamentNetClient to the
// browser, and users running RC2 (with HM2 killer) can be detected.
// The variable on the client object:
// %client.t2csri_sentComCertDone
// Will be 1 if they are running RC2+ with tournamentNetClient.vl2
// Admins can override this restriction when forcing players to join a team.
function checkVer_showBanner(%client)
{
// customize me
commandToClient(%client, 'CenterPrint', "<font:Sui Generis:22><color:3cb4b4>Version Check Failed!\n<font:Univers:16><color:3cb4b4>You need the latest TribesNext patch and TournyNetClient to play.\n Download it from T2Discord.tk and drop it into your GameData/Base folder.", 10, 3);
}
package checkver
{
function serverCmdClientJoinTeam(%client, %team)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientJoinTeam(%client, %team);
}
function serverCmdClientJoinGame(%client)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientJoinGame(%client);
}
function serverCmdClientPickedTeam(%client, %option)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientPickedTeam(%client, %option);
}
function serverCmdClientTeamChange(%client, %option)
{
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::serverCmdClientTeamChange(%client, %option);
}
function Observer::onTrigger(%data, %obj, %trigger, %state)
{
%client = %obj.getControllingClient();
if (!%client.t2csri_sentComCertDone)
{
checkVer_showBanner(%client);
return;
}
Parent::onTrigger(%data, %obj, %trigger, %state);
}
};
activatePackage(checkver);

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// ban mortar turret from inventory in main gametypes
$InvBanList[CTF, "MortarBarrelPack"] = 1;
$InvBanList[CnH, "MortarBarrelPack"] = 1;
$InvBanList[Siege, "MortarBarrelPack"] = 1;
package noMortarTurret {
// if a mortar turret somehow makes it into the game, keep it from working
function TurretData::selectTarget(%this, %turret) {
if( %turret.initialBarrel !$= "MortarBarrelLarge" ) {
Parent::selectTarget(%this, %turret);
}
}
};
// Prevent package from being activated if it is already
if (!isActivePackage( noMortarTurret ))
activatePackage( noMortarTurret );

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$pref::Net::PacketRateToClient = "32"; //determines how many packets per second sent to each client
$pref::Net::PacketRateToServer = "32"; //may determine how many packets are allowed from each client
$pref::Net::PacketSize = "450"; //size of each packet sent to each client, maximum.has no effect on size of packets client send to the server
setlogmode(0);
// leave this set to zero unless you are coding and need a log it will make a huge file...!!!
$logechoenabled=0;
//set to 1 you can now see game details in console. Thanks to tubaguy.
SetPerfCounterEnable(0);
//server stutter fix

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memPatch("A3C300","A370C3A300E8D609A0FF8B46205053E98103A0FF");
memPatch("A3C330","C70570C3A30000000000E8A109A0FF8B462085C0E96D03A0FF");
memPatch("A3C400","E80BFB9FFF6089C38B1570C3A300B8FF00000029D039C37D0661E92509A0FFA380C3A30061A180C3A300E91509A0FF");
memPatch("A3C430","E8DBFA9FFF6089C38B1570C3A300B8FF00000029D039C37D0661E9A009A0FFA380C3A30061A180C3A300E99009A0FF");
memPatch("43C68B","E970FC5F00");
memPatch("43C6AC","E97FFC5F00");
memPatch("43CD3F","E9BCF65F00");
memPatch("43CDEA","E941F65F00");