TribesReplay/base/scripts/server.cs

2124 lines
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2017-07-18 02:51:48 +00:00
if($Host::TimeLimit $= "")
$Host::TimeLimit = 20;
$SB::WODec = 0.004; // whiteout
$SB::DFDec = 0.02; // damageFlash
function VerifyCDCheck(%func)
{
if (!cdFileCheck())
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
messageBoxOkCancel("TRIBES 2 CD CHECK", "You must have the Tribes 2 CD in the CD-ROM drive while playing Tribes 2. Please insert the CD.", "schedule(0, 0, VerifyCDCheck, " @ %func @ ");", "quit();");
2017-07-18 02:51:48 +00:00
else
call(%func);
}
function CreateServer(%mission, %missionType)
{
DestroyServer();
// Load server data blocks
exec("scripts/commanderMapIcons.cs");
exec("scripts/markers.cs");
exec("scripts/serverAudio.cs");
exec("scripts/damageTypes.cs");
exec("scripts/deathMessages.cs");
exec("scripts/inventory.cs");
exec("scripts/camera.cs");
exec("scripts/particleEmitter.cs"); // Must exist before item.cs and explosion.cs
exec("scripts/particleDummies.cs");
exec("scripts/projectiles.cs"); // Must exits before item.cs
exec("scripts/player.cs");
exec("scripts/gameBase.cs");
exec("scripts/staticShape.cs");
exec("scripts/weapons.cs");
exec("scripts/turret.cs");
exec("scripts/weapTurretCode.cs");
exec("scripts/pack.cs");
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
exec("scripts/vehicles/vehicle_spec_fx.cs"); // Must exist before other vehicle files or CRASH BOOM
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exec("scripts/vehicles/serverVehicleHud.cs");
exec("scripts/vehicles/vehicle_shrike.cs");
exec("scripts/vehicles/vehicle_bomber.cs");
exec("scripts/vehicles/vehicle_havoc.cs");
exec("scripts/vehicles/vehicle_wildcat.cs");
exec("scripts/vehicles/vehicle_tank.cs");
exec("scripts/vehicles/vehicle_mpb.cs");
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
exec("scripts/vehicles/vehicle.cs"); // Must be added after all other vehicle files or EVIL BAD THINGS
2017-07-18 02:51:48 +00:00
exec("scripts/ai.cs");
exec("scripts/item.cs");
exec("scripts/station.cs");
exec("scripts/simGroup.cs");
exec("scripts/trigger.cs");
exec("scripts/forceField.cs");
exec("scripts/lightning.cs");
exec("scripts/weather.cs");
exec("scripts/deployables.cs");
exec("scripts/stationSetInv.cs");
exec("scripts/navGraph.cs");
exec("scripts/targetManager.cs");
exec("scripts/serverCommanderMap.cs");
exec("scripts/environmentals.cs");
exec("scripts/power.cs");
exec("scripts/serverTasks.cs");
exec("scripts/admin.cs");
exec("prefs/banlist.cs");
//automatically load any mission type that follows naming convention typeGame.name.cs
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if (!isDemo())
2017-07-18 02:51:48 +00:00
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%search = "scripts/*Game.cs";
for(%file = findFirstFile(%search); %file !$= ""; %file = findNextFile(%search))
{
%type = fileBase(%file); // get the name of the script
exec("scripts/" @ %type @ ".cs");
}
}
//the DEMO version only uses DefaultGame.cs and SinglePlayerGame.cs
else
{
exec("scripts/DefaultGame.cs");
exec("scripts/SinglePlayerGame.cs");
2017-07-18 02:51:48 +00:00
}
$missionSequence = 0;
$CurrentMissionType = %missionType;
v22755 (05/11/01): - (optimization) Damage Decal toggle applies to ALL damage decals now. This improves performance on video cards with lower VRAM. Those cards should turn this feature OFF for best gameplay. - (optimization) Dynamic lighting now fades with distance so that systems do less calculations on lights that make little or no difference anyway. - (optimization) The following missions were edited/revised in order to achieve much higher framerates in-game. They are: Death Birds Fly Dust to Dust Recalascence Reversion Riverdance - (optimization) There is now a PARTICLE DENSITY slider on the GRAPHICS menu that allows you to turn down the number of particles used in explosions and weapon effects. Systems with low VRAM should turn this down as low as possible. The effects will still look good, but will use many less polygons and alpha translucencies. - (optimization) The force shield effect on players and objects has been greatly simplified. The old effect was hammering the frame rates on older video cards when played. This new effect greatly speeds gameplay on all cards, and particularly on Voodoo cards. - (memory leak) Memory leaks were located and eradicated. This most likely was the cause of the "degradation over time" that folks were experiencing on their servers. - (bug fix) "Vote Spamming" has been prevented in-game. - (bug fix) Moved some of the CD check from script into code, where it should be. - (bug fix) The "sticking" mouse button problem is now fixed. - (bug fix) Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (bug fix) There was a bug that prevented users from deleting some Server Filters. That is resolved now. - (bug fix) There was a Siege bug where a base item (like a turret) could be destroyed, and then repaired, but it would no longer receive power after being repaired. That is now fixed. The items will receive power correctly after being repaired. - (bug fix) Resolved the Team Damage OFF situation where friendly troops could destroy permanent "base" objects. - (bug fix) Removed a packet overrun in the net code that *could* have allowed hackers to bring down servers. This had not occurred to date and is now prevented. - (bug fix) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (bug fix) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (bug fix) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (bug fix) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (bug fix) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (bug fix) Fixed an indoor turret proximity bug introduced in the last patch. - (improvement) Flag captures are now worth 100 points (for the team), instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point (for the team), regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (improvement) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (improvement) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop. - (improvement) Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is the top vehicle on the list, 6 is the bottom vehicle on the list). NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems. - (improvement) Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - (improvement) Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - (improvement) Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) NOTE: We feel that there is an issue that may be related to NAT (Network Address Translation). Sierra QA uses public IP addresses on it's internal network that are not routable on the Internet. They experience a problem that occurs when anyone inside their firewall uses the Internet for anything, their internal address is "changed" to a legal external address. In their case, they use "many to one" NAT, so everyone appears to be the same address outside our walls. This issue prevents Sierra QA from seeing "buddies" that are on systems *inside* their firewall (they can see "buddies" on external servers just fine). We are hypothesizing that it is NAT that is causing the buddy list lookup to fail internally. We are continuing to work on this. ALSO NOTE: This feature works correctly for everyone else. - (improvement) You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - (improvement) Master Server list no longer insists on keeping your current game highlighted while refreshing a query. This allows you to page up and down more easily on the list while it is refreshing. - (improvement) Added "Team Damage ON/OFF" and "Windows/Linux" as options for creating new Server Filters. - (improvement) Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - (community) Made changes to Tribe Forums to make posting new topics work better with the current cache architecture. - (community) Fixed buttons on Tribe/Warrior Browser to reflect visitors membership in tribe - (community) Changed NEWS button on Tribe page to OPTIONS, added links to Tribe Forum, Tribe Public Chat and Tribe Private Chat. - (community) Added "EMail" and "Add To Buddylist" options into the right click menu in the Chat Channel member list. - (community) Changed layout of right click menu's in the Community for easier understandability. - (community) Added Moderator functions to the T2 Community - allows post removal, ability to send warnings and execute ban's to the perp. - (community) Added confirmation box to the News page on Submit News - explains purpose and requires yes/no. - (community) Upgraded Forum Cache version - (community) Added ability to Lock Topic for Moderators - (community) Added locking for posts where Topic is already in cache. - (community) Implemented a ban structure on the Database - (community) Fixed DBProxy thread disconnections - removed blank error boxes. - (community) Fixed bug in Blocking Email Senders
2017-07-18 03:16:06 +00:00
$HostGameBotCount = 0;
2017-07-18 02:51:48 +00:00
$HostGamePlayerCount = 0;
if ( $HostGameType !$= "SinglePlayer" )
allowConnections(true);
2017-07-18 02:55:25 +00:00
$ServerGroup = new SimGroup (ServerGroup);
2017-07-18 02:51:48 +00:00
if(%mission $= "")
{
%mission = $HostMissionFile[$HostMission[0,0]];
%missionType = $HostTypeName[0];
}
if ( $HostGameType $= "Online" && $pref::Net::DisplayOnMaster !$= "Never" )
schedule(0,0,startHeartbeat);
// setup the bots for this server
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if( $Host::BotsEnabled )
initGameBots( %mission, %missionType );
// load the mission...
loadMission(%mission, %missionType, true);
}
function initGameBots( %mission, %mType )
{
echo( "adding bots..." );
2017-07-18 02:51:48 +00:00
AISystemEnabled( false );
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( $Host::BotCount > 0 && %mType !$= "SinglePlayer" )
2017-07-18 02:51:48 +00:00
{
// Make sure this mission is bot enabled:
for ( %idx = 0; %idx < $HostMissionCount; %idx++ )
{
if ( $HostMissionFile[%idx] $= %mission )
break;
}
if ( $BotEnabled[%idx] )
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if ( $Host::BotCount > 16 )
2017-07-18 02:51:48 +00:00
$HostGameBotCount = 16;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
else
$HostGameBotCount = $Host::BotCount;
if ( $Host::BotCount > $Host::MaxPlayers - 1 )
2017-07-18 02:51:48 +00:00
$HostGameBotCount = $Host::MaxPlayers - 1;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//set the objective reassessment timeslice var
$AITimeSliceReassess = 0;
2017-07-18 02:51:48 +00:00
aiConnectMultiple( $HostGameBotCount, $Host::MinBotDifficulty, $Host::MaxBotDifficulty, -1 );
}
else
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
{
2017-07-18 02:51:48 +00:00
$HostGameBotCount = 0;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
}
2017-07-18 02:51:48 +00:00
}
}
2017-07-18 02:55:25 +00:00
function findNextCycleMission()
{
%numPlayers = ClientGroup.getCount();
%tempMission = $CurrentMission;
%failsafe = 0;
while (1)
{
%nextMissionIndex = getNextMission(%tempMission, $CurrentMissionType);
%nextPotentialMission = $HostMissionFile[%nextMissionIndex];
//just cycle to the next if we've gone all the way around...
if (%nextPotentialMission $= $CurrentMission || %failsafe >= 1000)
{
%nextMissionIndex = getNextMission($CurrentMission, $CurrentMissionType);
return $HostMissionName[%nextMissionIndex];
}
//get the player count limits for this mission
%limits = $Host::MapPlayerLimits[%nextPotentialMission, $CurrentMissionType];
if (%limits $= "")
return %nextPotentialMission;
else
{
%minPlayers = getWord(%limits, 0);
%maxPlayers = getWord(%limits, 1);
if ((%minPlayers < 0 || %numPlayers >= %minPlayers) && (%maxPlayers < 0 || %numPlayers <= %maxPlayers))
return %nextPotentialMission;
}
//since we didn't return the mission, we must not have an acceptable number of players - check the next
%tempMission = %nextPotentialMission;
%failsafe++;
}
}
2017-07-18 02:51:48 +00:00
function CycleMissions()
{
echo( "cycling mission. " @ ClientGroup.getCount() @ " clients in game." );
2017-07-18 02:55:25 +00:00
%nextMission = findNextCycleMission();
messageAll( 'MsgClient', 'Loading %1 (%2)...', %nextMission, $MissionTypeDisplayName );
loadMission( %nextMission, $CurrentMissionType );
2017-07-18 02:51:48 +00:00
}
function DestroyServer()
{
$missionRunning = false;
allowConnections(false);
stopHeartbeat();
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if ( isObject( MissionGroup ) )
MissionGroup.delete();
if ( isObject( MissionCleanup ) )
MissionCleanup.delete();
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if(isObject(game))
{
game.deactivatePackages();
game.delete();
}
2017-07-18 02:55:25 +00:00
if(isObject($ServerGroup))
$ServerGroup.delete();
2017-07-18 02:51:48 +00:00
// delete all the connections:
while(ClientGroup.getCount())
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
{
%client = ClientGroup.getObject(0);
if (%client.isAIControlled())
%client.drop();
else
%client.delete();
}
2017-07-18 02:51:48 +00:00
// delete all the data blocks...
// this will cause problems if there are any connections
deleteDataBlocks();
// reset the target manager
resetTargetManager();
echo( "exporting server prefs..." );
export( "$Host::*", "prefs/ServerPrefs.cs", false );
purgeResources();
}
function Disconnect()
{
if ( isObject( ServerConnection ) )
ServerConnection.delete();
DisconnectedCleanup();
DestroyServer();
}
function DisconnectedCleanup()
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
// Make sure we're not still waiting for the loading info:
cancelLoadInfoCheck();
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// clear the chat hud message vector
2017-07-18 02:51:48 +00:00
HudMessageVector.clear();
if ( isObject( PlayerListGroup ) )
PlayerListGroup.delete();
// terminate all playing sounds
alxStopAll();
// clean up voting
voteHud.voting = false;
mainVoteHud.setvisible(0);
// clear all print messages
clientCmdclearBottomPrint();
clientCmdClearCenterPrint();
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// clear the inventory and weapons hud
weaponsHud.clearAll();
inventoryHud.clearAll();
2017-07-18 02:51:48 +00:00
// back to the launch screen
Canvas.setContent(LaunchGui);
if ( isObject( MusicPlayer ) )
MusicPlayer.stop();
clearTextureHolds();
purgeResources();
2017-07-18 02:55:25 +00:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if ( $PlayingOnline )
{
// Restart the email check:
if ( !EmailGui.checkingEmail && EmailGui.checkSchedule $= "" )
CheckEmail( true );
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
IRCClient::onLeaveGame();
}
2017-07-18 02:51:48 +00:00
}
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// we pass the guid as well, in case this guy leaves the server.
function kick( %client, %admin, %guid )
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
{
2017-07-18 02:51:48 +00:00
if(%admin)
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
messageAll( 'MsgAdminForce', '\c2The Admin has kicked %1.', Game.kickClientName );
2017-07-18 02:51:48 +00:00
else
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
messageAll( 'MsgVotePassed', '\c2%1 was kicked by vote.', Game.kickClientName );
2017-07-18 02:51:48 +00:00
messageClient(%client, 'onClientKicked', "");
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
messageAllExcept( %client, -1, 'MsgClientDrop', "", Game.kickClientName, %client );
if( %client.isAIControlled() )
{
2017-07-18 02:51:48 +00:00
$HostGameBotCount--;
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%client.drop();
}
else
{
if( $playingOnline ) // won games
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%count = ClientGroup.getCount();
%found = false;
for( %i = 0; %i < %count; %i++ ) // see if this guy is still here...
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%cl = ClientGroup.getObject( %i );
if( %cl.guid == %guid )
{
%found = true;
// kill and delete this client, their done in this server.
if( isObject( %cl.player ) )
%cl.player.scriptKill(0);
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if ( isObject( %cl ) )
{
%cl.setDisconnectReason( "You have been kicked out of the game." );
%cl.schedule(700, "delete");
}
BanList::add( %guid, "0", $Host::KickBanTime );
}
}
if( !%found )
BanList::add( %guid, "0", $Host::KickBanTime ); // keep this guy out for a while since he left.
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
}
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
else // lan games
{
// kill and delete this client
if( isObject( %client.player ) )
%client.player.scriptKill(0);
if ( isObject( %client ) )
{
%client.setDisconnectReason( "You have been kicked out of the game." );
%client.schedule(700, "delete");
}
BanList::add( 0, %client.getAddress(), $Host::KickBanTime );
}
}
2017-07-18 02:51:48 +00:00
}
function ban( %client, %admin )
{
if ( %admin )
messageAll('MsgAdminForce', '\c2The Admin has banned %1.', %client.name);
else
messageAll( 'MsgVotePassed', '\c2%1 was banned by vote.', %client.name );
messageClient(%client, 'onClientBanned', "");
messageAllExcept( %client, -1, 'MsgClientDrop', "", %client.name, %client );
// kill and delete this client
if( isObject(%client.player) )
%client.player.scriptKill(0);
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if ( isObject( %client ) )
{
%client.setDisconnectReason( "You have been banned from this server." );
%client.schedule(700, "delete");
}
2017-07-18 02:51:48 +00:00
BanList::add(%client.guid, %client.getAddress(), $Host::BanTime);
}
function getValidVoicePitch(%voice, %voicePitch)
{
if (%voicePitch < -1.0)
%voicePitch = -1.0;
else if (%voicePitch > 1.0)
%voicePitch = 1.0;
//Voice pitch range is from 0.5 to 2.0, however, we should tighten the range to
//avoid players sounding like mickey mouse, etc...
//see if we're pitching down - clamp the min pitch at 0.875
if (%voicePitch < 0)
return (1.0 + (0.125 * %voicePitch));
//max voice pitch is 1.125
else if (%voicePitch > 0)
return 1.0 + (0.125 * %voicePitch);
else
return 1.0;
}
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
$DemoNameCount = 0;
function addDemoAlias( %name )
{
$DemoName[$DemoNameCount] = %name;
$DemoNameCount++;
}
addDemoAlias( "Amateur" );
addDemoAlias( "Bullseye" );
addDemoAlias( "Casualty" );
addDemoAlias( "Dogfood" );
addDemoAlias( "Extinct" );
addDemoAlias( "Fodder" );
addDemoAlias( "Grunt" );
addDemoAlias( "Helpless" );
addDemoAlias( "Itchy" );
addDemoAlias( "Joker" );
addDemoAlias( "Kibble" );
addDemoAlias( "Learner" );
addDemoAlias( "Meat" );
addDemoAlias( "Newbie" );
addDemoAlias( "Owned" );
addDemoAlias( "Poser" );
addDemoAlias( "Quaker" );
addDemoAlias( "Roadkill" );
addDemoAlias( "Skid Mark" );
addDemoAlias( "Easy Target" );
addDemoAlias( "Underdog" );
addDemoAlias( "Vegetable" );
addDemoAlias( "Weakling" );
addDemoAlias( "Flatline" );
addDemoAlias( "Yo-yo" );
addDemoAlias( "Zero" );
addDemoAlias( "Apprentice" );
addDemoAlias( "Bonehead" );
addDemoAlias( "Clown" );
addDemoAlias( "Dodo" );
addDemoAlias( "Endangered" );
addDemoAlias( "Feeble" );
function pickDemoName()
{
// Pick a unique name if possible:
%idx = mFloor( getRandom() * $DemoNameCount );
for ( %i = 0; %i < $DemoNameCount; %i++ )
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%name = $DemoName[mMod( %idx + %i, $DemoNameCount )];
%isUnique = true;
%count = ClientGroup.getCount();
for ( %ci = 0; %ci < %count; %ci++ )
2017-07-18 02:51:48 +00:00
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if ( strcmp( %name, detag( getTaggedString( ClientGroup.getObject( %ci ).name ) ) ) == 0 )
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%isUnique = false;
break;
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
}
2017-07-18 02:51:48 +00:00
}
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if ( %isUnique )
break;
}
// Append a number to make the alias unique:
if ( !%isUnique )
{
%suffix = 1;
while ( !%isUnique )
{
%nameTry = %name @ "." @ %suffix;
%isUnique = true;
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%count = ClientGroup.getCount();
for ( %i = 0; %i < %count; %i++ )
{
if ( strcmp( %nameTry, detag( getTaggedString( ClientGroup.getObject( %i ).name ) ) ) == 0 )
{
%isUnique = false;
break;
}
}
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%suffix++;
}
2017-07-18 02:51:48 +00:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
// Success!
%name = %nameTry;
}
return( %name );
}
2017-07-18 02:51:48 +00:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
function GameConnection::onConnect( %client, %name, %raceGender, %skin, %voice, %voicePitch )
{
%client.setMissionCRC($missionCRC);
sendLoadInfoToClient( %client );
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
//%client.setSimulatedNetParams(0.1, 30);
if ( isDemoServer() )
{
%client.armor = "Light";
%client.sex = "Male";
%client.race = "Human";
%client.nameBase = pickDemoName();
%client.name = addTaggedString( %client.nameBase );
%client.voice = "Male1";
%client.voiceTag = addTaggedString( "Male1" );
if ( %client & 1 )
%client.skin = addTaggedString( "swolf" );
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
else
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%client.skin = addTaggedString( "beagle" );
}
else
{
// if hosting this server, set this client to superAdmin
if(%client.getAddress() $= "Local")
{
%client.isAdmin = true;
%client.isSuperAdmin = true;
}
// Get the client's unique id:
%authInfo = %client.getAuthInfo();
%client.guid = getField( %authInfo, 3 );
// check admin and super admin list, and set status accordingly
if ( !%client.isSuperAdmin )
{
if ( isOnSuperAdminList( %client ) )
{
%client.isAdmin = true;
%client.isSuperAdmin = true;
}
else if( isOnAdminList( %client ) )
{
%client.isAdmin = true;
}
}
// Sex/Race defaults
switch$ ( %raceGender )
{
case "Human Male":
%client.sex = "Male";
%client.race = "Human";
case "Human Female":
%client.sex = "Female";
%client.race = "Human";
case "Bioderm":
%client.sex = "Male";
%client.race = "Bioderm";
default:
error("Invalid race/gender combo passed: " @ %raceGender);
%client.sex = "Male";
%client.race = "Human";
}
%client.armor = "Light";
// Override the connect name if this server does not allow smurfs:
%realName = getField( %authInfo, 0 );
if ( $PlayingOnline && $Host::NoSmurfs )
%name = %realName;
if ( strcmp( %name, %realName ) == 0 )
{
%client.isSmurf = false;
// Add the tribal tag:
%tag = getField( %authInfo, 1 );
%append = getField( %authInfo, 2 );
if ( %append )
%name = "\cp\c6" @ %name @ "\c7" @ %tag @ "\co";
else
%name = "\cp\c7" @ %tag @ "\c6" @ %name @ "\co";
%client.sendGuid = %client.guid;
}
else
{
%client.isSmurf = true;
%client.sendGuid = 0;
%name = stripTrailingSpaces( strToPlayerName( %name ) );
if ( strlen( %name ) < 3 )
%name = "Poser";
// Make sure the alias is unique:
%isUnique = true;
%count = ClientGroup.getCount();
for ( %i = 0; %i < %count; %i++ )
{
%test = ClientGroup.getObject( %i );
%rawName = stripChars( detag( getTaggedString( %test.name ) ), "\cp\co\c6\c7\c8\c9" );
if ( strcmp( %name, %rawName ) == 0 )
{
%isUnique = false;
break;
}
}
// Append a number to make the alias unique:
if ( !%isUnique )
{
%suffix = 1;
while ( !%isUnique )
{
%nameTry = %name @ "." @ %suffix;
%isUnique = true;
%count = ClientGroup.getCount();
for ( %i = 0; %i < %count; %i++ )
{
%test = ClientGroup.getObject( %i );
%rawName = stripChars( detag( getTaggedString( %test.name ) ), "\cp\co\c6\c7\c8\c9" );
if ( strcmp( %nameTry, %rawName ) == 0 )
{
%isUnique = false;
break;
}
}
%suffix++;
}
// Success!
%name = %nameTry;
}
%smurfName = %name;
// Tag the name with the "smurf" color:
%name = "\cp\c8" @ %name @ "\co";
}
%client.name = addTaggedString(%name);
if(%client.isSmurf)
%client.nameBase = %smurfName;
else
%client.nameBase = %realName;
// Make sure that the connecting client is not trying to use a bot skin:
%temp = detag( %skin );
if ( %temp $= "basebot" || %temp $= "basebbot" )
%client.skin = addTaggedString( "base" );
else
%client.skin = addTaggedString( %skin );
%client.voice = %voice;
%client.voiceTag = addtaggedString(%voice);
//set the voice pitch based on a lookup table from their chosen voice
%client.voicePitch = getValidVoicePitch(%voice, %voicePitch);
}
2017-07-18 02:51:48 +00:00
%client.justConnected = true;
%client.isReady = false;
// full reset of client target manager
clientResetTargets(%client, false);
%client.target = allocClientTarget(%client, %client.name, %client.skin, %client.voiceTag, '_ClientConnection', 0, 0, %client.voicePitch);
%client.score = 0;
%client.team = 0;
$instantGroup = ServerGroup;
$instantGroup = MissionCleanup;
echo("CADD: " @ %client @ " " @ %client.getAddress());
%count = ClientGroup.getCount();
for(%cl = 0; %cl < %count; %cl++)
{
%recipient = ClientGroup.getObject(%cl);
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if((%recipient != %client))
2017-07-18 02:51:48 +00:00
{
// These should be "silent" versions of these messages...
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
messageClient(%client, 'MsgClientJoin', "",
%recipient.name,
%recipient,
%recipient.target,
%recipient.isAIControlled(),
%recipient.isAdmin,
%recipient.isSuperAdmin,
%recipient.isSmurf,
%recipient.sendGuid);
2017-07-18 02:51:48 +00:00
messageClient(%client, 'MsgClientJoinTeam', "", %recipient.name, $teamName[%recipient.team], %recipient, %recipient.team );
}
}
// commandToClient(%client, 'getManagerID', %client);
commandToClient(%client, 'setBeaconNames', "Target Beacon", "Marker Beacon", "Bomb Target");
if ( $CurrentMissionType !$= "SinglePlayer" )
{
messageClient(%client, 'MsgClientJoin', '\c2Welcome to Tribes2 %1.',
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
%client.name,
2017-07-18 02:51:48 +00:00
%client,
%client.target,
false, // isBot
%client.isAdmin,
%client.isSuperAdmin,
%client.isSmurf,
%client.sendGuid );
messageAllExcept(%client, -1, 'MsgClientJoin', '\c1%1 joined the game.',
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
%client.name,
2017-07-18 02:51:48 +00:00
%client,
%client.target,
false, // isBot
%client.isAdmin,
%client.isSuperAdmin,
%client.isSmurf,
%client.sendGuid );
}
else
messageClient(%client, 'MsgClientJoin', "\c0Mission Insertion complete...",
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
%client.name,
2017-07-18 02:51:48 +00:00
%client,
%client.target,
false, // isBot
false, // isAdmin
false, // isSuperAdmin
false, // isSmurf
%client.sendGuid );
//Game.missionStart(%client);
setDefaultInventory(%client);
if($missionRunning)
%client.startMission();
$HostGamePlayerCount++;
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%client.demoJustJoined = true;
2017-07-18 02:51:48 +00:00
}
function GameConnection::onDrop(%client, %reason)
{
if(isObject(Game))
Game.onClientLeaveGame(%client);
if ( $CurrentMissionType $= "SinglePlayer" )
messageAllExcept(%client, -1, 'MsgClientDrop', "", %client.name, %client);
else
messageAllExcept(%client, -1, 'MsgClientDrop', '\c1%1 has left the game.', %client.name, %client);
if ( isObject( %client.camera ) )
%client.camera.delete();
freeClientTarget(%client);
removeTaggedString(%client.name);
echo("CDROP: " @ %client @ " " @ %client.getAddress());
$HostGamePlayerCount--;
// reset the server if everyone has left the game
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if( $HostGamePlayerCount - $HostGameBotCount == 0 && $Host::Dedicated && !$resettingServer && !$LoadingMission )
2017-07-18 02:51:48 +00:00
schedule(0, 0, "resetServerDefaults");
}
function dismountPlayers()
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// make sure all palyers are dismounted from vehicles and have normal huds
2017-07-18 02:51:48 +00:00
%count = ClientGroup.getCount();
for(%cl = 0; %cl < %count; %cl++)
{
%client = ClientGroup.getObject(%cl);
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%player = %client.player;
if(%player.isMounted()) {
%player.unmount();
commandToClient(%client, 'setHudMode', 'Standard', "", 0);
}
2017-07-18 02:51:48 +00:00
}
}
function loadMission( %missionName, %missionType, %firstMission )
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
$LoadingMission = true;
disableCyclingConnections(true);
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
if (!$pref::NoClearConsole)
cls();
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
if ( isObject( LoadingGui ) )
LoadingGui.gotLoadInfo = "";
2017-07-18 02:51:48 +00:00
buildLoadInfo( %missionName, %missionType );
// reset all of these
ClearCenterPrintAll();
ClearBottomPrintAll();
if( $Host::TournamentMode )
resetTournamentPlayers();
// Send load info to all the connected clients:
%count = ClientGroup.getCount();
for ( %cl = 0; %cl < %count; %cl++ )
{
%client = ClientGroup.getObject( %cl );
if ( !%client.isAIControlled() )
sendLoadInfoToClient( %client );
}
// allow load condition to exit out
schedule(0,ServerGroup,loadMissionStage1,%missionName,%missionType,%firstMission);
}
function loadMissionStage1(%missionName, %missionType, %firstMission)
{
// if a mission group was there, delete prior mission stuff
if(isObject(MissionGroup))
{
// clear out the previous mission paths
for(%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
// clear ghosts and paths from all clients
%cl = ClientGroup.getObject(%clientIndex);
%cl.resetGhosting();
%cl.clearPaths();
%cl.isReady = "";
%cl.matchStartReady = false;
}
Game.endMission();
$lastMissionTeamCount = Game.numTeams;
MissionGroup.delete();
MissionCleanup.delete();
Game.deactivatePackages();
Game.delete();
2017-07-18 02:55:25 +00:00
$ServerGroup.delete();
$ServerGroup = new SimGroup(ServerGroup);
2017-07-18 02:51:48 +00:00
}
$CurrentMission = %missionName;
$CurrentMissionType = %missionType;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
2017-07-18 02:51:48 +00:00
createInvBanCount();
echo("LOADING MISSION: " @ %missionName);
// increment the mission sequence (used for ghost sequencing)
$missionSequence++;
// if this isn't the first mission, allow some time for the server
// to transmit information to the clients:
// jff: $currentMission already being used for this purpose, used in 'finishLoadMission'
$MissionName = %missionName;
$missionRunning = false;
if(!%firstMission)
schedule(15000, ServerGroup, loadMissionStage2);
else
loadMissionStage2();
}
function loadMissionStage2()
{
// create the mission group off the ServerGroup
echo("Stage 2 load");
$instantGroup = ServerGroup;
new SimGroup (MissionCleanup);
if($CurrentMissionType $= "")
{
new ScriptObject(Game) {
class = DefaultGame;
};
}
else
{
new ScriptObject(Game) {
class = $CurrentMissionType @ "Game";
superClass = DefaultGame;
};
}
// allow the game to activate any packages.
Game.activatePackages();
// reset the target manager
resetTargetManager();
%file = "missions/" @ $missionName @ ".mis";
if(!isFile(%file))
return;
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
// send the mission file crc to the clients (used for mission lighting)
$missionCRC = getFileCRC(%file);
%count = ClientGroup.getCount();
for(%i = 0; %i < %count; %i++)
{
%client = ClientGroup.getObject(%i);
if(!%client.isAIControlled())
%client.setMissionCRC($missionCRC);
}
2017-07-18 02:51:48 +00:00
$countDownStarted = false;
exec(%file);
$instantGroup = MissionCleanup;
// pre-game mission stuff
if(!isObject(MissionGroup))
{
error("No 'MissionGroup' found in mission \"" @ $missionName @ "\".");
schedule(3000, ServerGroup, CycleMissions);
return;
}
MissionGroup.cleanNonType($CurrentMissionType);
// construct paths
pathOnMissionLoadDone();
$ReadyCount = 0;
$MatchStarted = false;
$CountdownStarted = false;
AISystemEnabled( false );
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// Set the team damage here so that the game type can override it:
if ( $Host::TournamentMode )
$TeamDamage = 1;
else
$TeamDamage = $Host::TeamDamageOn;
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
//the demo version always has team damage off
if (isDemo() || isDemoServer())
$TeamDamage = 0;
2017-07-18 02:51:48 +00:00
Game.missionLoadDone();
// start all the clients in the mission
$missionRunning = true;
for(%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
ClientGroup.getObject(%clientIndex).startMission();
if(!$MatchStarted && $LaunchMode !$= "NavBuild" && $LaunchMode !$= "SpnBuild" )
{
if( $Host::TournamentMode )
checkTourneyMatchStart();
else if( $currentMissionType !$= "SinglePlayer" )
checkMissionStart();
}
// offline graph builder...
if( $LaunchMode $= "NavBuild" )
buildNavigationGraph( "Nav" );
if( $LaunchMode $= "SpnBuild" )
buildNavigationGraph( "Spn" );
purgeResources();
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
disableCyclingConnections(false);
$LoadingMission = false;
2017-07-18 02:51:48 +00:00
}
function ShapeBase::cleanNonType(%this, %type)
{
if(%this.missionTypesList $= "")
return;
for(%i = 0; (%typei = getWord(%this.missionTypesList, %i)) !$= ""; %i++)
if(%typei $= %type)
return;
// first 32 targets are team targets (never allocated/freed)
// - must reallocate the target if unhiding
if(%this.getTarget() >= 32)
{
freeTarget(%this.getTarget());
%this.setTarget(-1);
}
%this.hide(true);
}
function SimObject::cleanNonType(%this, %type)
{
}
function SimGroup::cleanNonType(%this, %type)
{
for (%i = 0; %i < %this.getCount(); %i++)
%this.getObject(%i).cleanNonType(%type);
}
function GameConnection::endMission(%this)
{
commandToClient(%this, 'MissionEnd', $missionSequence);
}
//--------------------------------------------------------------------------
// client start phases:
// 0: start mission
// 1: got phase1 done
// 2: got datablocks done
// 3: got phase2 done
// 4: got phase3 done
function GameConnection::startMission(%this)
{
// send over the information that will display the server info
// when we learn it got there, we'll send the data blocks
%this.currentPhase = 0;
commandToClient(%this, 'MissionStartPhase1', $missionSequence, $MissionName, MissionGroup.musicTrack);
}
function serverCmdMissionStartPhase1Done(%client, %seq)
{
if(%seq != $missionSequence || !$MissionRunning)
return;
if(%client.currentPhase != 0)
return;
%client.currentPhase = 1;
// when the datablocks are transmitted, we'll send the ghost always objects
%client.transmitDataBlocks($missionSequence);
}
function GameConnection::dataBlocksDone( %client, %missionSequence )
{
echo("GOT DATA BLOCKS DONE FOR: " @ %client);
if(%missionSequence != $missionSequence)
return;
if(%client.currentPhase != 1)
return;
%client.currentPhase = 2;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// only want to set this once... (targets will not be updated/sent until a
// client has this flag set)
if(!%client.getReceivedDataBlocks())
2017-07-18 02:51:48 +00:00
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%client.setReceivedDataBlocks(true);
2017-07-18 02:51:48 +00:00
sendTargetsToClient(%client);
}
commandToClient(%client, 'MissionStartPhase2', $missionSequence);
}
function serverCmdMissionStartPhase2Done(%client, %seq)
{
if(%seq != $missionSequence || !$MissionRunning)
return;
if(%client.currentPhase != 2)
return;
%client.currentPhase = 3;
// when all this good love is over, we'll know that the mission lighting is done
%client.transmitPaths();
// setup the client team state
if ( $CurrentMissionType !$= "SinglePlayer" )
serverSetClientTeamState( %client );
// start ghosting
%client.activateGhosting();
%client.camera.scopeToClient(%client);
// to the next phase...
commandToClient(%client, 'MissionStartPhase3', $missionSequence, $CurrentMission);
}
function serverCmdMissionStartPhase3Done(%client, %seq)
{
if(%seq != $missionSequence || !$MissionRunning)
return;
if(%client.currentPhase != 3)
return;
%client.currentPhase = 4;
%client.isReady = true;
Game.clientMissionDropReady(%client);
}
function serverSetClientTeamState( %client )
{
// set all player states prior to mission drop ready
// create a new camera for this client
%client.camera = new Camera()
{
dataBlock = Observer;
};
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if( isObject( %client.rescheduleVote ) )
Cancel( %client.rescheduleVote );
%client.canVote = true;
%client.rescheduleVote = "";
2017-07-18 02:51:48 +00:00
MissionCleanup.add( %client.camera ); // we get automatic cleanup this way.
%observer = false;
if( !$Host::TournamentMode )
{
if( %client.justConnected )
{
%client.justConnected = false;
%client.camera.getDataBlock().setMode( %client.camera, "justJoined" );
}
else
{
// server just changed maps - this guy was here before
if( %client.lastTeam !$= "" )
{
// see if this guy was an observer from last game
if(%client.lastTeam == 0)
{
%observer = true;
%client.camera.getDataBlock().setMode( %client.camera, "ObserverFly" );
}
else // let this player join the team he was on last game
{
if(Game.numTeams > 1 && %client.lastTeam <= Game.numTeams )
2017-07-18 02:51:48 +00:00
{
Game.clientJoinTeam( %client, %client.lastTeam, false );
}
else
{
Game.assignClientTeam( %client );
// spawn the player
Game.spawnPlayer( %client, false );
}
}
}
else
{
Game.assignClientTeam( %client );
// spawn the player
Game.spawnPlayer( %client, false );
}
if( !%observer )
{
if(!$MatchStarted && !$CountdownStarted)
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
else if(!$MatchStarted && $CountdownStarted)
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
}
}
}
else
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
{
// don't need to do anything. MissionDrop will handle things from here.
2017-07-18 02:51:48 +00:00
}
}
//function serverCmdPreviewDropReady( %client )
//{
// $MatchStarted = true;
// commandToClient( %client, 'SetMoveKeys', true);
// %markerObj = "0 0 0";
// %client.camera.mode = "PreviewMode";
// %client.camera.setTransform( %markerObj );
// %client.camera.setFlyMode();
//
// %client.setControlObject( %client.camera );
//}
function HideHudHACK(%visible)
{
//compassHud.setVisible(%visible);
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//enerDamgHud.setVisible(%visible);
2017-07-18 02:51:48 +00:00
retCenterHud.setVisible(%visible);
reticleFrameHud.setVisible(%visible);
//invPackHud.setVisible(%visible);
weaponsHud.setVisible(%visible);
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
outerChatHud.setVisible(%visible);
objectiveHud.setVisible(%visible);
2017-07-18 02:51:48 +00:00
chatHud.setVisible(%visible);
navHud.setVisible(%visible);
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//watermarkHud.setVisible(%visible);
2017-07-18 02:51:48 +00:00
hudClusterBack.setVisible(%visible);
inventoryHud.setVisible(%visible);
clockHUD.setVisible(%visible);
}
function ServerPlay2D(%profile)
{
for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)
ClientGroup.getObject(%idx).play2D(%profile);
}
function ServerPlay3D(%profile,%transform)
{
for(%idx = 0; %idx < ClientGroup.getCount(); %idx++)
ClientGroup.getObject(%idx).play3D(%profile,%transform);
}
function clientCmdSetFirstPerson(%value)
{
$firstPerson = %value;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if(%value)
ammoHud.setVisible(true);
else
ammoHud.setVisible(false);
2017-07-18 02:51:48 +00:00
}
function clientCmdVehicleMount()
{
if ( $pref::toggleVehicleView )
{
$wasFirstPerson = $firstPerson;
$firstPerson = false;
}
}
function clientCmdVehicleDismount()
{
if ( $pref::toggleVehicleView )
$firstPerson = $wasFirstPerson;
}
function serverCmdSAD( %client, %password )
{
if( %password !$= "" && %password $= $Host::AdminPassword)
{
%client.isAdmin = true;
%client.isSuperAdmin = true;
%name = getTaggedString( %client.name );
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
MessageAll( 'MsgSuperAdminPlayer', '\c2%2 has become a Super Admin by force.', %client, %client.name );
2017-07-18 02:51:48 +00:00
}
}
function serverCmdSADSetPassword(%client, %password)
{
if(%client.isSuperAdmin)
$Host::AdminPassword = %password;
}
function serverCmdSuicide(%client)
{
if( $MatchStarted )
%client.player.scriptKill($DamageType::Suicide);
}
function serverCmdToggleCamera(%client)
{
if ($testcheats || $CurrentMissionType $= "SinglePlayer")
{
%control = %client.getControlObject();
if (%control == %client.player)
{
%control = %client.camera;
%control.mode = toggleCameraFly;
%control.setFlyMode();
}
else
{
%control = %client.player;
%control.mode = observerFly;
%control.setFlyMode();
}
%client.setControlObject(%control);
}
}
function serverCmdDropPlayerAtCamera(%client)
{
if ($testcheats)
{
%client.player.setTransform(%client.camera.getTransform());
%client.player.setVelocity("0 0 0");
%client.setControlObject(%client.player);
}
}
function serverCmdDropCameraAtPlayer(%client)
{
if ($testcheats)
{
%client.camera.setTransform(%client.player.getTransform());
%client.camera.setVelocity("0 0 0");
%client.setControlObject(%client.camera);
}
}
function serverCmdToggleRace(%client)
{
if ($testcheats)
{
if (%client.race $= "Human")
%client.race = "Bioderm";
else
%client.race = "Human";
%client.player.setArmor(%client.armor);
}
}
function serverCmdToggleGender(%client)
{
if ($testcheats)
{
if (%client.sex $= "Male")
%client.sex = "Female";
else
%client.sex = "Male";
%client.player.setArmor(%client.armor);
}
}
function serverCmdToggleArmor(%client)
{
if ($testcheats)
{
if (%client.armor $= "Light")
%client.armor = "Medium";
else
if (%client.armor $= "Medium")
%client.armor = "Heavy";
else
%client.armor = "Light";
%client.player.setArmor(%client.armor);
}
}
function serverCmdPlayCel(%client,%anim)
{
if ($testcheats)
{
%anim = %client.player.celIdx;
if (%anim++ > 8)
%anim = 1;
%client.player.setActionThread("cel"@%anim);
%client.player.celIdx = %anim;
}
}
// NOTENOTENOTE: Review
function serverCmdPlayAnim(%client, %anim)
{
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
if( %anim $= "Death1" || %anim $= "Death2" || %anim $= "Death3" || %anim $= "Death4" || %anim $= "Death5" ||
%anim $= "Death6" || %anim $= "Death7" || %anim $= "Death8" || %anim $= "Death9" || %anim $= "Death10" || %anim $= "Death11" )
return;
2017-07-18 02:51:48 +00:00
%player = %client.player;
// don't play animations if player is in a vehicle
if (%player.isMounted())
return;
%weapon = ( %player.getMountedImage($WeaponSlot) == 0 ) ? "" : %player.getMountedImage($WeaponSlot).getName().item;
if(%weapon $= "MissileLauncher" || %weapon $= "SniperRifle")
{
%player.animResetWeapon = true;
%player.lastWeapon = %weapon;
%player.unmountImage($WeaponSlot);
%obj.setArmThread(look);
}
%player.setActionThread(%anim);
}
function serverCmdPlayDeath(%client,%anim)
{
if ($testcheats)
{
%anim = %client.player.deathIdx;
if (%anim++ > 11)
%anim = 1;
%client.player.setActionThread("death"@%anim,true);
%client.player.deathIdx = %anim;
}
}
// NOTENOTENOTE: Review these!
//------------------------------------------------------------
// TODO - make this function specify a team to switch to...
function serverCmdClientTeamChange( %client )
{
// pass this to the game object to handle:
if ( isObject( Game ) && Game.kickClient != %client)
{
%fromObs = %client.team == 0;
if(%fromObs)
clearBottomPrint(%client);
Game.clientChangeTeam( %client, "", %fromObs );
}
}
2017-07-18 02:55:25 +00:00
function serverCanAddBot()
{
//find out how many bots are already playing
%botCount = 0;
%numClients = ClientGroup.getCount();
for (%i = 0; %i < %numClients; %i++)
{
%cl = ClientGroup.getObject(%i);
if (%cl.isAIcontrolled())
%botCount++;
}
//add only if we have less bots than the bot count, and if there would still be room for a
if ($HostGameBotCount > 0 && %botCount < $Host::botCount && %numClients < $Host::maxPlayers - 1)
return true;
else
return false;
}
2017-07-18 02:51:48 +00:00
function serverCmdAddBot( %client )
{
2017-07-18 02:55:25 +00:00
//only admins can add bots...
if (%client.isAdmin)
{
if (serverCanAddBot())
aiConnectMultiple( 1, $Host::MinBotDifficulty, $Host::MaxBotDifficulty, -1 );
}
2017-07-18 02:51:48 +00:00
}
function serverCmdClientJoinTeam( %client, %team )
{
if ( isObject( Game ) && Game.kickClient != %client)
{
if(%client.team != %team)
{
%fromObs = %client.team == 0;
if(%fromObs)
clearBottomPrint(%client);
if( %client.isAIControlled() )
Game.AIChangeTeam( %client, %team );
else
Game.clientChangeTeam( %client, %team, %fromObs );
}
}
}
// this should only happen in single team games
function serverCmdClientAddToGame( %client, %targetClient )
{
if ( isObject( Game ) )
Game.clientJoinTeam( %targetClient, 0, $matchstarted );
clearBottomPrint(%targetClient);
if($matchstarted)
{
%targetClient.setControlObject( %targetClient.player );
commandToClient(%targetClient, 'setHudMode', 'Standard');
}
else
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%targetClient.notReady = true;
%targetClient.camera.getDataBlock().setMode( %targetClient.camera, "pre-game", %targetClient.player );
%targetClient.setControlObject( %targetClient.camera );
2017-07-18 02:51:48 +00:00
}
if($Host::TournamentMode && !$CountdownStarted)
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
%targetClient.notReady = true;
centerprint( %targetClient, "\nPress FIRE when ready.", 0, 3 );
2017-07-18 02:51:48 +00:00
}
}
function serverCmdClientJoinGame( %client )
{
if ( isObject( Game ) )
Game.clientJoinTeam( %client, 0, 1 );
%client.setControlObject( %client.player );
clearBottomPrint(%client);
commandToClient(%client, 'setHudMode', 'Standard');
}
function serverCmdClientMakeObserver( %client )
{
if ( isObject( Game ) && Game.kickClient != %client )
Game.forceObserver( %client, "playerChoose" );
}
function serverCmdChangePlayersTeam( %clientRequesting, %client, %team)
{
if( isObject( Game ) && %client != Game.kickClient && %clientRequesting.isAdmin)
{
serverCmdClientJoinTeam(%client, %team);
if(!$MatchStarted)
{
%client.observerMode = "pregame";
%client.notReady = true;
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
%client.setControlObject( %client.camera );
if($Host::TournamentMode && !$CountdownStarted)
{
%client.notReady = true;
centerprint( %client, "\nPress FIRE when ready.", 0, 3 );
}
}
else
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
commandToClient(%client, 'setHudMode', 'Standard', "", 0);
2017-07-18 02:51:48 +00:00
%multiTeam = (Game.numTeams > 1);
if(%multiTeam)
{
messageClient( %client, 'MsgClient', '\c1The Admin has changed your team.');
messageAllExcept( %client, -1, 'MsgClient', '\c1The Admin forced %1 to join the %2 team.', %client.name, $teamName[%client.team]);
}
else
{
messageClient( %client, 'MsgClient', '\c1The Admin has added you to the game.');
messageAllExcept( %client, -1, 'MsgClient', '\c1The Admin added %1 to the game.', %client.name);
}
}
}
function serverCmdForcePlayerToObserver( %clientRequesting, %client )
{
if( isObject( Game ) && %clientRequesting.isAdmin)
Game.forceObserver( %client, "adminForce" );
}
//--------------------------------------------------------------------------
function serverCmdTogglePlayerMute(%client, %who)
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if (%client.muted[%who])
{
%client.muted[%who] = false;
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
messageClient(%client, 'MsgPlayerMuted', '%1 has been unmuted.', %who.name, %who, false);
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
}
else
{
%client.muted[%who] = true;
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
messageClient(%client, 'MsgPlayerMuted', '%1 has been muted.', %who.name, %who, true);
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
}
2017-07-18 02:51:48 +00:00
}
//--------------------------------------------------------------------------
// VOTE MENU FUNCTIONS:
function serverCmdGetVoteMenu( %client, %key )
{
if ( isObject( Game ) )
Game.sendGameVoteMenu( %client, %key );
}
function serverCmdGetPlayerPopupMenu( %client, %targetClient, %key )
{
if ( isObject( Game ) )
Game.sendGamePlayerPopupMenu( %client, %targetClient, %key );
}
function serverCmdGetTeamList( %client, %key )
{
if ( isObject( Game ) )
Game.sendGameTeamList( %client, %key );
}
function serverCmdGetMissionTypes( %client, %key )
{
for ( %type = 0; %type < $HostTypeCount; %type++ )
2017-07-18 02:55:25 +00:00
messageClient( %client, 'MsgVoteItem', "", %key, %type, "", $HostTypeDisplayName[%type], true );
2017-07-18 02:51:48 +00:00
}
function serverCmdGetMissionList( %client, %key, %type )
{
if ( %type < 0 || %type >= $HostTypeCount )
return;
for ( %i = $HostMissionCount[%type] - 1; %i >= 0; %i-- )
{
2017-07-18 02:55:25 +00:00
%idx = $HostMission[%type, %i];
2017-07-18 02:51:48 +00:00
// If we have bots, don't change to a mission that doesn't support bots:
if ( $HostGameBotCount > 0 )
{
2017-07-18 02:55:25 +00:00
if( !$BotEnabled[%idx] )
2017-07-18 02:51:48 +00:00
continue;
}
messageClient( %client, 'MsgVoteItem', "", %key,
2017-07-18 02:55:25 +00:00
%idx, // mission index, will be stored in $clVoteCmd
2017-07-18 02:51:48 +00:00
"",
$HostMissionName[%idx],
true );
}
}
function serverCmdGetTimeLimitList( %client, %key, %type )
{
if ( isObject( Game ) )
Game.sendTimeLimitList( %client, %key );
}
function serverCmdClientPickedTeam( %client, %option )
{
if( %option == 1 || %option == 2 )
Game.clientJoinTeam( %client, %option, false );
else if( %option == 3)
{
Game.assignClientTeam( %client, $MatchStarted );
Game.spawnPlayer( %client, false );
}
else
{
Game.forceObserver( %client, "playerChoose" );
%client.observerMode = "observer";
%client.notReady = false;
return;
}
ClearBottomPrint(%client);
%client.observerMode = "pregame";
%client.notReady = true;
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
commandToClient(%client, 'setHudMode', 'Observer');
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%client.setControlObject( %client.camera );
centerprint( %client, "\nPress FIRE when ready.", 0, 3 );
}
function playerPickTeam( %client )
{
%numTeams = Game.numTeams;
if(%numTeams > 1)
{
%client.camera.mode = "PickingTeam";
schedule( 0, 0, "commandToClient", %client, 'pickTeamMenu', getTaggedString($TeamName[1]), getTaggedString($TeamName[2]));
}
else
{
Game.clientJoinTeam(%client, 0, 0);
%client.observerMode = "pregame";
%client.notReady = true;
%client.camera.getDataBlock().setMode( %client.camera, "pre-game", %client.player );
centerprint( %client, "\nPress FIRE when ready.", 0, 3 );
%client.setControlObject( %client.camera );
}
}
function serverCmdPlayContentSet( %client )
{
if( $Host::TournamentMode && !$CountdownStarted && !$MatchStarted )
playerPickTeam( %client );
}
//--------------------------------------------------------------------------
// This will probably move elsewhere...
function getServerStatusString()
{
return isObject(Game) ? Game.getServerStatusString() : "NoGame";
}
function dumpGameString()
{
error( getServerStatusString() );
}
function isOnAdminList(%client)
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if( !%totalRecords = getFieldCount( $Host::AdminList ) )
{
2017-07-18 02:51:48 +00:00
return false;
}
2017-07-18 02:51:48 +00:00
for(%i = 0; %i < %totalRecords; %i++)
{
%record = getField( getRecord( $Host::AdminList, 0 ), %i);
2017-07-18 02:51:48 +00:00
if(%record == %client.guid)
return true;
}
return false;
}
function isOnSuperAdminList(%client)
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if( !%totalRecords = getFieldCount( $Host::superAdminList ) )
{
2017-07-18 02:51:48 +00:00
return false;
}
2017-07-18 02:51:48 +00:00
for(%i = 0; %i < %totalRecords; %i++)
{
%record = getField( getRecord( $Host::superAdminList, 0 ), %i);
2017-07-18 02:51:48 +00:00
if(%record == %client.guid)
return true;
}
return false;
}
function ServerCmdAddToAdminList( %admin, %client )
2017-07-18 02:51:48 +00:00
{
if( !%admin.isSuperAdmin )
return;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%count = getFieldCount( $Host::AdminList );
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
for ( %i = 0; %i < %count; %i++ )
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%id = getField( $Host::AdminList, %i );
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
if ( %id == %client.guid )
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
{
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
return; // They're already there!
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
}
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
}
2017-07-18 02:51:48 +00:00
if( %count == 0 )
$Host::AdminList = %client.guid;
else
$Host::AdminList = $Host::AdminList TAB %client.guid;
2017-07-18 02:51:48 +00:00
}
function ServerCmdAddToSuperAdminList( %admin, %client )
2017-07-18 02:51:48 +00:00
{
if( !%admin.isSuperAdmin )
return;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%count = getFieldCount( $Host::SuperAdminList );
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
for ( %i = 0; %i < %count; %i++ )
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%id = getField( $Host::SuperAdminList, %i );
v22337 (04/13/01): **SIEGE GAMEPLAY CHANGE**: When attacking a base, you will see red waypoints on the generators. When those generators are destroyed, the waypoints will change to green. If the generators are repaired thereafter, they will return to red. If you are on the defender team, these colors are reversed (green normally, red if destroyed, green if repaired again). This will help teams coordinate attack and defense more easily. **FLARE GREANDE GAMEPLAY CHANGE**: Each flare will only attract ONE missile now. When the missile hits the flare, the flare will be destroyed. Only the first missile fired after the flare is thrown will be fooled by that flare. Other missiles must be attracted by other flares in order to be avoided. *There was a problem where emails were getting cloned multiple times for some folks. This is fixed now and no longer occurs. *There was an issue where the single player game type was not being properly cleared for folks when they left single player and went to other games. This is fixed now. *A stray underground generator was removed from Caldera. *The name column will no longer jump to the top when folks leave and join a room, thus making it easier to stay focused on a particular player's name. *If you steal a vehicle, the vehicle's sensor radius will not switch to the stealing player's team. In otherwords, the sensor of the vehicle will still report to the original team's sensor net...not the team that stole the vehicle. That's as design and is one of the drawbacks of using a stolen vehicle. *Bounty & Hunter: The player icons on the command maps are now the correct colors. *More items have correct names and tags on the command map and in the HUD. There were instances like "East Generator Generator". Those have been eliminated. *The last patch accidentally eliminated the "PlayerXXX joined YYYY game. Click here to join." links from the CHAT. This has been resolved and is now available again. *Players are no longer able to squeeze in under the tires of vehicles and play Superman by lifting them off the ground. ; ) *Bots were getting stuck in Riverdance when the fell in the water near the bridge. This has been fixed. *Added more filtering options so that the filters for the server query (JOIN) screen are more powerful and flexible. *Added a Linux indicator so users can tell whether they are joining a Win32 or Linux server. (Shouldn't make any difference to game play, but we felt you'd like to know.) *Fixed a small texture leak on 3Space objects. *Added an underwater satchel charge effect. Slightly increased the delay time between activating the satchel and the time that it actually explodes (this was as designed...a minor bug was causing it to explode too soon).
2017-07-18 03:07:50 +00:00
if ( %id == %client.guid )
return; // They're already there!
}
if( %count == 0 )
$Host::SuperAdminList = %client.guid;
else
$Host::SuperAdminList = $Host::SuperAdminList TAB %client.guid;
2017-07-18 02:51:48 +00:00
}
function resetTournamentPlayers()
{
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
%cl.notready = 1;
%cl.notReadyCount = "";
}
}
function forceTourneyMatchStart()
{
%playerCount = 0;
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
if(%cl.camera.Mode $= "pre-game")
%playerCount++;
}
// don't start the mission until we have players
if(%playerCount == 0)
{
return false;
}
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
if(%cl.camera.Mode $= "pickingTeam")
{
// throw these guys into observer mode
if(Game.numTeams > 1)
commandToClient( %cl, 'processPickTeam'); // clear the pickteam menu
Game.forceObserver( %cl, "adminForce" );
}
}
return true;
}
function startTourneyCountdown()
{
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
ClearCenterPrint(%cl);
ClearBottomPrint(%cl);
}
// lets get it on!
Countdown( 30 * 1000 );
}
function checkTourneyMatchStart()
{
if( $CountdownStarted || $matchStarted )
return;
// loop through all the clients and see if any are still notready
%playerCount = 0;
%notReadyCount = 0;
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
if(%cl.camera.mode $= "pickingTeam")
{
%notReady[%notReadyCount] = %cl;
%notReadyCount++;
}
else if(%cl.camera.Mode $= "pre-game")
{
if(%cl.notready)
{
%notReady[%notReadyCount] = %cl;
%notReadyCount++;
}
else
{
%playerCount++;
}
}
else if(%cl.camera.Mode $= "observer")
{
// this guy is watching
}
}
if(%notReadyCount)
{
if(%notReadyCount == 1)
MessageAll( 'msgHoldingUp', '\c1%1 is holding things up!', %notReady[0].name);
else if(%notReadyCount < 4)
{
for(%i = 0; %i < %notReadyCount - 2; %i++)
%str = getTaggedString(%notReady[%i].name) @ ", " @ %str;
%str = "\c2" @ %str @ getTaggedString(%notReady[%i].name) @ " and " @ getTaggedString(%notReady[%i+1].name)
@ " are holding things up!";
MessageAll( 'msgHoldingUp', %str );
}
return;
}
if(%playerCount != 0)
{
%count = ClientGroup.getCount();
for( %i = 0; %i < %count; %i++ )
{
%cl = ClientGroup.getObject(%i);
%cl.notready = "";
%cl.notReadyCount = "";
ClearCenterPrint(%cl);
ClearBottomPrint(%cl);
}
if ( Game.scheduleVote !$= "" && Game.voteType $= "VoteMatchStart")
{
messageAll('closeVoteHud', "");
cancel(Game.scheduleVote);
Game.scheduleVote = "";
}
Countdown(30 * 1000);
}
}
function checkMissionStart()
{
%readyToStart = false;
for(%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%client = ClientGroup.getObject(%clientIndex);
if(%client.isReady)
{
%readyToStart = true;
break;
}
}
if(%readyToStart || ClientGroup.getCount() < 1)
{
if($Host::warmupTime > 0 && $CurrentMissionType !$= "SinglePlayer")
countDown($Host::warmupTime * 1000);
else
Game.startMatch();
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
for(%x = 0; %x < $NumVehiclesDeploy; %x++)
$VehiclesDeploy[%x].getDataBlock().schedule(%timeMS / 2, "vehicleDeploy", $VehiclesDeploy[%x], 0, 1);
$NumVehiclesDeploy = 0;
}
2017-07-18 02:51:48 +00:00
else
{
schedule(2000, ServerGroup, "checkMissionStart");
}
}
function Countdown(%timeMS)
{
if($countdownStarted)
return;
echo("starting mission countdown...");
if(isObject(Game))
%game = Game.getId();
else
return;
v22228 (04/06/01): * Fixed a problem that could have caused texture leaking in the interiors * Fixed an AI problem in Training 2 * Chinese "simplified" keyboard supported * Korean keyboard supported * A bug where infinite ammo could be gained by tossing the ammo was prevented. * Fixed a problem in Training 2 where a waypoint wouldn't update properly. * Thundersword and Havoc hold steady now when players try to jump in so they don't invert and detonate. * CD is now required in the drive for on-line play. * Scoring has been fixed so that it isn't blanked any longer if the admin changes the time limit during a game. * Active server queries will be cancelled now when you join a game (loads game faster now). * If standing in an inventory station when it is destroyed you no longer permanently lose weapons. * Fixed two issues that *could* cause crashes. * Fixed a problem where the bombardier could create a permanent targeting laser. * Cleaned up Chat text to remove programming characters. * Fixed "highlight text with my nick" option so it saves preference to file correctly. * Made MPB able to climb hills more easily and reduced damage from impact with the ground. * Added button to stop server queries in progress on "JOIN" screen. * Observers can now only chat with other observers (no one else can hear them). * Made deployable inv stations have smaller trigger so they don't "suck you in" from so far away. * Bots will now claim switches in CnH more accurately. * Added a "max distance" ring for sensors on the commander map so players can more accurately assess how well they placed the sensor in relation to how much area it is actually sensing. * Added a "ding" sound when you have filled up a text buffer so that you know why your text isn't showing up. * Fixed Chat HUD so that page up/page down works better. * Fixed a situation where Heavies could end up being permanently cloaked. * The MPBs on the "Alcatraz" map now deploy correctly (Siege map). * The "edited post" date stamp now works correctly. * If you jump into a vehicle while zoomed in, the zoom will reset correctly therafter now. * The Score Screen (F2) is now available while in a vehicle. * You can now vote to kick observers, if desired. * The ELF turret is fixed so it no longer fires at players when destroyed (an intermittent bug) * Some console spam associated with the Wildcat has been removed. * There was a situation where a player could die twice if he fell out of bounds. That has been resolved. * Screen resolution information should update properly now when restarting the application. * The camera should no longer be able to dip below terrain when in third person mode.
2017-07-18 03:05:21 +00:00
2017-07-18 02:51:48 +00:00
$countdownStarted = true;
Game.matchStart = Game.schedule( %timeMS, "StartMatch" );
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if (%timeMS > 30000)
notifyMatchStart(%timeMS);
2017-07-18 02:51:48 +00:00
if(%timeMS >= 30000)
Game.thirtyCount = schedule(%timeMS - 30000, Game, "notifyMatchStart", 30000);
if(%timeMS >= 15000)
Game.fifteenCount = schedule(%timeMS - 15000, Game, "notifyMatchStart", 15000);
if(%timeMS >= 10000)
Game.tenCount = schedule(%timeMS - 10000, Game, "notifyMatchStart", 10000);
if(%timeMS >= 5000)
Game.fiveCount = schedule(%timeMS - 5000, Game, "notifyMatchStart", 5000);
if(%timeMS >= 4000)
Game.fourCount = schedule(%timeMS - 4000, Game, "notifyMatchStart", 4000);
if(%timeMS >= 3000)
Game.threeCount = schedule(%timeMS - 3000, Game, "notifyMatchStart", 3000);
if(%timeMS >= 2000)
Game.twoCount = schedule(%timeMS - 2000, Game, "notifyMatchStart", 2000);
if(%timeMS >= 1000)
Game.oneCount = schedule(%timeMS - 1000, Game, "notifyMatchStart", 1000);
}
function EndCountdown(%timeMS)
{
echo("mission end countdown...");
if(isObject(Game))
%game = Game.getId();
else
return;
if(%timeMS >= 60000)
Game.endsixtyCount = schedule(%timeMS - 60000, Game, "notifyMatchEnd", 60000);
if(%timeMS >= 30000)
Game.endthirtyCount = schedule(%timeMS - 30000, Game, "notifyMatchEnd", 30000);
if(%timeMS >= 10000)
Game.endtenCount = schedule(%timeMS - 10000, Game, "notifyMatchEnd", 10000);
if(%timeMS >= 5000)
Game.endfiveCount = schedule(%timeMS - 5000, Game, "notifyMatchEnd", 5000);
if(%timeMS >= 4000)
Game.endfourCount = schedule(%timeMS - 4000, Game, "notifyMatchEnd", 4000);
if(%timeMS >= 3000)
Game.endthreeCount = schedule(%timeMS - 3000, Game, "notifyMatchEnd", 3000);
if(%timeMS >= 2000)
Game.endtwoCount = schedule(%timeMS - 2000, Game, "notifyMatchEnd", 2000);
if(%timeMS >= 1000)
Game.endoneCount = schedule(%timeMS - 1000, Game, "notifyMatchEnd", 1000);
}
function CancelCountdown()
{
if(Game.sixtyCount !$= "")
cancel(Game.sixtyCount);
if(Game.thirtyCount !$= "")
cancel(Game.thirtyCount);
if(Game.fifteenCount !$= "")
cancel(Game.fifteenCount);
if(Game.tenCount !$= "")
cancel(Game.tenCount);
if(Game.fiveCount !$= "")
cancel(Game.fiveCount);
if(Game.fourCount !$= "")
cancel(Game.fourCount);
if(Game.threeCount !$= "")
cancel(Game.threeCount);
if(Game.twoCount !$= "")
cancel(Game.twoCount);
if(Game.oneCount !$= "")
cancel(Game.oneCount);
if(isObject(Game))
cancel(Game.matchStart);
Game.matchStart = "";
Game.thirtyCount = "";
Game.fifteenCount = "";
Game.tenCount = "";
Game.fiveCount = "";
Game.fourCount = "";
Game.threeCount = "";
Game.twoCount = "";
Game.oneCount = "";
$countdownStarted = false;
}
function CancelEndCountdown()
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//cancel the mission end countdown...
2017-07-18 02:51:48 +00:00
if(Game.endsixtyCount !$= "")
cancel(Game.endsixtyCount);
if(Game.endthirtyCount !$= "")
cancel(Game.endthirtyCount);
if(Game.endtenCount !$= "")
cancel(Game.endtenCount);
if(Game.endfiveCount !$= "")
cancel(Game.endfiveCount);
if(Game.endfourCount !$= "")
cancel(Game.endfourCount);
if(Game.endthreeCount !$= "")
cancel(Game.endthreeCount);
if(Game.endtwoCount !$= "")
cancel(Game.endtwoCount);
if(Game.endoneCount !$= "")
cancel(Game.endoneCount);
Game.endmatchStart = "";
Game.endthirtyCount = "";
Game.endtenCount = "";
Game.endfiveCount = "";
Game.endfourCount = "";
Game.endthreeCount = "";
Game.endtwoCount = "";
Game.endoneCount = "";
}
function resetServerDefaults()
{
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
$resettingServer = true;
2017-07-18 02:51:48 +00:00
echo( "Resetting server defaults..." );
if( isObject( Game ) )
Game.gameOver();
// Override server defaults with prefs:
exec( "scripts/ServerDefaults.cs" );
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
exec( $serverprefs );
//convert the team skin and name vars to tags...
%index = 0;
while ($Host::TeamSkin[%index] !$= "")
{
$TeamSkin[%index] = addTaggedString($Host::TeamSkin[%index]);
%index++;
}
%index = 0;
while ($Host::TeamName[%index] !$= "")
{
$TeamName[%index] = addTaggedString($Host::TeamName[%index]);
%index++;
}
// Get the hologram names from the prefs...
%index = 1;
while ( $Host::holoName[%index] !$= "" )
{
$holoName[%index] = $Host::holoName[%index];
%index++;
}
2017-07-18 02:51:48 +00:00
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// kick all bots...
removeAllBots();
// add bots back if they were there before..
if( $Host::botsEnabled )
initGameBots( $Host::Map, $Host::MissionType );
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
// load the missions
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
loadMission( $Host::Map, $Host::MissionType );
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
$resettingServer = false;
echo( "Server reset complete." );
2017-07-18 02:51:48 +00:00
}
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
function removeAllBots()
2017-07-18 02:51:48 +00:00
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
while( ClientGroup.getCount() )
v23669 (06/25/01): - (bug fix) Vehicles and deployables now properly explode if they are destroyed while someone is repairing them. - (bug fix) Sniper laser shots no longer create water splash effects if hitting ground near the water. - (bug fix) Immersion iForce force feedback mouse is now working properly again. - (bug fix) The "flag jumping" bug is now fixed. When a flag lands after being dropped, it will stay put when it slides to rest. - (bug fix) Fixed a situation where closing tribe or player tags on the Browser out of order would cause a disconnect with the database server. - (bug fix) Players can no longer fire, place mines, place grenades, or place beacons when inside a force field. - (bug fix) Fixed bug where modifier keys (specifically SHIFT) bound to actions in the game would still cause those actions when typing in a text edit control in-game (such as the chat entry) - (bug fix) Fixed a bug that could cause a player to drop to desktop when attempting to join a game which was in the process of cycling missions. - (bug fix) Fixed a Radeon video card issue which could occur if the desktop color bit-depth was different than the color bit-depth that the player was using in the game. - (bug fix) You won't try to fade into a vehicle that was destroyed after you purchased it, but before you had actually tported to the seat. - (bug fix) Minor change in the MPB explosion so that the turret part of the MPB doesn't seem to hover in place for a split-second during the explosion. - (bug fix) Bomber bombs now tumble properly and won't seem to disappear when falling. - (bug fix) Fixed a rare problem that could cause a client crash while the server is resetting. - (bug fix) Fixed a problem with the ELF gun effect that was causing hangs. - (bug fix) Telnet can now be used to set passwords for PURE servers so that they can be used for match games. (command line option...see the post in T2FAQs called "How do I TELNET INTO A PURE SERVER?" for more information on how to use this ability.) - (bug fix) The "cloning" issue (where players could clone themselves by dying, going to the CC with the CC camera showing themselves, spawn, and flicker back and forth to the CC) is now fixed and no longer occurs. - (bug fix) Another "cloning" issue which occurred when the Tourney Admin would switch teams for players is fixed and no longer occurs. - (bug fix) Fixed a bug where, when a client joins a server where the client does not have the map being run on the server, the client hangs while loading. This now elegantly exits instead of hanging. - (bug fix) Fixed an issue where the last few characters of the Server Info dialog would be cut off. - (bug fix) Fixed a situation where a blank error box could occur if CD key not entered properly when creating an account. - (bug fix) Sensor rings will no longer show up on the Command Circuit if the generators are not powered. - (bug fix) There was a rare bug where, if a player was standing in a force field's position when that force field went from a depowered to powered state (in otherwords, if the gens were repaired while he stood in the FF position), then the player would be stuck forever. If this case occurs, that player will now be destroyed. - (improvement) The "redjack" icon has been removed and new network throughput graphs have been implemented to better help players troubleshoot their net settings. Additionally, a more accurate and complete set of network presets is available. (See details below under "NETWORK SETTINGS" for more information.) - (improvement) The pure server concept is now implemented. Pure servers only allow regulation scripts and maps to be run on the server (no restrictions yet on the client), thus ensuring that anyone that joins a "base" server is playing the game as it was designed by Dynamix. MODs are still easily joined, but players can be assured that a "Base" game is really a "Base" game now. (Any game with server or rules mods that is not actually named as a new MOD will be described as "variant" instead of "base" on the master server list.) NOTE: See "PURE SERVER" below for more information on this. - (improvement) Old Password is now required in order to enter a New Password when editing your account. - (improvement) Password handling is different now in order to make it more difficult for people to casually find a password on a hard drive. - (improvement) Made more room for player names to display on the Server Info box. - (improvement) Bomber and Tank now have separate energy capacitors for their turret weapons. This energy pool is completely separate from the energy pool that the thrusters and force shields use. (Gunner energy is displayed as a second bar below the regular vehicle energy and is orangish in color.) - (improvement) Vertical thrusters on air vehicles are now more efficient to enable better takeoffs from ground level. - (improvement) Changed team damage OFF to include friendly turret fire and vehicle fire. (In otherwords, if Team Damage is OFF, then turrets fire and vehicle fire will not affect friendly units.) - (improvement) Splash damage no longer falls off so dramatically with distance. You will find that area effect (explosion) weapons now are more effective within their damage area. - (improvement) While in Tournament mode, and while in observer mode at the beginning of a match (before teams have been selected), players will now be able to chat with one another. - (improvement) Added observer points to Tombstone (it previously had none). - (improvement) Grenades tossing is slightly improved. The grenades will throw farther with less time spent pressing the grenade key. (They still have the exact same minimum and maximum throwing distances, it's just easier to throw it out to max range now.) - (community) Player histories are now accurate. - (community) Preferences in the FORUMs should be fixed now so that they stay in existence. The sort is the only exception. That will reformat each time you enter the FORUM and you will need to select whichever sort your prefer at that time.
2017-07-18 03:22:55 +00:00
{
%client = ClientGroup.getObject(0);
if(%client.isAIControlled())
%client.drop();
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
else
%client.delete();
2017-07-18 02:51:48 +00:00
}
}
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//------------------------------------------------------------------------------
function getServerGUIDList()
2017-07-18 02:51:48 +00:00
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%count = ClientGroup.getCount();
2017-07-18 02:51:48 +00:00
for ( %i = 0; %i < %count; %i++ )
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%cl = ClientGroup.getObject( %i );
if ( isObject( %cl ) && !%cl.isSmurf && !%cl.isAIControlled() )
2017-07-18 02:51:48 +00:00
{
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
%guid = getField( %cl.getAuthInfo(), 3 );
if ( %guid != 0 )
{
if ( %list $= "" )
%list = %guid;
else
%list = %list TAB %guid;
}
2017-07-18 02:51:48 +00:00
}
}
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
return( %list );
2017-07-18 02:51:48 +00:00
}
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
//------------------------------------------------------------------------------
2017-07-18 02:51:48 +00:00
// will return the first admin found on the server
function getAdmin()
{
%admin = 0;
for ( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ )
{
%cl = ClientGroup.getObject( %clientIndex );
if(%cl.isAdmin || %cl.isSuperAdmin)
{
%admin = %cl;
break;
}
}
return %admin;
}
function serverCmdSetPDAPose(%client, %val)
{
v23115 (05/30/01): - (bug fix) Fixed an authentication hole that allowed arbitrary IP connections to a LAN server. The policy now is: LAN servers will disallow any connections from IP addresses that do not match the Class B network address of the server (or match one of them, in a multihomed server). So if your server's address is 12.13.14.15, clients from 12.13.*.* will be considered, but clients from 12.12.*.* will be immediately rejected. In addition, a LAN server will only allow 4 unique Class C ids at any one time. This should be sufficiently lenient for even the largest LAN parties, but should eliminate the auth hole. - (bug fix) Fixed a server crash on mission change when the last human player leaves the game in mid cycle. - (bug fix) Fixed a bug that could reset your Shape Detail setting to max - (bug fix) Client join message name correction - (bug fix) All known in-game Chat HUD bugs are fixed (partial lines from paging up/down and resize issues, etc.). - (bug fix) Infinite missile lock-on sound bug is fixed. Dead. Finito. No more. Pushing up the daisies. - (bug fix) Stitched up a hole associated with one of the base shapes. Small fry compared to the memory leaks. - (bug fix) Found a particle crash issue and plugged it up good. - (bug fix) Fixed a shield impact internal compile error that was crunching frame rate. - (bug fix) Turns out we tweaked it so inventory stations were counting as turrets for turret placement purposes. D'oh. Fixed. - (bug fix) A rare crash that occurred with the Radeon VE card has been resolved. - (bug fix) Fixed a crash that could occur when a flare grenade was released when inside a force field. - (bug fix) Deployable turrets (spider and spike) and Deployable inv stations now do damage in their explosion when they are destroyed. - (optimization) The following missions were refined in order to optimize framerate: Alcatraz Caldera Flashpoint Gauntlet IceBound Insalubria Overreach Respite Sirocco - (optimization) Adjusted the LOD of the logo projectors found in CnH missions. - (optimization) Changed object shield shapes from the form-fitting forcefields into a less poly-intensive dome effect. Also gave shields a lower memory profile. - (optimization) Changed the way the clouds' planes are clipped. Sky's the limit, right? - (optimization) Missile sound script calls moved from script into code for faster processing. - (memory leak) Fixed a large memory leak. This plus the other leaks mentioned here should finally put the nail in the coffin on the "degrading server performance" issue. - (memory leak) Fixed a memory leak associated with the pretty lightning effects on maps like Casern Cavite.memory leaks: - (memory leak) Fixed a memory leak in our fancy text list control and the gui text list. - (memory leak) Fixed a memory leak involving memory use and resource allocation. - (improvement) Targeting laser prediction should be better now. - (improvement) You can specify a server's IP address manually at the join screen - (improvement) You can now specify "-password <pw>" on the command line to join a server that requires a password. - (improvement) Heavy armors are tougher against snipers. You now require four headshots or five body shots to kill a Juggernaut with a laser rifle. - (improvement) Footspeed of all armors increased slightly, as well as a minor boost to jetpack performance. Some improvements made to air resistance for mediums and heavy armors (very subtle). - (improvement) The jetpack effect was reverted back to the old effect (by popular demand). - (improvement) A Chat HUD message has been added that is displayed whenever you try to deploy a mine, but your team's maximum number of mines has already been deployed. Previously, the mine would just blow up and not explain why it detonated. Now, it still blows up, but tells you why it happened. - (improvement) Polished up the health meter on the HUD so when you're still alive, it displays a visible sliver of positive health. - (improvement) Made framerate and gameplay changes to Caldera. The attackers' base has been moved farther from the defenders, and the switch has been put in one of the upper chambers, while the stations are located separately from the generators. The changes should fix a serious defensive advantage. - (improvement) After you buy a vehicle, you now fade into the driver's seat if your armor and pack make you an eligible pilot/driver. - (improvement) Added a "rogue" mine message so that if you are killed by a mine laid by someone who has left the building, the death message is more accurate. - (improvement) Increased speed of belly turret projectiles so that it is more effective in general (especially for air defense). - (improvement) Modified name tags of vehicles when you place your reticle over them. Names are now more consistent and descriptive. - (improvement) Missile and AA turrets now have a longer maximum range (you'll still need to deploy sensors to get this added range, but they can fire farther if you do). They also react more quickly to available targets. - (community) The "compose email", "forum post", and "news submission" windows are now resizable and movable.
2017-07-18 03:20:27 +00:00
if(!isObject(%client.player))
return;
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
// if client is in a vehicle, return
if(%client.player.isMounted())
return;
2017-07-18 02:51:48 +00:00
v22649 (04/28/01): - Fixed buddy filter. You can now use the Filter option on the JOIN screen to find games that have players in them that are listed on your buddy list. (Use the Email or Warrior Browser functions to add/remove people from your buddy list.) - You can now add a player to your server admin lists (so that server admins can auto-admin players when they join a server, if desired). How this is done: If you are a SuperAdmin (owner of the server), you can go into the lobby and right-click on a player's name. You will then have the ability to add them to your Admin or SuperAdmin lists. - "Vote Spamming" has been prevented in-game. - Added "quickbuy" keyboard shortcuts to use at vehicle station. (Default keys are the 1-6 number keys. 1 is Wildcat, 6 is Havoc). (NOTE: These key bindings are not currently editable. However, since you are on the vehicle purchase pad when they are in effect, they cannot interfere with any custom keys you've created, so you should have no problems.) - Moved some of the CD check from script into code, where it should be. - Missile reticle is improved aesthetically. This is part 1 of 2 of the missile reticle changes. The second part will be in the next patch. - Team Damage ON/OFF can be changed by Admins/SuperAdmins as well as being voted on by players. If you are an Admin or SuperAdmin, then just go to Lobby and look up where the "Vote" options are listed. There are options there to toggle the Team Damage flag. Regular players can also Vote to Enable/Disable Team Damage in the same spot. - Default server prefs have been changed so that the default time limit is now 30 minutes (instead of 20) and Team Damage is OFF. - The "sticking" mouse button problem is now fixed. - Deployables are now easier to place on walls and other surfaces. There were some inconsistencies on which surfaces could be placed upon and those are now resolved. - (gameplay change) Flag captures are now worth 100 points, instead of 1 point. Additionally, each time someone grabs the flag *from the enemy flag stand* they will gain 1 point, regardless of whether they actually capture it or not. You will ONLY get this single point if the flag was actually on the flagstand. You will NOT get the point by touching the flag anywhere else on the field. This change will help prevent tie situations and will reward aggressive offensive play. NOTE: The "touch" point can only be gained once every 20 seconds...so a "scrum" around the flag base will not result in a large group of points being gained. - (gameplay change) Deployable inventory stations can no longer be deployed directly next to each other. They must be at least 20 meters apart in order to be deployed properly. - (gameplay change) Many team damage fixes occurred. When Team Damage is OFF the following are now true: Friendly teammates are no longer prevented from destroying deployables. The ELF will no longer drain energy from friendly players. If a friendly player blinds another friendly player with Whiteout grenades, then a message is displayed in the Chat HUD so that the blinded person knows who did it. (There are more Team Damage changes coming in the next patch.) - (gameplay change) Medium now has a standard loadout of 12 grenades in the grenade launcher instead of 10. Light: 10; Medium: 12; Heavy: 15. - (gameplay change) Deployable pulse sensors now have a range of 150m instead of 120m to make them a more attractive option to deploy. - (gameplay change) Ejection speed increased slightly to more easily accomodate jumping out of moving vehicles. - (gameplay change) Siege: Alcatraz. The generators have been moved around a bit. There are two entrances to that base. One is the "front door" and the other is the "back door". (The back door is the one that has a team-pass-only force field blocking enemies from the switch room.) There is now an upper generator down the chute from the "front door" that powers the "back door" force field. Additionally, there is a solar panel outside that powers the base turrets and sentry turrets. None of these generators have to be destroyed to get to the switch, but their destruction makes it MUCH easier to do so. There are four generators total on this map (all are waypointed now), and the destruction of all four is necessary before the base power will go down. - (gameplay change) Siege: Caldera. The generator has been moved out of the switch room and into the very big main room that has the inventory stations in it. It is no longer necessary to destroy the generators in a particular sequence. Destroying the two main generators (Primary and Secondary) will drop the force field that protects the switch. Both gens must be down in order for the switch force field to drop.
2017-07-18 03:12:56 +00:00
if(%val)
{
// play "PDA" animation thread on player
%client.player.setActionThread("PDA", false);
}
else
{
// cancel PDA animation thread
%client.player.setActionThread("root", true);
}
2017-07-18 02:51:48 +00:00
}
function serverCmdProcessGameLink(%client, %arg1, %arg2, %arg3, %arg4, %arg5)
{
Game.processGameLink(%client, %arg1, %arg2, %arg3, %arg4, %arg5);
}