lazy5686
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Depends on how you are managing the server. As far as I am aware there is nothing that will internally keep track of messages. A simple perl or mIRC bot could parse commands like !setjoin from regular chat and then store the join message. It could then look for someone joining with the same player name or Steam ID and send a message to the server with the corresponding join message. I don't think one is made since they are going to make changes how the servers will work. But as of now, it is possible to do join messages, medals, etc. We are just waiting for the server side changes the dev team is going to make. Or if someone helps me with teh TCP part I can make an IRC bot with all that stuff. mIRC has built in socket support, you'll probably need to play with it a bit if you want it to work. I would also not recommend using an mIRC bot indefinitely, right now RCON doesn't send much info, but mIRC can get bogged down and start missing data being sent if there is too much. Perl, C#, C++ or whatever you are most comfortable with would be better. Off the top of my head: alias ConnectToRCON { sockopen RenX 127.0.0.0 7777 } alias IdentifyToServer { sockwrite RenX adminlogin PASSWORD } on *:sockread:RenX { ;get your incomming data here with sockread() } alias SendCommand { ;sockwrite RenX command extrainfo sockwrite RenX say hello world }
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Jelly now has ported our !modrequest command over to our RenX bot.
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It was on Jelly's marathon server You kids and your shenanigans. Back in my day we only put tanks on top of the Walls_Flying mesa. Stacked mammoth tank rushes on hourglass were also fun.
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Raven resolved some issues with our bot after it took so long to remove this guy...
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Server owners can already view player joins including IP's and steam IDs through RCON. They can also execute commands like kick. It is fairly straight forward to write a simple bot to store banned IPs and IDs...
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Airstrikes have utterly minimal indication of where they are going to hit and can obliterate they entire attacking/defending team in one shot. For 700 that is far too low, especially in a marathon server where you can acquire tens of thousands of credits over the course of 1-2 hours. When our marathon server had them at 700, when one team got down to a single building all you could hear were airstrike calls and every 10 seconds half of the team would die. I stand by my decision to keep them at 2500 until changes are made. I don't mind them being in game, in fact I like them, they do have a purpose but 700 was far too low Also, modded, are you kidding me? How is this modded? It's a server side option like player count, vehicle limit, and time limit. Its not an Obelisk gun or !turret command. It's a price adjustment, and as for why it isn't displaying in the UI I have no idea.
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Aye, I suppose I wasn't the only one that remembered times like this. Got a mod permaban me once just because I outgunned him in a soldier vs. soldier fight (that and he was known to go **** you to any player that killed him). If anything, we need something like TiberianTech's 4.0 scripts. Those prevent players from even joining a game if any modifications are detected. Rebdog developed a working triggerbot with scripts 4.0/4.1 and 0x90 bypassed the anticheat features a while ago. There are at least two other individuals working on their own cheats. You can only do so much. For other server owners I would recommend creating an IP and Steam ID database if you don't already have something like that. It can help greatly in tracking the less internet savvy cheaters. Jelly tries to get conclusive proof that someone is in fact cheating before we ban them. Every once in a while we do ban someone without 100% conclusive proof but we require a large majority of the moderator and admin team to approve it and generally debate among ourselves for several days . The last person we removed like this was Rebdog.
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I can confirm the existence of at least one working aimbot. This. Combined with Steam ID bans it would make it rather annoying to get back in. Also the ping with playing on proxies would be terrible.
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Depends on how you are managing the server. As far as I am aware there is nothing that will internally keep track of messages. A simple perl or mIRC bot could parse commands like !setjoin from regular chat and then store the join message. It could then look for someone joining with the same player name or Steam ID and send a message to the server with the corresponding join message.
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Jelly Marathon and AOW are both operating with airstrikes at 2500. Instead of having an airstrike every 10 seconds on a map like Field they pop up every 5-10 minutes. When a team gets down to their last structure it is no longer constantly bombarded by airstrikes as well. 700 is far too low a cost to destroy every living thing over a wide area with little indication beforehand. If there are changes in the future the cost will be adjusted accordingly.
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I find it hilarious that over time a PIC or Railgun does less damage than Patch's rifle to heavy armor and that a volt auto rifle does more than twice as much.
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I would like to know as well. I'd also like to disable voting entirely...
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Railgun/PIC quickswitching obliterates everything.
lazy5686 replied to GatsuFox's topic in Renegade X
If they didn't fire so damn slowly it might not be abused like this. -
These stats are from a server with no time limit and really pointwhoring don't work that well at all with the pointfix but even then Field, Hourglass and somewhat City is unbalanced. On Field, with two teams of equal skill, Nod will likely win. Artillery simply have far superior firepower and all it takes is a few technicians to keep the bombardment alive and get thousands of points. If the weapons factory dies, then Nod can switch to flame tanks and stealth tanks backed up by artillery killing any repairing infantry in the advanced guard tower. Hourglass is garbage. I've seen far more games on City go to Nod than GDI in both marathon servers and AoW. It is almost always due to a stealth tank rush sneaking in. EDIT: By no means does GDI have an advantage in smaller games of 16 or less. A single flame tank could easily pin down the entire enemy base while dealing large amounts of damage. At the same time it would take 2-3 medium tanks to do the same to Nod. A single SBH can easily end smaller games where there are not enough people to check all the buildings quickly.
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Giving people more options divides the community? This is one power up. I'm not asking for the ability to buy turrets or tanks any where, refill in the field with a command, change into extra characters like Kane, or grant people obelisk guns. EDIT: Erm... [10] -Tiresias- Current win percentages for Jelly Marathon (Small games are less than 30 players, big games are 30 and above): [10] -Tiresias- Canyon - Small: GDI: 55.75% Nod: 44.25% - Big: GDI: 53.26% Nod: 46.74% - Combined: GDI: 53.35% 04Nod: 46.65% [10] -Tiresias- City - Small: GDI: 32.26% Nod: 67.74% - Big: GDI: 38.78% Nod: 61.22% - Combined: GDI: 38.44% Nod: 61.56% [10] -Tiresias- City Flying - Small: GDI: 38% 04Nod: 62% - Big: GDI: 39.87% Nod: 60.13% - Combined: GDI: 39.82% Nod: 60.18% [10] -Tiresias- Complex - Small: GDI: 50.34% 04Nod: 49.66% - Big: GDI: 42.88% Nod: 57.12% - Combined: GDI: 43.11% 04Nod: 56.89% [10] -Tiresias- Field - Small: GDI: 27.66% 04Nod: 72.34% - Big: GDI: 31.6% Nod: 68.4% - Combined: GDI: 31.5% Nod: 68.5% [10] -Tiresias- Glacier Flying - Small: GDI: 38.46% Nod: 61.54% - Big: GDI: 45.76% Nod: 54.24% - Combined: GDI: 45.54% Nod: 54.46% [10] -Tiresias- Hourglass - Small: GDI: 33.33% Nod: 66.67% - Big: GDI: 32.89% Nod: 67.11% - Combined: GDI: 32.9% Nod: 67.1% [10] -Tiresias- Islands - Small: GDI: 51.55% Nod: 48.45% - Big: GDI: 43.5% Nod: 56.5% - Combined: GDI: 43.72% Nod: 56.28% [10] -Tiresias- Mesa - Small: GDI: 48.08% Nod: 51.92% - Big: GDI: 51.81% Nod: 48.19% - Combined: GDI: 51.7% Nod: 48.3% [10] -Tiresias- Under - Small: GDI: 29.55% Nod: 70.45% - Big: GDI: 48.04% Nod: 51.96% - Combined: GDI: 47.57% Nod: 52.43% [10] -Tiresias- Volcano - Small: GDI: 49.72% Nod: 50.28% - Big: GDI: 50.42% Nod: 49.58% - Combined: GDI: 50.39% Nod: 49.61% [10] -Tiresias- Walls - Small: GDI: 54.17% Nod: 45.83% - Big: GDI: 50.12% Nod: 49.88% - Combined: GDI: 50.23% Nod: 49.77% [10] -Tiresias- Walls Flying - Small: GDI: 53.85% Nod: 46.15% - Big: GDI: 53.22% Nod: 46.78% - Combined: GDI: 53.25% Nod: 46.75%