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Forum: Other Products
 Topic: Ingame renguard message
Ingame renguard message [message #124422] Sun, 05 December 2004 14:12
Jellybe4n  
Messages: 409
Registered: August 2004
Commander
I am still gettin it on our servers, I and many other still get this page ingame even though we all run renguard. I have tried to turn it off altogether but we still get the page. Any ideas ?
 Topic: SSAOW renlog2.txt
SSAOW renlog2.txt [message #123151] Tue, 30 November 2004 13:33
Nightma12  is currently offline Nightma12  
Messages: 2587
Registered: August 2003
General (2 Stars)
Category Moderator
Quote:

_ALERT - Kicked Event


when would this happen Confused ive never seen this in my log file
 Topic: brenbot 136
brenbot 136 [message #121836] Tue, 23 November 2004 18:01
Bl00dAng  is currently offline Bl00dAng  
Messages: 36
Registered: August 2004
Recruit
cna some one give me a link to the brenbot scripts.dll server2.ini?
 Topic: ....SIGH............
....SIGH............ [message #121058] Tue, 19 October 2004 15:42
Bl00dAng  is currently offline Bl00dAng  
Messages: 36
Registered: August 2004
Recruit
well, the only people i know that were released brenbot 136, is n00bsvrs on Renegade Alert.....

why did one n00b have to go ruin it for ALL if us brenbot luvers!

SIGH
 Topic: YAY
YAY [message #119692] Mon, 11 October 2004 12:35
Bl00dAng  is currently offline Bl00dAng  
Messages: 36
Registered: August 2004
Recruit
Thanx zunnie, hope BR new is coming SOON

hope its coolier than BR old Smile
 Topic: BRenBot for RenAlert??
BRenBot for RenAlert?? [message #106936] Tue, 10 August 2004 11:39
Bl00dAng  is currently offline Bl00dAng  
Messages: 36
Registered: August 2004
Recruit
Well, i've been playing RenAlert lately, and the have dedicated servers up in all, and they have BRenBot on it, but, the commands dont work! BRenBot just doesn't work properly for RenAlert....so when will the new BRenBot be out for RenAlert?
 Topic: syntax error at modules.pm line 808
syntax error at modules.pm line 808 [message #93972] Wed, 09 June 2004 13:44
by_ruddles  is currently offline by_ruddles  
Messages: 101
Registered: September 2003
Location: UK
Recruit
OK, been trying to run the bot for days now, but it keeps dieing for no reason that I can find, and the error message is:

syntax error at modules.pm line 808

Its had a complete re-install, a new database uploaded, and it still dies. Anyone got any ideas?
 Topic: Banning with BR
Banning with BR [message #91493] Mon, 31 May 2004 22:14
punkun21  is currently offline punkun21  
Messages: 30
Registered: April 2004
Recruit
Was wondering if someone could help me. Is there a way to setup Brenbot so that you can ban a nick or an IP even if they aren't in-game?
 Topic: Recommendation locations
Recommendation locations [message #91199] Sun, 30 May 2004 18:10
blkhand02  is currently offline blkhand02
Messages: 6
Registered: April 2004
Recruit
Hello all

I have my own dedicated server with BR. I need to know where all the user names for recs and noob comands are located. I can't find it in the BR directory. I want to resit them how can i do that. Thank you for your time.


blkhand02
 Topic: Problems With Recommanding
Problems With Recommanding [message #90746] Sat, 29 May 2004 05:16
Joint-Striker  is currently offline Joint-Striker  
Messages: 7
Registered: May 2004
Location: Germany
Recruit

Hi
I do not point exactly whether it a nose is however every time one on my server is and then MVP recommand offered another that not MVP is or K/D.
 Topic: BRenBot Tutorial
BRenBot Tutorial [message #83092] Sat, 24 April 2004 21:49
zunnie  is currently offline zunnie  
Messages: 2956
Registered: September 2003
Location: Netherlands
General (2 Stars)
BRenBot Tutorial Smile

This tutorial should get you on the road i think Smile

[zunnie]


http://coop.allnoobs.com/images/renegade_coop_signature.png

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ModDB: Renegade-Coop
 Topic: Small BRenBot & IRC Tutorial
Small BRenBot & IRC Tutorial [message #82286] Wed, 21 April 2004 20:59
zunnie  is currently offline zunnie  
Messages: 2956
Registered: September 2003
Location: Netherlands
General (2 Stars)
http://zunnie.hellrazer.net/brenbot_tut.htm

Im currently writing a small BRenBot tutorial.

It includes setting up your IRC channel and stuff like that with pics included.

Feel free to pass this link to anyone who needs help setting up BRenBot.
Its not yet completely finished, but it wont be long i think Smile

Also you can contact me on msn if you really really cant figure out something or if your stuck at something. SoQzunnie@hotmail.com

[zunnie]


http://coop.allnoobs.com/images/renegade_coop_signature.png

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ModDB: Renegade-Coop
 Topic: BRenbot help
BRenbot help [message #81084] Sat, 17 April 2004 09:40
zH4ckerx  is currently offline zH4ckerx  
Messages: 21
Registered: March 2004
Recruit
for the next brenbot can u make the ladder work??? alot of people in my server want the ladder to work. Can u fix it? and dont put rengaurd in that 1 plz because alot of people still dont have it.
 Topic: !ladder/Rank
!ladder/Rank [message #68688] Tue, 24 February 2004 20:05
TbouncerT  is currently offline TbouncerT  
Messages: 38
Registered: January 2004
Location: California
Recruit

when is this feature going to be running blaze?
 Topic: maybe?
maybe? [message #63467] Sat, 24 January 2004 18:29
Majiin Vegeta  is currently offline Majiin Vegeta  
Messages: 2186
Registered: February 2003
Location: London
General (2 Stars)
maybe this can be added to a build..

i notice on n00bsvr01 that when somebody joins.. the SFPS drops then shows the Recs/join message of the player and SFPS is fine again.. i'm guessing this is due to the size of the files it has to read?

if so.. is it possible to make it delete players who have not played on the server in over a set time.. like 2 weeks.. to keep a file small
?
 Topic: Brenbot IRC Probs
Brenbot IRC Probs [message #62905] Wed, 21 January 2004 03:55
ripper141  is currently offline ripper141  
Messages: 21
Registered: January 2004
Recruit
Hi,
i have big problem my server provider has IRC ports blocked caus to many ddos attacks. but without this port i cant run brenbot. is it possible to turn the irc function off???

Thanks 4 helping

by ripper141
 Topic: brenbot 1.31 win32 directory fix
brenbot 1.31 win32 directory fix [message #62049] Thu, 15 January 2004 11:33
Blazer  is currently offline Blazer  
Messages: 3321
Registered: February 2003
Location: Phoenix, AZ
General (3 Stars)
Administrator/General

I just today discovered (due to someone pointing it out) that the 1.31 windows zipfile of brenbot has brenbot.exe outside of the BRenBot-131 directory. This is because for the update I opened the 1.30 zipfile and deleted the old brenbot.exe and readme, and dropped in the new ones, which did not get the directory path.

SO...I have fixed the zipfile and updated it on http://www.brenbot.com.

Note: anyone who has brenbot 1.31 working obviously does not have to download this, as far as I know most people who got the "cannot find config file" problem noticed brenbot.exe was not in the subdir and moved it there themselves.
Forum: Mod Release Forum
 Topic: [SSGM Plugin] EvacPlugin
[SSGM Plugin] EvacPlugin [message #492576] Tue, 10 October 2017 16:11
Neijwiert  is currently offline Neijwiert  
Messages: 121
Registered: October 2009
Recruit
From: *direct-adsl.nl
This plugin is used to evacuate n amount of soldiers (they will be destroyed once they are evacuated)

It contains the following scripts:
- GK_Evac_Monitor
Script parameters:
- NotifyObjId: The ID of an object which receives some customs to react upon what is happening with the evac
GK_CUSTOM_EVENT_EVAC_FAILED: when the evac failed. The param specifies the reason Param:
GK_EVAC_FAILED_REASON_CANCELED: when the evac is canceled via custom
GK_EVAC_FAILED_REASON_PERSON_FAILED_TO_MOVE_TO_EVAC_LOCATION: when an evac person failed to move to the evac location
GK_EVAC_FAILED_REASON_CHOPPER_KILLED: when the evac chopper is killed
GK_EVAC_FAILED_REASON_TOO_MANY_EVAC_PERSON_DEATHS: when too many evac persons died
GK_CUSTOM_EVENT_EVAC_PERSON_KILLED: when an evac person is killed. The param is the person's id.
GK_CUSTOM_EVENT_EVAC_PERSON_FAILED_TO_MOVE_TO_EVAC_LOCATION: when an evac person failed to move to the evac location. The param is the person's id.
GK_CUSTOM_EVENT_EVAC_PERSON_EVACUATED: when an evac person is evacuated. The param is the person's id.
- MaxEvacPersonDeaths: the maximum of evac persons that can die before it is considered failed
- TransportPreset: the preset name for the evac chopper
- CanChopperBeSeen: If objects with Enable_Enemy_Seen can see the chopper
- CanChopperBeDamaged: Can the chopper be damaged at all
- GK_Evac_Person
Script parameters:
- MonitorObjId: The id of the monitor object (GK_Evac_Monitor)

Below scripts are also included, but they are used internally and don't need to be manually attached. I will not explain their script parameters.
GK_Evac_Anim_Cinematic
GK_Evac_Chopper_Cinematic_Item
GK_Evac_Generic_Cinematic_Item
GK_Evac_Troop_Bone

Example:

GameObject *evacMonitor = Commands->Create_Object("Invisible_Object", Vector3()); 
int evacMonitorId = Commands->Get_ID(evacMonitor); 
Commands->Attach_Script(evacMonitor, "GK_Evac_Monitor", "0, 1, GDI_Transport_Helicopter_Flyover, 1, 0");

GameObject *evacPerson1 = Commands->Create_Object("GDI_MiniGunner_0", Vector3()) 
Commands->Attach_Script(evacPerson1, "GK_Evac_Person", StringClass::getFormattedString("%d", evacMonitorId));

GameObject *evacPerson2 = Commands->Create_Object("GDI_MiniGunner_0", Vector3()) 
Commands->Attach_Script(evacPerson2, "GK_Evac_Person", StringClass::getFormattedString("%d", evacMonitorId));


Then all you need to do is send a custom to the evac monitor GK_CUSTOM_EVENT_EVAC_INITIATE_EVAC

I based this on the logic of the evacuations in M01 and I improved it. The scripts should be singleplayer compatible. (Save/Loading working). You also have the ability to cancel an ongoing evacuation with the custom GK_CUSTOM_EVENT_EVAC_CANCEL_EVAC.

SOURCE CODE: https://github.com/Neijwiert/C-C-Renegade-EvacPlugin

EDIT: Oh the evac will take place at the location of the monitor.

UPDATE:
Fixed issue where an evac person could be killed/destroyed during evac and then the evac would not continue
Fixed an issue where the troop bone and evac person could get out of sync and the troop bone would finish before the evac person. This would cause a freeze in the evac sequence.

Also a nice video: https://youtu.be/Nifmw1LRoJI

Ignore the soldiers sometimes doing weird animations when being evaced, that's just the Renegade engine. I first evacuate alot of people and the second time I'm canceling the evacuation

[Updated on: Wed, 11 October 2017 05:38]

 Topic: Fixed water shader for C&C_Beach
Fixed water shader for C&C_Beach [message #492074] Fri, 10 March 2017 12:05
dblaney1  is currently offline dblaney1  
Messages: 341
Registered: March 2014
Location: United States
Recruit
From: 130.156.89*
I am uploading this so servers don't have glitched out water on C&C beach. The shader settings on this water are incorrect and on recent Video drivers looks totally screwed up. I was able to editor the shader for the water to fix the issue so that it looks correct on all machines. Heres what it looked like before the fix and then after.

index.php?t=getfile&id=15383&private=0
index.php?t=getfile&id=15384&private=0

[Updated on: Fri, 10 March 2017 12:13]

 Topic: [MAP] Astrogade
[MAP] Astrogade [message #492067] Mon, 06 March 2017 11:28
Jerad  is currently offline Jerad  
Messages: 3743
Registered: July 2006
Location: USA
General (3 Stars)
From: 199.167.204*
Against all odds, one little ship managed to hold of all the asteroids that were hurdling towards Earth. Billions of people now praise you for taking part in the event that will soon be known as Astrogade.
https://www.youtube.com/watch?v=7JHpDHWSUvs
Requires Scripts 4.3 Final to be played.


Head Level editor and coder of ECW/Rp2. #2142::COOL#
 Topic: [MAP] Scorpion Hunters (version 1.1.5)
[MAP] Scorpion Hunters (version 1.1.5) [message #491829] Sun, 13 November 2016 10:08
Jerad  is currently offline Jerad  
Messages: 3743
Registered: July 2006
Location: USA
General (3 Stars)
From: *midco.net
GDI and Nod have been battling it out over a research facility built into the side of a Mountain. Nod recently captured the inside of the facility leaving GDI with little choice but to move in and wipe the Nod base off the side of the mountain.
index.php?t=getfile&id=15322&private=0
index.php?t=getfile&id=15323&private=0

[Updated on: Sun, 13 November 2016 10:32]


Head Level editor and coder of ECW/Rp2. #2142::COOL#
 Topic: Coop Beta 4.2.4 with 1.8.1 Dragonade
Coop Beta 4.2.4 with 1.8.1 Dragonade [message #491708] Sun, 14 August 2016 18:04
zunnie  is currently offline zunnie  
Messages: 2956
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *cm-4-4a.dynamic.ziggo.nl
https://multiplayerforums.com/files/file/9-coopbeta/


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ModDB: Renegade-Coop
 Topic: Tiberium Crystal War 2 Test Client
Tiberium Crystal War 2 Test Client [message #491322] Fri, 20 November 2015 20:15
zunnie  is currently offline zunnie  
Messages: 2956
Registered: September 2003
Location: Netherlands
General (2 Stars)
From: *cm-3-2d.dynamic.ziggo.nl
http://tcw.multiplayerforums.com/images/TCW2Test.png

Download Tiberium Crystal War 2.0 Test from the link below:
http://multiplayerforums.com/files/file/2186-tiberium-crystal-war-2-test-client/
http://www.indiedb.com/games/tcw-w3d/downloads/tiberium-crystal-war-2-test-clien t

Hello everyone,

Tiberium Crystal War 2.0 is nearing a first public release however we still need to do some real balance testing with more than 10 players at a time.
Most units, buildings and code are in place now and are functioning properly.

I am hoping that by releasing this Test Installation we will see some players join up from time to time to REALLY test the balance of the game.
We can hopefully pin down any major issues before we do a full public release upcoming January 2016.

Notes: There is currently no launcher available for this test version so you will need to edit the shortcut properties on your desktop and/or startmenu and change your nickname.
Next go into your StartMenu and run the TCW2 Configuration utility to set your resolution and options.
After that you can simple double click on the shortcut called Tiberium Crystal War 2 Test to have it join our test server.

Thanks everyone for joining and testing the client.
Be sure to register on our forums to report any issues you may have: http://www.multiplayerforums.com
You can join the IRC channel on IRC.CNCIRC.NET in #MPF-TCW and #MPF-TCW-Test

Thanks again.

[Updated on: Sat, 21 November 2015 02:22]


http://coop.allnoobs.com/images/renegade_coop_signature.png

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ModDB: Renegade-Coop
 Topic: mp_canyon_blackwall_fix
mp_canyon_blackwall_fix [message #490395] Sun, 25 January 2015 10:47
Gen_Blacky  is currently offline Gen_Blacky  
Messages: 3236
Registered: September 2006
General (3 Stars)
From: *bois.qwest.net
This might have been fixed in newer version of scripts. I have not noticed it in 4.2.
If you have the black wall behind the barracks on canyon you can use this to fix it.

Place mp_canyon+ folder in your data folder.




http://s18.postimage.org/jc6qbn4k9/bricks3.png
 Topic: mp_hrglas_emis_fix
mp_hrglas_emis_fix [message #490394] Sun, 25 January 2015 10:42
Gen_Blacky  is currently offline Gen_Blacky  
Messages: 3236
Registered: September 2006
General (3 Stars)
From: *bois.qwest.net
mp_hrglas_emis

This was annoying me so I went ahead and changed the projectile settings for the collision walls.
With this fix you hit the actual wall and not the collision wall.
The collision wall surface type was metal witch didn't make sense for the map.


http://s18.postimage.org/jc6qbn4k9/bricks3.png
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