| Re: scripts.dll 2.4 [message #188046 is a reply to message #187666] | 
			Wed, 01 February 2006 09:17    | 
		 
		
			
				
				
				
					
						  
						matty3k10
						 Messages: 96 Registered: January 2005  Location: Michigan
						
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		It has been a long time sence I have had/seen any issues with that, But from what I remember if you just leave the game and rejoin things go back to normal. All I know about it is that a person that is on your team apears to be on the other team, and that persons nickname isnt really theres it is someone elses that is in the game or was in the game and there real nickname should have 0 kills 0 points,thats all I can remember about that right now.
		
		
		
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			| Re: scripts.dll 2.4 [message #188374 is a reply to message #188301] | 
			Sat, 04 February 2006 02:14    | 
		 
		
			
				
				
				
					
						  
						nopol10
						 Messages: 1044 Registered: February 2005  Location: Singapore
						
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		jonwil could you make a script that allows bots to enter or exit vehicles by themselves?
		
		
  nopol10=Nopol=nopol(GSA) 
 
 
		
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			| Re: scripts.dll 2.4 [message #190739 is a reply to message #187666] | 
			Tue, 21 February 2006 20:34    | 
		 
		
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		If someone can demonstrate an issue on a server running 2.3.1 where someone is able to join the server with a nickname that maches these: 
Nickname length = 0 
Nickname length > 35 
Nickname = Hostname 
Nickname has non-ascii characters (i.e. below ' ' or above '~') 
Nickname is all spaces 
Nickname matches a name already in use on the server 
I will investigate further. (I need to know exactly what messages were printed to the logs/console/etc when this happens) 
But, with the new code I added in 2.3.x, it should now correctly kick people off in all cases (it wasnt before) 
 
Note that the nickname fixes do not prevent (and cant prevent) someone logging on with a name that isnt theirs when the real owner is not on. 
		
		
  Jonathan Wilson aka Jonwil 
Creator and Lead Coder of the Custom scripts.dll 
Renegade Engine Guru 
Creator and Lead Coder of TT.DLL 
Official member of Tiberian Technologies 
		
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			| Re: scripts.dll 2.4 [message #190744 is a reply to message #187666] | 
			Tue, 21 February 2006 22:42    | 
		 
		
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		Can we confirm what version of bhs.dll is running on this server though? 
 
I suspect it isnt 2.3.x 
		
		
  Jonathan Wilson aka Jonwil 
Creator and Lead Coder of the Custom scripts.dll 
Renegade Engine Guru 
Creator and Lead Coder of TT.DLL 
Official member of Tiberian Technologies 
		
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			| Re: scripts.dll 2.4 [message #190807 is a reply to message #187666] | 
			Wed, 22 February 2006 14:10    | 
		 
		
			
				
				
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						reborn
						 Messages: 3231 Registered: September 2004  Location: uk - london
						
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		There are allot of spawn points in the westwood maps, the only time I can think of you getting that issue is if you was running a seriosuly huge server and everyone loaded at the same time. Or you was running a custom map with limited spawn points. 
 
I added more spawn locations to the core-patch 2 maps, and spawn locations are controlled server side, so if you use these maps on your server then you will stand a reduced chance of this happening.
		
		
 
  
		
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			| Re: scripts.dll 2.4 [message #190843 is a reply to message #190744] | 
			Wed, 22 February 2006 19:03    | 
		 
		
			
				
				
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						Renx
						 Messages: 2321 Registered: April 2003  Location: Canada
						
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		| jonwil wrote on Wed, 22 February 2006 01:42 |   Can we confirm what version of bhs.dll is running on this server though? 
 
I suspect it isnt 2.3.x 
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Just ask Crimson... She didn't like people fucking up the server in this way with the old scripts, so I can only assume she updated thinking it would be fixed.
		
		
  ~Canucck 
 
  
 
		[Updated on: Wed, 22 February 2006 19:03] Report message to a moderator  
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			| Re: scripts.dll 2.4 [message #190847 is a reply to message #187666] | 
			Wed, 22 February 2006 20:40    | 
		 
		
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		Firstly, I wouldnt be sure that crimson is running 2.3.x. 
It might be that she is waiting for a time when there are only a few players (to prevent having to kick lots of players off the server) or for some other reason not to run 2.3.x (e.g. compatiblity with custom mods done outside of the scripts.dll) 
 
As for C&C_Glacier_Flying, go talk to AircraftKiller (who will probobly tell you go to go jump). 
 
		
		
  Jonathan Wilson aka Jonwil 
Creator and Lead Coder of the Custom scripts.dll 
Renegade Engine Guru 
Creator and Lead Coder of TT.DLL 
Official member of Tiberian Technologies 
		
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			| Re: scripts.dll 2.4 [message #190870 is a reply to message #187666] | 
			Thu, 23 February 2006 01:19    | 
		 
		
			
				
				
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						Whitedragon
						 Messages: 832 Registered: February 2003  Location: California
						
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		Renlog hook.
		
		
  Black-Cell.net 
Network Administrator (2003 - ) 
 
DragonServ, Renegade's first IRC interface bot 
Creator and lead coder (2002 - ) 
 
Dragonade, Renegade's first server side modification 
Lead coder (2005 - )
		
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			| Re: scripts.dll 2.4 [message #190920 is a reply to message #187666] | 
			Thu, 23 February 2006 13:17    | 
		 
		
			
				
				
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						Nightma12
						 Messages: 2599 Registered: August 2003 
						
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		coz i dont want to have to include maps with NR   
 
and also, im unable to add a neutral spawn point     
 
(more than just neutral, coz u got team -1 + -2 + 2) 
 
at the moment: 
2 goes to 0,0 
-1 goes at 0,0 BUT on the map 
-2 is the same as -1 except base defences dont shoot 
 
NR uses all 3 of these
		
		
		[Updated on: Thu, 23 February 2006 13:17] Report message to a moderator  
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			| Re: scripts.dll 2.4 [message #190925 is a reply to message #187666] | 
			Thu, 23 February 2006 13:43    | 
		 
		
			
				
				
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						pyroacidk
						 Messages: 72 Registered: October 2003  Location: Australia
						
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		As far as I know, the neutral team spawns on pos 0,0,0. 
 
Possibly ask the corepatch map editors (with bhs approval) to add the spawn points to serverside maps. 
 
It would be a small change, and people that didn't implement the the neutral team wouldn't see it, so it's not dangerous. 
 
Possibly into the full corepatch2 release (serverside) or ask it to be added to cp3. 
 
It will add better gameplay modes without having to redownload &/ edit maps.
		
		
  Owner of PyRoSeRv - http://www.pyroserv.us 
Owner of a0000002n: PyRoSeRv [Crazy-CTF] 
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			| Re: scripts.dll 2.4 [message #191054 is a reply to message #191030] | 
			Fri, 24 February 2006 13:24   | 
		 
		
			
				
				
				
					
						
						Napalmic
						 Messages: 57 Registered: May 2005  Location: United States
						
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		| Nightma12 wrote on Fri, 24 February 2006 07:30 |   accually, team 2 goes to 0,0,0 
 
but thers also team -1 + team -2     
 
-1 = spawns on map (could do with a bit more varity instead of in the same place?) 
-2 = same as -1, except base defences dont shoot
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To add neutral spawn points, you use a Renegade spawner from Object->Spawners->Startup Spawners->Renegade Spawner and it works as a spawn point for team -1 and -2. Team -2 is true neutral, which is civilian, that's why base defences don't shoot. 
 
The other Commando Spawner doesn't seem to do anything, and I don't think there's a spawner for team 2. 
 
Hope this helps   
		
		
 
  
		[Updated on: Fri, 24 February 2006 13:56] Report message to a moderator  
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