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Mutator: item quantities limitation in loadouts
Mutator Name: INF_LoadLim
Version 1.1 - 09.03.2005 This mutator allow server admins to limit the number of copies of a specific item a player can have at anytime. This is done in two ways: - Check the player loadout for limited items and correct the quantities when limits exceeded. - Check, at time of pickup, if the player has already too many copies of the item. Why this mutator? I’d answer “why not?”. The reasons behind this mutator are the recent episodes of server crashing using claymore and other abuses of the same type. Limiting the numbers of claymores to a reasonable number is highly recommended. Installation and configuration: Running the mutator as a server-side mutator should do the trick. The INF_LoadLim.ini configuration file contains one variable and one array. The array setting the limitations has the following format: LC[*]=(ClassName="somePackage.someClass",LimNum="integer",LimPickNum="integer") ClassName should contain the name of the class of the item you want to limit. When a value is put in LimNum, it will limit the number of copies of the class item that can be held in the initial loadout (at spawn). If left blank, considered as zero (0). When an integer value is put, for an item, in LimPickNum, this value will be used as the maximum number of items that can be picked up and held in the inventory. This is regardless of the value set in LimNum. If LimPickNum is left blank, pickup will not be limited for the item unless the variable bForceLimitPickup is set to true, in which case the value set in LimNum will be used to limit the number of pickup. Note that if a value is set the in LimPickNum, even if bForceLimitPickup is set to true, the value from LimPickNum will be used to limit pickup (priority over LimNum). Leaving LimNum blank Will still be considered as zero and remove the item from the initial loadout. If you want to limit pickup without limiting the numbers of item in the initial loadout (would be weird but who knows what some might want to do), set LimNum to -1. For example, the .ini included with the packages reads: In this example: - The max number of Claymores in a loadout is 4 and a player cannot pick up more that 4. - The max number of 40mm smoke grenades in a loadout is 8 and pickup is not limited, unless bForceLimitPickup is true, where the pickup will be limited to 8. - Same for the 40mm HE grenades as for the 40mm smoke grenades - Same for the M67 but with a limit of 4 - The ACOG attachement for the M16 will be totally removed form a loadout (but only for the M16A2... no other ACOG, on other weapons, will be affected) - The Reflex Sight on the M4A1 will be removed from a loadout - The number of M16 Mag (should affect all weapons that use this type of mag - FAMAS and cie.) will not be limited in the intial loadout, but will be limited to 15 pickup, regardless of bForceLimitPickup. Note that all children of a given limited class will also be limited accordingly. So, for example, limiting something like INF_Core.INFc_Ammo should impose the limit to ALL ammo types. [UNTESTED] Attachements and Destructible ammo fully supported since version 1.1. Known Issues - The player is not informed when his loadout is modified at spawn time, but he is informed when not allowed to pickup an item. This is my first attempt working with loadout mutators, so if you find any major issues, please report them. I’ll fix them as soon as possible. Acknowlegements A very big Thank You to Beppo for his suggestions and thoughts. Turns out the pseudo code you sent me was pretty much what I had done ![]() -------------------------------------------------- | INF_LoadLim_v1.1_09.03.2005.zip(version 1.1) (09.03.2005 13:07 EST) [CAN] | -------------------------------------------------- | INF_LoadLim_07.03.2005.zip(version 1.0) (07.03.2005 15:30 EST) [CAN] | Readme: INF_LoadLim_Readme_07.03.2005.rtf | -------------------------------------------------- Last edited by geogob; 9th Mar 2005 at 12:10 PM. |
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#2 |
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Running on GD EAS, Odie's DTAS and Public Training server.
Limited Clays and WS Smokes...
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#3 |
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Nice "fix" Geogob! Hope it's bugfree!
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#4 |
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*me points to the 'Know issues' section*
![]() Well it's nice... as well as being a fix, it's also a new feature at the same time. I've tryed it out pretty extensively to make sure it works as advertised. The only time it might go wrong (and by go wrong I mean allow a player to pickup an item even if he should not be allowed to) is when Destructible ammo is enabled. I have yet to see a server with this configuration. |
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#5 |
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What settings are you using for the WS odie ? I also suggest limiting the at4 to 0
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#6 |
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Well AT4 = 0 already.
WS Limit = 8 [however IMO I am being nice with that setting].
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#7 |
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Hehe. It's too bad I told you how to actually crash the servers. Meh, not that I wnt to do it anymore. Good Job. Set the M4 limit to 0 please
![]() Or not.
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Last edited by Mercie; 12th Mar 2005 at 09:47 PM. |
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#8 |
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Hey now, a limit of eight? Thats just silly, I have a loadout with 20 smokes and I always know how to use each of them to my own tactical advantage.
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#9 |
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Registered User
Join Date: Apr. 21st, 2004
Location: Andover, Massachusetts, United States
Posts: 100
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20 smokes? Wow. I have a hard time finding use for one, especially the 40mm WS (but I'm not very imaginative).
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#10 |
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Smokes? Hell i carry a couple of 40mm smokes for when i ever might have to lay a smoke screen, and when i run out of ammo, i just stoot them at the bad guys, it does some damage, and puts up a smoke screen so the enemy thinks WTF when they see a smoke in the middle of nowhere (psych warfare)
As for the hand tossed smokes, their pretty useless ATM cus u can't throw them very far, if/when duke does a mutie so they appear in your loadout like frags and you can throw them a decent distance... then things will change.
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#11 | |
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Quote:
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Yes, this map is my plaything, my area to test ballistics, guns, mutators, lasers, or just hop around like a ninja. - UN17 "...it's basically an unneeded feature and serves to increase unrealisticality. I made a word." -Yurch |
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#12 | |
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Quote:
I've used all 20 strategically on maps like Skopje, Bordertown, RTK, Jerusalem, the big ones. |
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#13 |
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NOTE ON IDENTIFYING ERRORS AND WARNING
If you are getting a lot of Failed to load 'Class Package.Class': Failed to find object 'Class Package.Class', you probably have a wrong class name or made a typo. LoadLim: Error - item <name> - no associated class found... is a warning telling you that LoadLim did not find a class name associated with a loadout item. At the moment, all attachement will generate this warning (attachements are not supported by LoadLim at this time). In the next release of the mutator, this will be fixed. |
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#14 | |
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I gotta back Darlin' on this one. While it does slow things down a bit, they're damn useful for creating smokescreens. You get 40 nades between 2 guys and you can make a sparse field a CQB paradise.
--Harrm
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#15 |
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INF_LoadLim version 1.1 released
(see first post for link and new instruction on configuration). New in this release: - Attachements are now fully supported - New pickup limit system that can be set for each items (see Above Instruction) - Destructable ammo fully supported Note that the configuration changed quite a bit to be able to limit the number of pickup for each individual items. Thanks to Derelan for the inspiration. *wink*
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#16 |
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Notice how all the people fighting to NOT limit claymores and smokes are all members or were members of DBD... the same group harrm just cried about finding all these abusive bugs in another thread.
Jesus christ guys....
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“I was dead for millions of years before I was born and it never inconvenienced me a bit.” -Mark Twain "Let your speech be better than silence, or be silent." -Dionysius of Halicarnassus |
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#17 |
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Quick Note. Odie report possible problem with INF_LoadLim and NoSomething mutators (NoACOG, etc.) or with CheckLoadout. Although surprising, I checked it extensively and found no issues.
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#18 |
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darn it, you posted that stupid issue from me before I could tell you the real issue.
Remember our match with N1? I enabled the Acogs/Sniper stuff for that map. I forgot to un-comment them out so check load out would have those lines active again [;;; thingys]. It also corrected my texture import error too. Very sorry...
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#19 |
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hehe
That's good... anyway, now I know for sure that there are no issues there
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