Prez Posted December 21, 2010 Content Count: 8758 Joined: 07/27/09 Status: Offline Share Posted December 21, 2010 Yeah, the creator of the mod hasn't logged in to the eventscripts forums since 2008, apparently. The only most recent post for it I found was this, but I think it broke as you said. Link to comment
Nasu Posted December 21, 2010 Content Count: 2043 Joined: 12/31/09 Status: Offline Share Posted December 21, 2010 (edited) No rank, we don't want ct ranwhores or the worst kind, T rankwhores (HILNER I STILL REMEMBER YOU) +You should add a voteoption: Add a Bubblez to the server? Edited December 21, 2010 by Nasu Link to comment
Karnivor Posted December 21, 2010 Content Count: 701 Joined: 04/18/09 Status: Offline Share Posted December 21, 2010 (edited) I would also love to add jihad mod, but the eventscript of it broke and no one has fixed it. I wouldnt know who to ask about it also. I had a working version a few months ago.... I will look into relocating it. Edit. http://forums.eventscripts.com/viewtopic.php?f=27&t=12346&start=72 instructions on how to make it function correctly on orangebox. Sadly it seems that the mod will not work for PB with the limited settings this fix allows. I will see about having its code redone by a friend. No promises. Edited December 21, 2010 by Karnivor Link to comment
Paul Posted December 21, 2010 Content Count: 6804 Joined: 11/06/07 Status: Offline Share Posted December 21, 2010 I had a working version a few months ago.... I will look into relocating it. Edit. http://forums.eventscripts.com/viewtopic.php?f=27&t=12346&start=72 instructions on how to make it function correctly on orangebox. Sadly it seems that the mod will not work for PB with the limited settings this fix allows. I will see about having its code redone by a friend. No promises. It doesnt work since ESTools got fucked over as far as im aware. Lt. Maverick: I agree with both the above arguments. I personally love the Jihad Mod, which is why I spent many weeks working to get it set correctly so it functioned properly before I was eventually forced to remove it. There are two reasons we no longer use it. Let me explain. First off, Jihadmod is a "Eventscript". An Eventscript is a script (or small program) running on the server that triggers or activates upon an "Event" occurring in the server. In this case, the "Event" that occurs is when someone presses a button to trigger the source code's in-game event called "env_explosion". This is the event triggered by the regular bomb going off in the game on defuse maps. Basically, by pressing the trigger for Jihad Mod, you're detonating the same bomb explosion effects that are used by the game in de_dust2 and similar maps. The first reason we no longer use it is because the Mattie Eventscripts Plugin System, a thrid-party software update to CSS used to run scripts like the Jihadmod, has gone through massive updates over the past year, including major changes since the OrangeBox release of CSS broke the entire Eventscripts system. As a result of all these updates, a ton of Eventscripts stopped working and many of the authors of the broken plugins did not update their plugins to fix them. Jihad Mod is one of those broken plugins and some of it's features have been broken for a very long time. The broken features were needed to allow me to limit the Jihad bomb's usage but I could never get things just right to stop people from exploiting it and using it beyond the set limits. This pissed off a lot of players because some people would just join the server to repeatedly blow themselves up and it became almost as annoying as the AWP camping whores, especially when they were Jihad team-killers. The Mattie Eventscripts System took programmers several weeks to get operational again, which leads us to the second reason we no longer use Jihad Mod. By that time I had migrated over all the Eventscripts (with the exception of Jihad Mod) to our now more useful SourceMod Plugin system. We've been running SourceMod for over almost two years and it is more supported now than Eventscripts. It's also easier for programs to make scripts in and for me to managed and keep updated. Lastly, SourceMod uses less server resources so the servers perform better overall. As a result, I completely removed Mattie Eventscripts from all BOOM! servers and so far the results have been favorable. I would love to find a SourceMod Plugin like Jihad Mod that actually works, but to date no one has written one in spite of several requests being made to do so. I'll keep on this and perhaps even write one of my own. Now this is probably far more info than some of you wanted to know, but I feel it helps to explain things so people have a better understanding of how servers work and the direction we are headed in. For now, hang in there and keep up these great discussions. It's awesome to see you all talking about this and it's what makes this community so cool. Mav Navigation Link to comment
Turtlefiish Posted December 21, 2010 Content Count: 517 Joined: 10/23/09 Status: Offline Share Posted December 21, 2010 So if the server could be start from nothing, what would you like the server to be like. I would like your input as I want to build it based around what you guys want! What would you like to see? What Map list? Basic/Classic maps - E_large, E_Remix2, Alcatraz, Razor (As much as I dislike razor, it attracts people) Basically the map list at the start of this year. What skins? I quite liked the hl2 skins, the medic and such. Rule List (massive ballache, this pretty much makes or breaks the server) No CT Camping, No freekilling, No warning shots*. Basically what Shadow said, but allow deathgames if the Ts agree. *When I mean no warning shots, I mean it in a non-anal way; it is quite extreme for a CT to kill someone for un-crouching for 1/2 a second, but it should only be frowned upon and not actually bannable. The constant change in rules was the problem last time, so decide some basic rules and stick to them please. Round Time 5 mins. 24 slots or change to something else? It didn't work the last time that was tried. (Or I have a terrible memory, which I do.) Any Specific Server Plugins? Jihad, but that has been discussed. Any other suggestion please post. What shadow said AND, a 20 second mic-mute on re-spawn so that CTs can give coherent orders. Some Questions Listed in the POLL. Vote for YES/ NO only. Rank? yes/no Rank really makes no difference, so throwing it in would not hurt. Mute on Death Yes/ NO I actually voted "No" on this; The mute does not actually resolve anything, people would always just QQ at the start of the round with mute on, so it does not actually resolve anything having the mute on. The mute does however, cause irritation for everyone who does not intend to moan about freekilling, punishing everyone becuase of what some twits did is quite annoying. . (Sorry if it is a bit rough in some areas, my 'c' key is not working.) 1 Link to comment
Dracula Posted December 22, 2010 Content Count: 4685 Joined: 03/26/08 Status: Offline Share Posted December 22, 2010 100% agree with shadow Link to comment
HZK Posted December 22, 2010 Content Count: 2553 Joined: 08/29/10 Status: Offline Share Posted December 22, 2010 100% agree with turtlefiish Link to comment
jeN Posted December 22, 2010 Content Count: 5086 Joined: 04/13/07 Status: Offline Share Posted December 22, 2010 jihad, mute on death, no ranks. Link to comment
HZK Posted December 22, 2010 Content Count: 2553 Joined: 08/29/10 Status: Offline Share Posted December 22, 2010 how does mute on death help? If the person really is annoyed then they'll show it the next round after they had to wait. And if someone gets free killed so they want to ask why then it is annoying to have to wit the next round. The only good use for it is to stop whining babies but there is still a mute button in the playerlist Link to comment
awesomebillfromdawsonvile Posted December 22, 2010 Content Count: 444 Joined: 07/07/07 Status: Offline Share Posted December 22, 2010 If the cts have "control"(all ts accounted for and in the same place) of the ts for a set amount of time(60sec?) then the cts should be required to order the ts to at least one other location before the round is over. EXAMPLE: ts are ordered to go straight to the big cage. Once all the ts are accounted for, and the rebels have been put down, instead of waiting the next 3 min in the cage the cts then order them to the pool. This gives the ts another chance to rebel and makes the cts have to put in a little more work. This rule or something like it is a MUST if the server has rank. My major problem with rank was that it encouraged the cts to stop having fun with the ts and focus on winning every round. Because of this there were alot more rounds spent waiting in the big cage, with no real chance of a (successful) rebellion. Its an odd rule and it needs work to be sure, but I think the basic idea is sound. Discuss? Also I if think warning shots should be required, BUT if you warn(shoot) someone and they are to stupid to know what their orders were, then they should just be killed. Basically what Im trying to say is that the person who gives the warning shot should not have to explain himself or repeat the orders, just one shot as needed, if they dont comply kill em. And fuck em if they didnt listen when orders were given. Last thought, if I order some one to go to the pool (electric of course) and I find them in the cafeteria, garage or the like, that should be an insta kill. Perhaps a rule like, " Ts found more than 5 sec away from their ordered destination should be considered rebels and shot on sight." just a rough draft here but this addresses most of my major problems with this mod. also add my map! ( fixed version out just as soon as i fix my crap pc:ohwell:) Link to comment
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