Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - NewK

Pages: 1 [2] 3 4 ... 33
16
Admin Reports / Re: =TLA=Gohan/Deko - anti screen shake/ hacks user
« on: September 24, 2021, 09:02:17 am »
The CTF6 tutorial videos were recorded with CamHack on a private server which was locked, they were not recorded on the public CTF server, so this report isn't valid anyway, but still I can tell you  Gohan asked me before recording if he could use CamHack to better show the abilities and I allowed him. If you dont know how CamHack works, it allows you to change your camera position but it doesnt change your position. On those videos, his player is not actually close to the explosion, only his camera is, because he changed the camera position using CamHack.

17
Information / CTF Player abilities
« on: September 22, 2021, 05:48:53 pm »
Below is the list of skills/abilities you can buy and a video showing how they're used, they all cost 100 points:


Self -  Abilities that affect the player only such as the immunity abilities, silencer and so on

Fire immunity: Gives you temporary immunity to fire (5s effect, 20s cooldown) Video
Explosion immunity: Gives you temporary immunity to explosions (5s effect, 20s cooldown) Video
Curse: Applies effect to yourself, while the effect is active (15s), if you're killed, the killer will be applied a "curse" effect that will shake his screen (10s effect, 30s cooldown)  Video
Silence: After activating this skill, the next shot hit on an enemy will silence them, making them unable to use skills for the effect duration(20s effect, 20s cooldown) Video


Infantry - Abilities that allow a player to place bombs, mines, gears etc., and anything else self-serving around your personal weaponry

Mines: Allows you to place mines that will explode when enemies touch them(35s cooldown). You can also remove them using the /delmine command Video
Cameras: Places a camera that will point to your position. You can switch to the camera viewpoint and back(30s cooldown) by pressing the skill hotkey. The camera will always point to the position you were in when you placed it. It can also be destroyed by an enemy when shot at, or you can destroy it yourself with the command /delcam Video
Mines on shot: Allows you to place mines that will explode when shot(35s cooldown). You can also remove them using the /delmine command  Video
Vehicle bomb: Allows to place bombs in vehicles and detonate them remotely(20s cooldown) Video


Team - Any ability that serves your team such as the healing the regeneration of health and ammo

Bullet heals: Your shots will heal your teammates (20s effect, 20s cooldown) Video
Portals: Allows you to place portals (30s effect, 30s cooldown) Video
Heal sphere: Allows you to place a sphere that will heal you and your teammates 10HP per second (30s effect, 30s cooldown) Video
Ammo sphere: Allows you to place a sphere that will re-stock your and your teammates ammo (10s effect, 30s cooldown) Video



18
News & Announcements / CTF 6 Public beta
« on: September 22, 2021, 05:47:48 pm »


The CTF6 public beta is now live, come and join the fun and give the new player abilities a try!

What's new?

Player abilities/skills

 Abilities are small perks/effects that you can apply either to yourself or others for a few seconds. There's 3 types of abilities:
  • SELF -  Abilities that affect the player only such as the immunity abilities, silencer and so on
  • INFANTRY -  Abilities that allow a player to place bombs, mines, gears etc., and anything else self-serving around your personal weaponry
  • TEAM - Any ability that serves your team such as the healing the regeneration of health and ammo


You can see a list of abilities here

You can only have 3 skills equipped at the same time, but you can choose which ones to equip at any point.

New hotkeys:
  • F3 --> Opens skill store ( you can buy and equip skills in this window)
  • Q --> Uses skill equipped in slot1
  • 2 --> Uses skill equipped in slot2
  • E --> Uses skill equipped in slot3
To change default hotkeys:
  • /key1 <keyID> (changes slot1 hotkey)
  • /key2 <keyID> (changes slot2 hotkey)
  • /key3 <keyID> (changes slot3 hotkey)
To get <keyID>:
  • Run  /recordkey and press the key you want to use
  • You will then see the <keyID> on the chat, which you can use with the /key1,2,3 commands
You can watch a tutorial on how to do this  here
Currency:

CTF now has currency, AKA, Points. You can spend these points on player skills/abilities.
Each one costs 100 points. You can earn points, the exact same way you earn points for your team during a round:
  • 1 kill = 1 point
  • 1 Flag = 15 points
  • 5 player killing spree = +1 point for each kill +5 points for the last kill (10 points total)
  • (NEW) 1 kill while holding the flag = +2 points
  • (NEW) Ending someone's spree = +5 points

Points cannot be transfered nor abilitites can be sold

Ranks

Players now have ranks. All players will start with Rank 0. For each 100 points you earn, you will rank up, so everytime you rank up, that means you can buy a new ability.

As a way to kickstart your progress, 50 points have been given to all registered players, you only need 50 more points and you'll be able to buy your first ability!

19
Information / Re: CTF Staff
« on: September 22, 2021, 08:21:12 am »
[MK]Aegon, [MK]iBEE_tH3_RuL3R. and =TLA=Gohan. have joined the staff team as moderators

20
Ban Appeals / Re: Unban application
« on: September 22, 2021, 07:03:40 am »
I have unbanned you for now, make sure you fix your internet

21
Information / Re: CTF Staff
« on: September 22, 2021, 05:53:46 am »
Bart and Niko have been promoted to Administrator

22
Support / Re: Transfer.
« on: September 16, 2021, 01:44:58 pm »
The IRC bots for CTF5 are not down, I just checked and they're online. I dont have the IRC rank though, you can ask Murdock to set your IRC rank.

23
Suggestions / Re: Fix the CTF Autobalance ffs
« on: September 02, 2021, 12:34:30 pm »
I've made a change to the script so that when it's counting players, it will consider players who have been spawned in the past 2 minutes ( or less ), as players who are "alive", so when the players die during the round it will not mess up the balancing. Of course if a player stays on the spawn screen for more than 2 minutes, the server will consider them AFK and will not count them as part of the team. I think this is a good middle ground between avoiding user manipulation and maintaining balance.

24
Ban Appeals / Re: AnaLiZator^ - Unban Application
« on: July 09, 2021, 04:18:44 pm »
https://ctf.vc-mp.net/index.php?topic=1399.0
https://ctf.vc-mp.net/index.php?topic=1412.0
https://ctf.vc-mp.net/index.php?topic=1390.0
https://ctf.vc-mp.net/index.php?topic=1304.0
There players got his ban duration reduced/unbanned without any evidence
just for nothing
i think i've spent enough time being banned for such thing as RPG Zoom
its not something that giving a huge advantage such as aimlock, so i guess my punishment is too rough
Those other examples you show are cases where the admins admitted they were wrong about their assumptions or didn't have solid evidence. Your case is different since you admitted to modifying your game yourself, so there is no doubt here. Your ban expires in 3 months I believe, so just wait until it expires.

25
Suggestions / Re: Fix the CTF Autobalance ffs
« on: February 02, 2021, 12:17:42 am »
Yes as I said in my previous replies I am already aware of the situations the current implementation can cause. What Im trying to explain is that the suggested solutions are susceptible to user manipulation (something most people in this post seem to forget)

That said, the idea I have in mind is what I said in my previous posts, which is to consider players who have been spawned in the last 30 to 40 seconds as players who are alive so the script can count them and avoid issues. But this needs some more thought as I'm trying to create a solution that doesnt simply balance the teams but also make sure it's not too easy to manipulate. While it's not 100% impossible to manipulate,  it's still not as easy to manipulate as only couting the players assigned to each team.

Regardless, I won't be making any changes to the script until probably next week since I'm on a business trip right now and I'm not home.

UPDATE: Didn't forget about this but haven't had the time and probably wont have much free time any time soon either. There's a few other bugs ELK reported to me that I need to look into and there's also CTF6 which has been ready since May2020 but I've been too busy with IRL stuff. Not sure when I'll pick this back up.

26
Suggestions / Re: Fix the CTF Autobalance ffs
« on: January 31, 2021, 10:02:06 am »
Again there is no new information here. You still fail to see the flaws of your solution.
The script makes a trigger to reset the autobalance with the spawned players. Those players who recently have been permanently asigned to their teams, will continue on the same team until a new player tries to spawn, player who never have been assigned to a team. (IM NOT INCLUDING THOSE WHO ARE NOT SPAWNED [I think you have to read it carefully seeing that you autobalancer is not working so well.])
I'm going to try to explain this one more time: You are forgeting that a player can spawn and be counted by the script and then die and stay AFK on the spawn screen and manipulate the balancer. That will cause an unbalanced scenario too. You keep repeating yourself explaining something I've already known for months. You're simply saying to make the script only count players who are assigned to each team instead of counting spawned players. Your suggestion is to only start couting a player once he has spawned in his team. But once again you are forgeting a player can spawn into his team and then die and stay AFK, and that will cause issues.

When they pick, their team will be permanently assigned until round it's finished
This is already the case, the script never allows players to change their team. The only scenario in which the script allows this, is when the player is switching from a team who is unbalanced and is trying to balance the team. Did you not know this?

if they want to switch back again in mid round because of skill based or whatever, must contact an admin/moderator. [a command /switchteam <player> won't be a problem I think]
Again as said above the script doesn't allow team change after the round has started, this is intended. No point creating such commands, because at that point its no longer autobalance, it's manual and thats not the goal.

But don't worry bro, it seems that all your words are just to clarify that it works perfect
Read:
I know my approach can cause unbalanced situations, but so does every other suggested approach.


Just don't be a caveman and hear all the feedback we're bringing since months.
The first feedback you've brought me in your first topic was wrong because you were looking at the scoreboard, after I told you to use /splayers it seems you understood to ignore the scoreboard. While the feedback you brought this time isn't wrong, it's not new to me either and you still are not seeing the flaws in your solution. I already know about the cases in which the CTF autobalancer is causing unbalanced situations, what I'm telling you, is that your suggestion will cause unbalanced situations too.

27
Suggestions / Re: Fix the CTF Autobalance ffs
« on: January 30, 2021, 08:55:38 pm »
I made multiple suggestions ingame, and most of the time no body from part of the staff have heard me, now that a player arrives with my words on your topic you appear to "understand" the mistake.
Not really, just read what I said to his reply:
I am aware of the described situation. That is not new information, once again, the autobalancer is working as intended.
There is no new information in this thread that I wasn't already aware of. I know my approach can cause unbalanced situations, but so does every other suggested approach.
Another suggestion that could help is that when its "unbalanced" assign a team to the player who tries to spawn, and make it permanently until round starts
That's unecessary because the round doesn't even start unless the teams are balanced, or atleast close to balanced in the case of un-even number of players (off by 1 player)

You still seem to not understand that some of the aproaches you suggest have flaws too because they can be easily manipulated by malicious players or even by players who just go AFK.

28
Suggestions / Re: Fix the CTF Autobalance ffs
« on: January 29, 2021, 06:49:55 pm »
While you try to find the perfect auto-balancer, please implement the one of similar structure as of TDW or EAD has so that this server doesn't dies again soon. Atleast those balancers don't fuck up as much as the current one of CTF does.
EAD and CTF are different gamemodes, there is constant respawn in CTF whereas that is not true for EAD.
Is TDW also unlike CTF?
the difference in TDW's is that once a player is spawned before the round starts or spawns during the round they are counted even if they go afk later on in the round so we come back to the problem that it only looks balanced in the scoreboard
Yep, this seems to be what most people seem to forget, they look at the scoreboard and as long as it looks fine there, they think its balanced. This also causes the issue which I mentioned above in which 1 single malicious player can ruin the balancer for all players by staying AFK. He can even manipulate it by just joining the server again on another game instance and disrupt it even further.

I believe the best approach here would be as I said before to consider players who spawned in the last 30 seconds as spawned players, if you stay on the spawn screen for more than 30s you're considered AFK and the server will not count you. Doesn't cover all the cases, but it makes it harder to manipulate and is a good balance between the 2 approaches.


29
Suggestions / Re: Fix the CTF Autobalance ffs
« on: January 27, 2021, 12:04:53 pm »
As for away players on spawn screen, We can maybe switch their player class and team to Builders by script? I find it a perfect solution but not sure how would it go practically.
If we're gonna switch the skin of players who are on the spawn screen for the script to exclude them from being counted, how exactly is this different from excluding unspawned players? It's exactly the same thing....and it's what the script is currently doing.
Also I dont recall how the autobalancer system worked in CTF4 because I didn't make it, but if it counted unspawned players, then it's also failing to balance teams correctly, players just never noticed because they keep looking at the scoreboard to see players on each team, but they dont know who is actually spawned.

30
Suggestions / Re: Fix the CTF Autobalance ffs
« on: January 26, 2021, 11:21:53 pm »
I am aware of the described situation. That is not new information, once again, the autobalancer is working as intended.

And as I said before on my previous post, I'm not going to make an autobalance system completely based on unspawned players because someone who is AFK on the spawn screen will completely disrupt the balancing, 1 single malicious (or even non-malicious) player would ruin the balancer for all players, sure it would look balanced for players who just look at the scoreboard, so everyone would be happy, but it wouldn't be balanced at all due to AFK players. The goal here is not to simply make an auto balanced that "works" but also one that wouldn't be easily manipulated by malicious players.

I'm also not going to add any delays to the spawning process as that would cut down on the action. I have been looking into maybe making the autbalance consider players who spawned in the last 20/30 seconds as players who are "spawned" and take them into account when its counting for players on each team. It would make it harder for a malicious player to manipulate the balancer, and would solve many of the "issues" that happen when the script assigns players to teams. Needs some more consideration and analysis though.

Pages: 1 [2] 3 4 ... 33