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5
Support / xyz
Üdvözlet!

A TzsWeb közel 20 éves informatikai tapasztalat szerzés eredményeként jött létre.

Ez idő alatt úgy gondolom sok mindent sikerült megtanulnom a szakmáról, hardver- szoftver ismeretekről. Legyen szó asztali számítógép, vagy laptop üzemeltetésről, ezen eszközök rendeltetésszerű működésének biztosításáról (beállítás, telepítés, szervizes feladatok, alkatrészek cseréje, hardveres- vagy szoftveres gyorsítása).

Mindezek mellett foglalkozom vállalkozások, cégek, magánszemélyek weboldalainak elkészítésével is.

Több éves szakmai tapasztalatot önkormányzati, egyesületi, számítógép szervizes és non profit céges környezetben szereztem.
Munkámat igyekszem mindig a legjobb tudásommal elvégezni. Ha valamilyen felmerülő problémára nem tudnám a megoldást, akkor is igyekszem a feladatot 100%-osan teljesíteni 🙂


Forduljon hozzám bizalommal ha:

  • úgy látja, hogy számítógépe nem a korábban megszokott módon működik (lassult, hangos, melegszik, stb. furcsa dolgokat produkál),
  • új számítógépet venne, de nem tudja melyik az igényeinek megfelelő,
  • felújítaná vagy cserélné meglévő számítógépét,
  • lementené/áthelyezné adatait számítógépéről más adathordozókra vagy felhő tárhelyre; “biztonsági” mentést szeretne,
  • újonnan induló vállalkozásának, cégének szüksége van internetes megjelenésre (honlap, közösségi oldalakon való részvétel pld. facebook, instagram stb.),
  • a felsorolásból hiányzó, egyéb számítástechnikai kérdése van.
10
Game Descriptions / Re: RTCW Modifications
S4NDMoD
S4NDMoD is a Return to Castle Wolfenstein server-side modification. S4NDMoD is designed to work best with RTCW versions 1.0, 1.1, 1.3, 1.31 and demo. The mod will operate on other versions, but there are many bugs that result from running on different versions of the game and these can/will not be fixed. If you are looking for a mod for RTCW versions 1.33 or 1.4/1.41, try Shrubmod, Banimod, OSP, or Fritzbot.

Mod devs:
Travis "S4NDM4NN" Sandmann - Coder, project lead, head administrator.
Martin "AG3NT" Crawford - Coder, assistant administrator.
Ken "Crapshoot" Nickel - Coder, RTCW FritzBot developer.
Nate "L0"  - Coder, beta tester.
Kevin "KevHacker7" Bush [inactive] - Coder, project Wolf, beta tester.

S4NDMoD community members:
Maks "Splin" - Main beta tester.
Eamon "DutchMeat" - Code donations, initial 1.0 PunkBuster release.
Jesse L "Gump" - Beta tester.
"Haze" - Code donations.
Sean "Jester" - Beta tester.

Features:
S4NDMoD includes many changes that are scalable at the decision of server admins. Many exploits have been fixed in S4NDMoD including:
    * Infinite grenade spam.
    * Players dying through walls by explosions (indoor artillery)
    * Eliminated the ability to crash the server
    * Prevented no recoil on sniper rifle
    * Documents no longer are removed from the map when dropped in doorways
    * Ability of clients to download new files/maps from a server

New features:
    * A Master Ban List to ban cheaters globally
    * Automatic Anti-TK system
    * Antilag
    * Improved network code
    * Landmines
    * Automated MG42s
    * IP Address Banning
    * Admin system
    * Improved movement code for clients
    * Additional game play modes, such as:
          o Goldrush
          o Deathmatch
          o Sniper War
          o Panzer War
          o Free for all Deathmatch

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11
Game Descriptions / Re: RTCW Modifications
AvPmod
AvP is a retro mod for RTCW (Return to Castle Wolfenstein) 1.0/1.1 game. It was primary developed by Richard (FokkeWolf - owner of the AvP servers and the one running AvP Forums) around April/May of 2007. Mod was never targeting a wider community neither a competitive part of it. It was as it is now, a fun based mod. It was primary meant for AvP servers and was never really meant for anything more. In time mod gain it's own crowd of people and developed it's own unique style of playing.

Current version is 1.20. At the moment it is not known if there will be any other releases or even patches introduced for any newly discovered bugs.

Technical info:
AvP is a closed source mod. AvP mod was made by Richard (FokkeWolf) and Nate ('L0,). Mod has some features in common with others mods like S4NDMOD, Shrubmod etc... while features are similar the work is done solely by AvP Team. At some parts of the mod it does heavily relay on the other mods from W:ET- NQ / etPUB and uses some others mods for reference like RTCW- S4NDMOD / PSO / FRITZbot. The real credits for those functions / small fixes are not claimed by us and work acknowledgement goes to their respective authors.

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12
Return to Castle Wolfenstein / Omni-bot - ET - Waypointing - Scripting Basics and Goals
With Omni-Bot documentation all but disappearing, I found it tricky to find appropriate tutorials when learning to waypoint. It's been mostly trial and error, so  I thought I'd put what I'd learned online so those who wish to have a go can do so.

This post will focus on bot scripting basics, and how to enable / disable objectives depending on map progression. First, you should follow the waypointing basics tutorial here. Once you have completed the basic waypointing, bots will happily roam around the map completing the objectives. However, all bots will attempt to do all objective straight away. This isn't desirable, as you'll find the bots spread themselves over the entire map, when they should be focusing on specific areas at a time.

Throughout this tutorial, I'll be using Oasis as an example as it's a map we should all know by now.

Omni-Bot Installation
1) Open your Enemy Territory installation folder.
2) Delete any folders named 'omni-bot'or 'omnibot'
3) Download both the omni-bot file and waypoint mods and extract them into your ET installation. You'll now have two new folders named as above. Click here and here).
4) Launch ET, select 'mods', then 'omnibot', then 'load mod'.
5) Select 'host game', change gametype to 'single map objective', then choose the map you want to waypoint and select start server.

You'll now be in game ready to go. At this point, follow the tutorial linked at the start of this article to create the waypoints that show the bots where to move. Instead of using the console commands, you can hit v to open the voice chat menu to explore the available commands. It's much quicker and easier this way :)

Scripting Basics

When you've completed your waypoints, you need to run a couple of commands in console in game. These are:
/bot waypoint_save
/bot goal_save

You'll now have three files in /omni-bot/et/nav. They will be named mapname.gm, mapname.way, and mapname_goals.gm. The only file you should edit is mapname.gm. This is the script where we tell the bots what to focus on and when. Never attempt to edit mapname_goals.gm. The .way file is unreadable so don't touch this one either.

Enabling Triggers

The script can look confusing at first, but it's actually easy once you get going! Firstly, search for 'global OnMapLoad = function()', towards the end of the script file. You'll see a lot of text that looks like this:

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OnTrigger( "Allied Command Post constructed. MISSING_STRING", Map.Allied_Command_Post_Built );

At this point, you need to edit any lines that include 'MISSING_STRING' and replace this word with the text that is displayed in game when that objective is completed. In the above example, the Allied command post has been built. If we build it in game, we can see the message displayed in game is this:



So, we simply edit the script line so it looks like this:

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OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );

You need to go through each line to ensure they match exactly what's in game. Include any capital letters, punctuation and colour codes. You might find it easier to copy/paste from the mapscript itself. I won't cover that here, but feel free to ask if you want pointing in the right direction. For Oasis, the complete section will look like this:

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OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );
OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built );
OnTrigger( "The Garrison MG Nest has been constructed!", Map.Garrison_MG_Nest_Built );
OnTrigger( "Allies have built the Oasis Water Pump!", Map.Oasis_Water_Pump_Built );
OnTrigger( "The Old City MG Nest has been constructed!", Map.Old_City_MG_Nest_Built );
OnTrigger( "Allies have built the Old City Water Pump!", Map.Old_City_Water_Pump_Built );
OnTrigger( "Planted at the Allied Command Post.", Map.Allied_Command_Post_Planted );
OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Allied_Command_Post_Destroyed );
OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed );
OnTrigger( "The Garrison MG Nest has been damaged!", Map.Garrison_MG_Nest_Destroyed );
OnTrigger( "Allies have destroyed the North Anti-Tank Gun!", Map.North_Anti_Tank_Gun_Destroyed );
OnTrigger( "Planted at the Oasis Water Pump.", Map.Oasis_Water_Pump_Planted );
OnTrigger( "Axis have damaged the Oasis Water Pump!", Map.Oasis_Water_Pump_Destroyed );
OnTrigger( "The Old City MG Nest has been damaged!", Map.Old_City_MG_Nest_Destroyed );
OnTrigger( "Allies have breached the Old City wall", Map.Old_City_Wall_Destroyed );
OnTrigger( "Planted at the Old City Water Pump.", Map.Old_City_Water_Pump_Planted );
OnTrigger( "Axis have damaged the Old City Water Pump!", Map.Old_City_Water_Pump_Destroyed );
OnTrigger( "Allied team has destroyed the South Anti-Tank Gun!", Map.South_Anti_Tank_Gun_Destroyed );
OnTrigger( "Axis reclaim the Old City!", Map.oldcityflag_Axis_Captured );
OnTrigger( "Allies capture the Old City!", Map.oldcityflag_Allies_Captured );
OnTrigger( "Planted at the North Anti-Tank Gun.", Map.North_Plant );
OnTrigger( "Planted at the South Anti-Tank Gun.", Map.South_Plant );
OnTrigger( "Defused at the North Anti-Tank Gun.", Map.North_Defuse );
OnTrigger( "Defused at the South Anti-Tank Gun.", Map.South_Defuse );
OnTrigger( "Planted at the Old City Wall.", Map.Wall_Plant );
OnTrigger( "Defused at the Old City Wall.", Map.Wall_Defuse );

VERY IMPORTANT: A missing '.', space or even a non-capital letter will stop the script running correctly, so make sure you've triple checked what you've added here.

Enabling / Disabling Goals (Objectives)

Once you've done the above, we can move on to enabling / disabling objectives depending on map progression. This is easiest to explain with an example, so we'll work through one now.

1) Enable viewing of map goals. Hit 'v', choose the omnibot menu and select the option to display all map goals.
2) Walk to the objective you want to investigate. You'll see the name of the objectives in green. In this example, it's the Allied command post:



There are two omni-bot goals here named 'PLANT_Allied_Command_Post' and 'BUILD_Allied_Command_Post'. We can see that the PLANT goal is assigned to Axis, so Axis bots will attempt to blow up the command post if it's built. the BUILD goal is assigned to Allies, to Allied bots will attempt to build the command post.

In Oasis, we don't want to Axis bots attempting to blow up this command post once the old city wall is destroyed. The Axis bots will be spawning near the anti-tank guns, so sending a bot all the way back to the Allied CP is pointless. The bot will be unlikely to make it through and the bots should be focusing on defending the guns instead. So, we need to disable the PLANT goal when the old city wall is destroyed.

Scroll through the script and you'll see sections looking like this:

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    Old_City_Wall_Destroyed = function( trigger )
    {
   
        Util.MapDebugPrint( "Old_City_Wall_Destroyed" );
    },

Inside the { }, we can tell the bots what we want them to start, or stop, doing. To stop the Axis bots attempting to PLANT at the Allied command post, we put in the following line. You can adapt this line to any goal in the map:

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SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Allied_Command_Post" );

This section of the script now looks like this:

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    Old_City_Wall_Destroyed = function( trigger )
    {
   
        SetAvailableMapGoals( TEAM.AXIS, false, "PLANT_Allied_Command_Post" );


        Util.MapDebugPrint( "Old_City_Wall_Destroyed" );
    },

So, let's break down what we've got above so we can understand what's going on:

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Old_City_Wall_Destroyed = function( trigger ) <- This is the trigger. In this case, when the old city wall is destroyed, whatever we put in here will be actioned.

TEAM.AXIS <- This is the team we're instructing. You can use TEAM.ALLIES to instruct the Allied bots.

false <- We're telling the bots NOT to do the objective. If you want to enable an objective, set this to true.

"PLANT_Allied_Command_Post" <- The objective we're talking about. You can use any objective in the map here, but you must type it EXACTLY as it appears in game.

Util.MapDebugPrint( "Old_City_Wall_Destroyed" ); <- This is text that goes into a logfile if we enable debugging. Don't touch this.

You can now go through the script and enable / disable goals wherever you want to. If you want to enable / disable goals at the start of the map, you can do this in the 'global OnMapLoad = function()' section. For example, at the start of the map, you might want to stop the Axis players attempting to build their command post. You don't really want to the Axis bots running to the end of the map to build their CP, when they should be focusing on defending the old city. Also, you don't want Allied bots attempting to blow up the Axis CP until they've destroyed the old city wall, so we can disable both goals at the start of the map.

Here's the Axis CP:



We can disable this at the start of the map in the 'global OnMapLoad = function()' section. The code itself is in the same format as before:

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SetAvailableMapGoals( TEAM.ALLIES, false, "PLANT_Axis_Command_Post" );

SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_Axis_Command_Post" );

In the above screenshot taken at the start of the map, you can see under 'Active' that it currently shows 'None'. This is because we've disabled the goals for both teams, so no bots will focus on this goal until we enable it later. We'd then re-enable this goal for both teams once the old city wall is destroyed.

Viewing current bot tasks

If you want to see what a bot is assigned to at any time during your testing, just run /bot botgoal. Every bot will then say what their current objective is.

Conclusion

The above is a very basic guide to the initial scripting process. You can get more complex and assign priorities to goals (for example, if dynamite is planted at an anti-tank gun, you don't want an Axis bot wasting time building their CP when they should be defusing the dynamite).

Once you've done the above, bots will focus on the goals we tell them to, rather than running all over the map completing objectives that aren't relevant at that time. However, you'll find that bots that aren't doing a task at the time will just roam around wherever they feel like it. In the next tutorial, we'll cover how to add extra goals such as camping, planting mines, throwing airstrikes, using mortar, throwing grenades etc. We'll also cover how to keep bots in specific areas of the map so they can attack, defend, and support their team mates.

January 31, 2021 by BlackWolf / Fearless Assassins
15
Mod Mania / [HELP] S.T.A.L.K.E.R. mod fordítás [ENG]
Üdv mindenkinek!

Keresek olyan embert aki jól beszél angolul és hajlandó lenne részt venni fordítási munkákban. A segítségéért való díjazást megbeszéljük, mivel nem minden fordítónak "elég" a játék szeretete és egy "köszönöm szépen".
Jelentkezni ebben a témában lehet.

Ebben a témában a Wind of Time modot fordítjuk, teszteljük. Bármilyen probléma merül fel ide minden jöhet...
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