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Martin

In TGF nobody answered...

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Hi!

I wanted to know if somebody know how to do impossible to kill himself with a DM dedicated server (I want to jump high...). Thanks,

Martin.

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I don't quite understand, what excactly you want!? o0

If you want to setup very high jump type

jumpspeed 1.9

in the server window (console).

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Think he wants to know how to make the player invulnerable (at least to fall damage). I seem to remember a command called "falldamage" or so, but can't really help here. Confirm anyone?

 

EDIT: I believe this can only be done via a MOD. Guess the "FallDamage" value cannot be accessed via the SCMD Game options...

Edited by Alexa

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Thanks Alexia,

I tried the command "FallDamage 0", But I still kill myself...

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Hey Alexa...is dat your knew hairstyle? :wacko:

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Hmmm I think in coop when you crank up the jump height, if ff is on, you will killyourself. But if it's off, the fall wont hurt you. So maybe there isn't a way in DM since that is the nature of the game.

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I believe the file your are looking for that has that info is the SERVERBUTES.TXT located in the game folder

 

/************************************************************************

**

** No One Lives Forever Server Attributes file

**

** This file contains attributes for the following:

**

** Player,

** SecurityCamera

**

**

** NOTES:

**

** 1) All time is specified in seconds (unless otherwise noted)

** 2) The Float type is the same as Real (i.e., 1.0 or 1.5)

** 3) The valid range of all RGB color properties is between

** 0 and 255 (e.g., (0, 255, 0) would be green).

*/

 

/************************************************************************

**

** P L A Y E R Attributes

**

** DefaultModel (String)

**

** The name of the default player model

**

** DefaultSkin (String)

**

** The name of the default player skin.

**

** DefaultSkin2 (String)

**

** The name of the default player's head skin.

**

** DefaultWeapon (String)

**

** The name of the player's default weapon. NOTE: the player

** will ALWAYS have access to this weapon.

**

** WalkSpeed (Integer)

**

** The maximum velocity the player walks at

**

** RunSpeed (Integer)

**

** The maximum velocity the player runs at

**

** JumpSpeed (Integer)

**

** The velocity given to the player when he jumps

**

** SuperJumpSpeed (Float)

**

** The velocity given to the player when he performs a super-jump

** (some items may give the player a velocity somewhere between

** the JumpSpeed and SuperJumpSpeed)

**

** LadderSpeed (Integer)

**

** The maximum velocity when the player is climbing a ladder

**

** SwimSpeed (Integer)

**

** The maximum velocity when the player is swimming

**

** ZipCordSpeed (Integer)

**

** The velocity given to the player when he is zipcording

**

** SnowmobileModel (String)

**

** The name of the snowmobile model seen in multiplayer

**

** SnowmobileSkin (String)

**

** The name of the snowmobile skin.

**

** SnowmobileSkin2 (String) (OPTIONAL)

**

** The name of an optional second snowmobile skin.

**

** SnowmobileSkin3 (String) (OPTIONAL)

**

** The name of an optional third snowmobile skin.

**

** SnowmobileRS (String) (OPTIONAL)

**

** The name of an optional snowmobile render style.

**

** SnowmobileRS2 (String) (OPTIONAL)

**

** The name of an optional second snowmobile render style.

**

** SnowmobileRS3 (String) (OPTIONAL)

**

** The name of an optional third snowmobile render style.

**

** SnowmobileTranslucent (0|1)

**

** Determines whether or not the snowmobile should be translucent.

**

** WalkFootstepVolume (Float)

**

** The volume of the walking footstep sounds

**

** RunFootstepVolume (Float)

**

** The volume of the running footstep sounds

**

** CrouchFootstepVolume (Float)

**

** The volume of the crouch footstep sounds

**

** SnowmobileVolume (Float)

**

** The volume of the Snowmobile when the player is riding it

**

** CoopReviveHealthPercent (Float)

**

** The percentage of max health a player will have when they get revived.

**

** CoopReviveArmorPercent (Float)

**

** The percentage of max armor a player will have when they get revived.

**

** AIDamageAdjustEasy (Float)

**

** The percentage of damage (0 - 1.0) the AI inflicts on the player in EASY mode

**

** AIDamageAdjustNormal (Float)

**

** The percentage of damage (0 - 1.0) the AI inflicts on the player in NORMAL mode

**

** AIDamageAdjustHard (Float)

**

** The percentage of damage (0 - 1.0) the AI inflicts on the player in HARD mode

**

** AIDamageAdjustVeryHard (Float)

**

** The percentage of damage (0 - 1.0) the AI inflicts on the player in VERY HARD mode

**

** AIDamageIncreasePerPlayer (Float)

**

** After the above difficulty damage adjustment occurs, the AIDamageIncreasePerPlayer

** value is added to the difficult damage adjustment for every player in the game.

**

** For example, if the AI were to inflict an unadjusted 100 points of damage on a

** player in a cooperative game with 4 players with the difficulty set to easy, the

** adjusted damage would be: 100 * (AIDamageAdjustEasy + AIDamageIncreasePerPlayer*3).

** So if AIDamageAdjustEasy = 0.15 and AIDamageIncreasePerPlayer = 0.2, the adjusted

** damage would be: 100 * (0.15 + 0.2*3) = 100 * 0.75 = 75 points of damage.

**

** Note: This only applies to cooperative multiplayer games with more than one

** player (the reason why 'number of players - 1' is used in the calculation)

**

** PlayerDamageDecreasePerPlayer (Float)

**

** This value is the used to adjust the amount of damage done to AI when there is

** more than one player in the game (cooperative games only). The calculation is

** very similar to the above AIDamageIncreasePerPlayer calculation, without the use

** of the difficulty level.

**

** For example, if the Player were to inflict an unadjusted 100 points of damage on

** an AI with 4 players in the game, the adjusted damage would be:

** 100 * (1 - PlayerDamageDecreasePerPlayer*3). So if PlayerDamageDecreasePerPlayer = 0.2,

** the adjusted damage would be: 100 * (1 - 0.2*3) = 100 * 0.4 = 40 points of damage.

**

** Note: This only applies to cooperative multiplayer games with more than one

** player (the reason why 'number of players - 1' is used in the calculation)

**

** SearchBodyTime (Float)

**

** This is default time (in seconds) needed to search a body.

**

** SearchPropTime (Float)

**

** This is default time (in seconds) needed to search a prop.

**

** AirLossDamage (Float)

**

** This is how much choke damage the player takes per second due

** to air loss when under water.

**

** FullAirLostTime (Float)

**

** This is how long in seconds it takes for the player to completely lose all air

** when under water (if at 100% air)

**

** FullAirRegenTime (Float)

**

** This is how long in seconds it takes for the player to completely regain all air

** when they come out from under water (if they were at 0% air)

**

** ReviveBodyHealth (Float)

**

** The amount of hitpoints to give our revivable body.

**

*/

 

[Player]

 

DefaultModel = "Chars\Models\Player_Action.ltb"

DefaultSkin = "Chars\Skins\Player_Action.dtx"

DefaultSkin2 = "Chars\Skins\Player_Action_head.dtx"

DefaultWeapon = "Holster"

WalkSpeed = 90

RunSpeed = 180

JumpSpeed = 550

SuperJumpSpeed = 550

LadderSpeed = 120

SwimSpeed = 150

ZipCordSpeed = 400

SnowmobileModel = "Props\Models\Snowmobile.ltb"

SnowmobileSkin = "Props\Skins\Snowmobile.dtx"

SnowmobileSkin2 = "guns\skins_pv\windshield.dtx"

SnowmobileSkin3 = "TexFX\RenderStyles\clouds2.dtx"

SnowmobileRS = "rs\envmap.ltb"

SnowmobileRS2 = "rs\furshell.ltb"

SnowmobileRS3 = ""

SnowmobileTranslucent = 1

WalkFootstepVolume = 0.0

RunFootstepVolume = 1.0

CrouchFootstepVolume = 0.0

SnowmobileVolume = 7.0

CoopReviveHealthPercent = 0.25

CoopReviveArmorPercent = 0.0

DoomReviveHealthPercent = 0.5

DoomReviveArmorPercent = 0.0

ReviveBodyHealth = 100.0

AIDamageAdjustEasy = 0.08

AIDamageAdjustNormal = 0.25

AIDamageAdjustHard = 0.5

AIDamageAdjustVeryHard = 1.0

AIDamageIncreasePerPlayer = 0.2

PlayerDamageDecreasePerPlayer = 0.2

SearchBodyTime = 3.0

SearchPropTime = 3.0

AirLossDamage = 5.0

FullAirLostTime = 25.0

FullAirRegenTime = 2.5

 

 

/************************************************************************

**

** S E C U R I T Y C A M E R A Attributes

**

** GreenLight (String)

**

** The name of the green light sprite

**

** YellowLight (String)

**

** The name of the yellow light sprite

**

** RedLight (String)

**

** The name of the red light sprite

**

** BlueLight (String)

**

** The name of the blue light sprite

**

** LightScale (Float)

**

** The scale of the light sprite.

**

** LightTimer (Float)

**

** How long between each red light flash (when focusing the

** camera).

**

** EashFocusTime (Float)

**

** The time the camera takes to focus when playing on the

** easy difficulty level.

**

** NormalFocusTime (Float)

**

** The time the camera takes to focus when playing on the

** normal difficulty level.

**

** HardFocusTime (Float)

**

** The time the camera takes to focus when playing on the

** hard difficulty level.

**

** VeryHardFocusTime (Float)

**

** The time the camera takes to focus when playing on the

** hardest difficulty level.

**

** CamDisablerFilename (String)

**

** The name of the model attached to the camera when disabled.

**

** CamDisablerSkin (String)

**

** The name of the skin for the Camera Disabler model.

**

** CamDisablerSound (String)

**

** The name of the sound played when the camera disabler is placed on the camera.

**

** SoundRadius (Float)

**

** The radius of the sound played.

**

*/

 

[securityCamera]

 

GreenLight = "FX\Test\Flares\CamGreen.spr"

YellowLight = "FX\Test\Flares\CamYellow.spr"

RedLight = "FX\Test\Flares\CamRed.spr"

BlueLight = "FX\Test\Flares\CamBlue.spr"

LightScale = 0.075

LightTimer = 0.25

EasyFocusTime = 3.0

NormalFocusTime = 2.0

HardFocusTime = 1.5

VeryHardFocusTime = 1.0

CamDisablerFilename = "Guns\projectiles\models\Disabler.ltb"

CamDisablerSkin = "Guns\projectiles\skins\Disabler.dtx"

CamDisablerSound = "props\snd\securitycamera\Disabled.wav"

SoundRadius = 900.00

 

 

/************************************************************************

**

** W O N Attributes

**

** List of WON servers to use

**

*/

[WON]

ServerAddr0 = "wontest.west.won.net"

ServerPort0 = (DWORD)15101

ServerAddr1 = "wontest.east.won.net"

ServerPort1 = (DWORD)15101

ServerAddr2 = "wontest.central.won.net"

ServerPort2 = (DWORD)15101

 

/************************************************************************

**

** Body Attributes

**

*/

 

[body]

StairsFallSpeed = 600.0

StairsFallStopSpeed = 200.0

 

/************************************************************************

**

** AmmoBox Attributes

**

*/

 

[AmmoBox]

PowerupFX = ""

RespawnWaitVisible = 1

RespawnWaitFX = ""

RespawnWaitSkin0 = "FX\PowerupPU.dtx"

RespawnWaitRenderStyle0 = "RS\PowerupPU.ltb"

RespawnWaitTranslucent = 1

 

 

/************************************************************************

**

** Miscellaneous Attributes

**

** SummaryDelay (FLOAT)

** - number of seconds to pause on the summary screen following the

** completion of a cooperative assault map

**

*/

[Misc]

SummaryDelay = 10.0f

 

/************************************************************************

**

** DoomsDayDevice Attributes

**

** DamageDelay (FLOAT)

** - Time between starting the effect and damaging the victims.

**

** DamageInterval (FLOAT)

** - Time between checking for all victims to die.

**

** EndTime (FLOAT)

** - Time to wait after all victims have died before ending round.

**

** FXName (STRING)

** - FX to play for DoomsDay Device effect.

**

** DamageType (STRING)

** - Damage type to use when damaging victim teams.

**

** DamageAmount (FLOAT)

** - Amount of damage to give to victim.

**

** RespawnTime (FLOAT)

* - Time, in seconds, it takes to respawn a dropped DoomsDayPiece.

**

*/

[DoomsDayDevice]

DamageDelay = 9

DamageInterval = 1.0

EndTime = 5.0

FXName = "DoomsdayFX1"

DamageType = "DoomsdayBurn"

DamageAmount = 2.0

RespawnTime = 60.0

 

Hopefully that helps (Can't say I'm surprised that they didn't answer at TGF)

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Actually I think what I did to get no fall damage was to change the Friendly fire settings. I can't remember if it has to be on or off, but I think if you turn FF off you shouldn't get fall damage for some reason. Try that!

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Thanks Eliteone

In the file after the one you have wrotten on the forum, I see the variable NetFallDamage... The file is serveroptions.txt..

But I don't know how to change the value of the variable... I can only change these who there is written "svrvariable"...

I tried to change the default value of NetFallDamage to 0, but it did nothing... How to change it??

Thanks for answering!!!!

Edited by Martin

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Martin,

 

I made a simple MOD, modifying both attributes "JumpSpeed" and "NetFallDamage". I played with the MOD, the MOD works because I jump really high just like I set the "JumpSpeed" value. But I die also. I checked the C++ sources of BOTH Nolf1 and Nolf2. The "NetFallDamage" attribute is apparently a Nolf1 attribute and can be set for the server by the user (can't check this, dun have it installed any more), but it is NOT used in Nolf2 at all! So you CANNOT set the fall damage in an easy way. I reckon you would have to do some simple C++ programming, which I also can't do right now...

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OK, Alexia,

Thank you very much for all...

I will see how I could do...

 

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