Page 55 of 60 FirstFirst ... 5 45 53 54 55 56 57 ... LastLast
Results 541 to 550 of 599

Thread: SAPP

  1. #541

    Re: SAPP

    Having it as an extra feature wouldn't hurt. That'd be kind of cool. I was just nervous about it being a replacement for future updates/a start to SAPP becoming feature locked. There'd be both advantages and disadvantages/risks.

    Also, about the ideas being too specific, that's why I posted them as ideas instead of requests. Just thought I'd give you some more ideas just in case you were looking for some things to add to SAPP one day.

    And yeah, English players still play Halo. In fact, I think there's still more English players than Spanish players. You just have to play on servers other than {XG}s. xD

  2. #542
    Junior Member Alexgodcool's Avatar
    Join Date
    Nov 2009
    Location
    LazyTown
    Posts
    18

    Re: SAPP

    Hello,

    Can anyone give me a command/event to shuffle the team into random new team every match start. I mean it's will be suck to have overpowered team every match. Shuffle in start of match will be sufficient. If you know any command/event to make it possible.

    Thanks in Advance,
    Alex

  3. #543

    Re: SAPP

    Quote Originally Posted by Alexgodcool View Post
    Hello,

    Can anyone give me a command/event to shuffle the team into random new team every match start. I mean it's will be suck to have overpowered team every match. Shuffle in start of match will be sufficient. If you know any command/event to make it possible.

    Thanks in Advance,
    Alex
    I don't know. The best way for SAPP v7.2 that I know of is doing events with multiple arguments running switch team commands targeting random players at the start of the match. But even then, it might not work, because not all players might have rejoined the match/server when event_join would run, so the arguments may not pick everyone up. balance_teams wouldn't be too reliable, since a new game would have no stats in it yet and balance_teams works off of player stats... and there's no scramble command to just randomly scramble the players that I know of (but it would be nice to have one).



    Another thing that I thought about... what about implementing an "overtime" system into SAPP for when games are tied? Maybe have options for different types of overtime rules as well.

  4. #544

    Re: SAPP

    Does SAPP use assembly code overrides, or does it use the Blam! Scripting Engine with LUA language?

  5. #545
    suum cuique sehe's Avatar
    Join Date
    Aug 2011
    Location
    Hungary
    Posts
    217

    Re: SAPP

    I don't know what "assembly code override" is (but it sounds cool). SAPP is not using Blam nor Lua. I don't understand your question tho, you mean how it's working "inside" or that how can you use the features? For the second check the site, xhalo.tk

  6. #546

    Re: SAPP

    Would it be possible to implement a way to view how many demerits a player has, as well as a way to set the number of demerits? Something like this could be used for a warning type system... Teamkills get you an amount points, camping gets you another amount of points, an admin can give you points for flaming in chat, glitching gives you a number of points, and when you reach x points, you get either a ban, kick, or whatever... maybe through either events or a setting?
    Last edited by mywarthog; March 13th, 2014 at 07:33 PM.

  7. #547

    Re: SAPP

    Hey sehe,

    I recently started hosting a server again. Based it off my old servers using the backups I had. Successfully updated to the latest SAPP version automatically but I'm getting a weird deplayer position desync issue when I connect to the server from the same local network.

    It seems to happen a lot with vehicles, I'll be playing fine and then hop in a vehcile. After existing the vehicle it seems like the game loses track of my player position, grenades originate from outside of my body and I can't hit people. Other players in the server see me in a completely different location.

    Is this related to that old "really low ping" bug? I remember there was something similar back in the day. Any chance you could get a fix for this implemented?

  8. #548
    suum cuique sehe's Avatar
    Join Date
    Aug 2011
    Location
    Hungary
    Posts
    217

    Re: SAPP

    Can be yes, no fix other than setting back the old "custom_sleep 0"

  9. #549

    Re: SAPP

    What is affected when setting "custom_sleep 0"?

  10. #550
    Senior Member sanni's Avatar
    Join Date
    May 2010
    Location
    SPARTAN
    Posts
    117

    Re: SAPP

    I got the same desync issue with 16ms ping on a german dedicated server but not on 19ms NL servers, so if you can increase your local ping to about 24 you should be fine and no longer desyncing.

    custom_sleep 0 puts Halo back on it's default thread cycle which results in the pings incrementing in bigger steps than the normal SAPP setting. So no more 8/16/24/33 pings but bigger steps like 33/66/100.
    Your players will also complain about worse reg. So unless you want whinning players all the time this isn't a valid option even though I personally prefer custom_sleep 0 over the normal Sapp setting, feels more like the original Halo.

    Would a "help me server I am desync" command be possible? Because resyncing takes like 1 minute or longer or sometimes even until I die. And yes vehicles are the main culprit. Just get in a vehicle and drive against a wall and chances are you get desynced.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •