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COD4 Hide N Seek server is up


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Missing the backyard map it looks like. Uploaded the one I have. Let me know when that one pops up in the rotation.

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On 7/13/2019 at 5:48 PM, kage said:

any chances can you up the seek time and the props move quicker. overall its a good game funny last night haha

@Ruggerxi Is there any way to bump up the speed the props can move at, something like 50% faster maybe? A few people I've talked to on teamspeak seem to like the idea, can always be reverted if people don't like it. This way if you are found you have a better chance of getting away. Thanks.

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Here are the main options I have to alter with this version of the mod. Nothing to do with speed




set scr_hns_scorelimit 3 // Score limit, default: 3
set scr_hns_nextmapmode 0 // Next map display, default: 0, 0 = Chat (default), 1 = Notification area, -1 = None
set scr_hns_nolastmodel 0 // If 1, then the last object won't be displayed for seekers, and the map time won't be restored to "scr_hns_hurrytime" seconds if only one hider left, default: 0
set scr_hns_readyup 0 // If 1, ready-up mode will be enabled - fine if you are playing with some friends
set scr_hns_roundtime 4 // Time delay before every round in seconds, default: 4
set scr_hns_maptime 20 // Map load time, default: 20
set scr_hns_hurrytime 60 // Beep alert will be played for seekers, this time before the end of seeking time. It also controls the time remaining, when only one hider left, default: 210
set scr_hns_warnkick 3 // After how many warns should a player be kicked
set scr_hns_afktime 30 // Inactivity time, default: 30
set scr_hns_mapvote 1 // Vote after the end of the map
set scr_hns_nomelons 0 // If 1, then it disables the melon-falling at the end of the map
set scr_hns_statprotect 1 // If 1, then it tries blocking transported stats - turn off on a home server
set scr_hns_newmelee 1 // If 1, then knifing will be like in Promod - if 0, then the default knifing method will be used
set scr_hns_visratio 1 // The ratio for the price of objects, which can be bought with visibility points (0.5 = half price)
set scr_hns_freevote 0 // If 0, players will only be able to vote on the 5 least played maps (only available when using 1.7a)
set scr_hns_fairvote 0 // If 1, the voting algorithm will choose the maps, which are played the least times, if 0, it will choose, which are played the longest time ago (only usable when scr_hns_freevote is 0); if you change it, remove the maps.hns file, otherwise you can get unexpected results!

 

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@Sammy

Can you look in the mod and see if you can see what the command would be to alter prop speed? 

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That would have to be scripted in if its to be per-player. Cant be done in a server config. There is some kind of custom 'sprint' function added that has to do with holding the attack button down but I have never played the mod so dont know what that is. Seems to be some kind of 'charge time' related to something.

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Just a quick scan as on my way out but this one might be an idea set scr_hns_visratio 1 // The ratio for the price of objects, which can be bought with visibility points (0.5 = half price) .  Would just allow people to buy new props more cheaply.

Holding the shoot button allows you to temporarily move a bit quicker but it only lasts around 10 seconds, not sure if that could be extended. I'll maybe have a look on the mod makers website and see if I can see anything. 

Thanks for taking a look.

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there should be another version of the mod done in openwarfare mod from what i understood, and there props are moving faster, and there are more props to choose. props also have the ability to flash the seekers to help escape them.

But i m not sure if its a better mod or what.

Edited by ChknFngr
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Yes Open Warfare has their own version of it.

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if it helps heres the source

https://github.com/KristofMorva/hns

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Not to sound stupid but what are visibility points for?

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@Scarlett

to buy other props in the game you get then when seekers look at you and dont kill you 

Edited by kage
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On 7/15/2019 at 9:41 PM, Sammy said:

Yes Open Warfare has their own version of it.

Do you know where to find this version?

 

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if the other players what to but some people are nearly level 50 or more on the mod and if thy don't mind starting again ??

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I have the standard open warfare files in my files somewhere. I will look for them today. I havent played that version in a long time so dont remember how its different. Might be simpler.

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Found it.  If anyone remembers, the music is Benny Hill. If that helps what it plays like compared to the icore version.

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13 minutes ago, Sammy said:

Found it.  If anyone remembers, the music is Benny Hill. If that helps what it plays like compared to the icore version.

Can you upload it to one of the test servers 

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Uploaded and running on the 'paintball' server. This version is simpler than the icore one.

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2 minutes ago, Sammy said:

Uploaded and running on the 'paintball' server. This version is simpler than the icore one.

How would you go about adding models from custom maps so you have more props to choose from?

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All the stock maps are in the rotation.

If you want to do custom maps, it requires a quick mod recompile after adding the model list to a table. Make up a list of all the models in a particular map ("com_object_something" etc) and I can compile it. Best to avoid custom models and stick with whatever stock models a map has.

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this is what it says to do

If you want to use a downloaded (non-HNS map), you have to specify dvars for it. Description in the server.cfg file. You can write your own plugin by editing the maps/_hns.gsc file. It is better than rewriting the mod itself, since you will be able to implement it easily to a new version. In addition, if you have your own sounds, skins, etc, then put them in Mod.IWD please, so that players won't get invalid reference error. If download gets stucked usually when downloading map IWDs, place their content in Maps.IWD, and remove the IWDs from the folder of the maps.

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8 minutes ago, Sammy said:

All the stock maps are in the rotation.

If you want to do custom maps, it requires a quick mod recompile after adding the model list to a table. Make up a list of all the models in a particular map ("com_object_something" etc) and I can compile it. Best to avoid custom models and stick with whatever stock models a map has.

Why not use custom models? 

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3 minutes ago, LOCO said:

this is what it says to do

If you want to use a downloaded (non-HNS map), you have to specify dvars for it. Description in the server.cfg file. You can write your own plugin by editing the maps/_hns.gsc file. It is better than rewriting the mod itself, since you will be able to implement it easily to a new version. In addition, if you have your own sounds, skins, etc, then put them in Mod.IWD please, so that players won't get invalid reference error. If download gets stucked usually when downloading map IWDs, place their content in Maps.IWD, and remove the IWDs from the folder of the maps.

This is for the Icore version. 

Sammy is putting up a new version on a different server. Hopefully it will be easier to add models and custom maps. 

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