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<DIV><FONT face=Arial size=2>Hey Shockwave!!</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Awesome work!!</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>My suggestion for what to do when a TK'er is
detected are:</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>1. print a message for everyone - say "MrBadAss has
committed a Team Kill, 1 more offence(s) and you will kicked and banned,
consider this a warning!!"</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>If "MrBadAss" commits another team kill: (or as
many as he is allowed)</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>1. print a message for everyone - say "MrBadAss is
a TK'er and will be kicked and banned from the server...
NOW!!"</FONT></DIV>
<DIV><FONT face=Arial size=2>2. clientkick "7" (MrBadAss's client number
for example)</FONT></DIV>
<DIV><FONT face=Arial size=2> OR</FONT></DIV>
<DIV><FONT face=Arial size=2> kick "MrBadAss"</FONT></DIV>
<DIV><FONT face=Arial size=2>3. enter "MrBadAss" ip and name to the
banned file(s) (if I remember, I think you might have said were maybe going to
prevent TK usernames from connecting as well?)</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I guess you could use user friendly variables
(like in your first beta script) to adjust the number of warnings a player will
get before getting kicked,</FONT></DIV>
<DIV><FONT face=Arial size=2>as well as customizing your own
messages:</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>TKwarnings=3</FONT></DIV>
<DIV><FONT face=Arial size=2>prewarningmessage=has committed a Team
Kill,</FONT></DIV>
<DIV><FONT face=Arial size=2>postwarningmessage=more offence(s) and you will
kicked and banned, consider this a warning!!</FONT></DIV>
<DIV><FONT face=Arial size=2>TKkickedmessage=is a TK'er and will
be kicked and banned from the server... NOW!!</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>What do ya think?</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I believe warnings are in order before taking any
action because:</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Sometimes we all, by no fault of our own, kill a
team-mate completely by accident, either we were shooting in a crowd and some
stray bullets get away during all the bobbing and weaving that occurs during the
heat of battle.... or your own player runs into your line of fire..... or you
throw a grenade for the opponent and out of the door pops yer team-mate and
BOOM!! both are killed...OOPS!</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>So I think having the warning message number
decrement by 1 with every infraction before finally kicking them is only
fair.... what do you think?</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>ps. can't wait to try your next release out!! keep
up the good work!!</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>John Dubois C.E.T, IT</FONT></DIV>
<BLOCKQUOTE dir=ltr
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
<DIV style="FONT: 10pt arial">----- Original Message ----- </DIV>
<DIV
style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
<A title=shockwave@clanshortfuse.com
href="mailto:shockwave@clanshortfuse.com">[-SF-]Shockwave</A> </DIV>
<DIV style="FONT: 10pt arial"><B>To:</B> <A title=mohaa@icculus.org
href="mailto:mohaa@icculus.org">mohaa@icculus.org</A> </DIV>
<DIV style="FONT: 10pt arial"><B>Sent:</B> Monday, September 23, 2002 10:41
PM</DIV>
<DIV style="FONT: 10pt arial"><B>Subject:</B> [mohaa] Admin Tool UPDATE - TK
logic functional</DIV>
<DIV><BR></DIV>
<DIV><FONT face=Arial size=2>Hello everyone,</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I am happy to say that the initial testing I have
done with the Team-Kill detection logic has gone extremely well. The
biggest hurdle was to ensure that teams could be properly identified.
Without that, there just wasn't any way to determine if a TK event
occurred. Originally I had planned to use Mazzic's suggestion, the
sessionx command, but I hit a snag. Evidently, the command only
works for players who are already on the server and stay connected when
the new level loads. Then, only the starting team assignment is
reported. Any subsequent changes aren't shown when the command is
invoked. Needless to say, this was frustrating.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>The way I got it to work was by reading status
displays. In team games, players on a given team share the same score in
the status display. As soon as each team has different non-zero scores,
it is a simple matter of parsing the status display and recording the
data. The reason the scores must be non-zero is because a zero score can
indicate the beginning of a map, a player who is in the process of connecting
or choosing a team, or a spectator. The monitor logic pays attention to
any requests to change name, team, or change to spectator mode and removes the
team assignment for the player in question. The drawback is that deaths
which occur when teams aren't assigned cannot be evaluated properly. I
had originally thought of tabling death messages until teams could be
determined, however there is always the possibility that a player could issue
a command to change teams. Since the command doesn't report if the
change is successful or not, there is no sure way of knowing what team the
player is on. The good news is that team affiliations carry over from
the previous map and I keep track of everyone who hasn't asked to change
teams.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I also decided to add some additional monitoring
features that detect server settings for the developer, g_gametype, and
g_teamdamage cvars and if they are changed at any time. If the server
settings won't support the logic, the TK processing is deactivated.
Similarly, if the settings will support the TK logic and the configuration
file has it enabled, the logic will activate automatically.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>I want to do some more dry runs of the logic
before I feel comfortable releasing the new program, but I wanted to give
everyone an update. The bottom line is that I think I have a TK
detection system that works well enough to be practical. The next step
is determining what to do when a TK is detected. I am interested in
hearing opinions on the issue. In the meantime, I'll continue pounding
on the logic and analyzing the debug logs.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial
size=2>Shockwave</FONT></DIV></BLOCKQUOTE></DIV></BODY></HTML>