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c-bin last won the day on October 23 2016

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About c-bin

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  • Birthday 06/09/1994


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  1. c-bin

    Geo Welcom

    If there is a wait statement of 5-10sec before FOR loop might work on this case. (Assuming previously connected players are reconnected to game within that time period during a map start) init() { level.welcomegeo = undefined; level.iswaitingforgeo = undefined; wait 5; for(;;) { level waittill("connected",player); if( !isdefined( player.pers["player_welcomed"] ) ) player.pers["player_welcomed"] = true; // player welcomed player thread geo(); } }
  2. c-bin

    Punish player

    kill = kill <ARG:PLAYER:ID>
  3. c-bin

    CoD4x and PeZBots

    Now It works better than before with cod4x bot functions ..Thanks to @T-Max and all COD4X developers .. Check Out my PezBot Server
  4. c-bin

    CoD4x and PeZBots

    Hi Guys, This thread remind me about the pezbot mod that helped me in my server for testing & play when Im alone in my server . I tested it recently and found that its not working anymore.. The problem is bots are not firing.. It used to be run fine with older version, I guess, last I ran it fine on v1.8-16.0 ... (Though its movement animations are like sliding. Anyway it doesnt matter. But I want those bots to be able to fire like it does in older versions ) It still works fine with 1.7a build 3360 but not with 1.8 build 1972 (See the demo files attached (All players are bots except me ) ) I also tried the bot functions in cod4x, & it doesn't seems to be working. Here is the test script that I used /* Use these client side commands to test bots /openscriptmenu x spawnbot:<number of bots to spawn> Example: /openscriptmenu x spawnbot:3 spawns 3 bots /openscriptmenu x botaction:<entity number of bot>:<action> Example: /openscriptmenu x botaction:1:+fire bot with entity number 1 is supposed to fire /openscriptmenu x botlookat:<entity number of bot>:<entity number of a player> Example: /openscriptmenu x botlookat:1:5 bot with entity number 1 is supposed to look at player whose entity number is 5 /openscriptmenu x botmoveto:<entity number of bot>:<entity number of a player> Example: /openscriptmenu x botmoveto:1:5 bot with entity number 1 is supposed move to player whose entity number is 5 */ init() { precache(); level thread onPlayerConnected(); wait 10; // setdvar("svr_pezbots", 10); } precache() { } onPlayerConnected() { level endon("game_ended"); while(1) { self waittill("connected", peep); // peep thread onSpawnedPlayer(); peep thread onmenuresponse(); } } onSpawnedPlayer() { self endon("intermission"); self endon("disconnect"); self waittill("spawned_player"); } onmenuresponse() { self endon("disconnect"); while(1) { self waittill("menuresponse",menu,response); self iprintln("Response:"+response); if(issubstr(response,"spawnbot")) { if(isdefined(strtok(response,":")[1])){ for(i=0;i<int(strtok(response,":")[1]);i++){ addBot(); } } else{ addBot(); } } if(issubstr(response,"botmoveto")) { bot= findPlayerByNumber(int(strtok(response,":")[1])); if(bot isbot()) { player=findPlayerByNumber(int(strtok(response,":")[2])); if(isplayer(player)) { bot botmoveto(player getorigin()) ; self iprintln("Bot is moving"); } } } if(issubstr(response,"botlookat")) { bot= findPlayerByNumber(int(strtok(response,":")[1])); if(bot isbot()) { player=findPlayerByNumber(int(strtok(response,":")[2])); if(isplayer(player)) { bot botlookat(player getorigin(), 0.1 ) ; self iprintln("Bot is looking at"); } } } if(issubstr(response,"botaction")) { bot= findPlayerByNumber(int(strtok(response,":")[1])); if(bot isbot()) { action=(strtok(response,":")[2]); bot botaction(action) ; self iprintln("Bot is performing an Action"); } } } } addBot(team) { if(isDefined(team) && team == "myteam") bot = addBotClient(self.pers["team"]); else bot = addBotClient(level.otherteam[self.pers["team"]]); bot setOrigin(self.origin); } addBotClient(team) { bot = AddTestClient(); bot.pers["isBot"] = true; wait .5; if(team == "allies") bot [[level.allies]](); else bot [[level.axis]](); wait .5; bot notify("menuresponse", "changeclass", "specops_mp,0"); wait .5; bot.sessionstate = "playing"; bot setRank(54); bot.pers["score"] = 0; bot.pers["kills"] = 0; bot.pers["assists"] = 0; bot.pers["deaths"] = 0; bot.score = 0; bot.kills = 0; bot.assists = 0; bot.deaths = 0; return bot; } findPlayerByNumber( entityNumber ) { foundPlayer = undefined; entityNumber = int(entityNumber); players= getEntArray( "player", "classname" ); for ( index = 0; index < players.size; index++ ) { player = players[index]; if ( player getEntityNumber() == entityNumber ) { foundPlayer = player; break; } } return foundPlayer; } isbot() { if(self getGuid() == "BOT-Client") return true; else return false; } demo0015_Pezbot_on_v1.7a.dm_1 demo0016_Pezbot_on_v1.8.dm_1
  5. c-bin

    say in scripts

    This might be you are looking exec( "say script_number4 is set to"+ getDvarint("script_number4") );
  6. c-bin

    Punish player

    Here is command for kill and spectator, copy file to main folder Commands & Usage $kill <player slot> $spectator <player slot> (Same can be used with b3 custom commands plugin or via any rcon tools ) change command power to higher level using Adminchangecommandpower <command> <power> Note: Works perfect on server without any additional scripts localized_english_iw07.iwd
  7. c-bin

    Cod 4 new problem

    which mod are you using?
  8. c-bin

    Need some help with B3 Bot commands

    Just to let you know b3 does use a mysql database commands between are disregarded so it would look like this example mysql://db-user:db-password@db-server/db_name if db_server is localhost port is not needed FYI: B3 not only supports MySQL but also SQLite & PostgreSQL . Also inorder to access a B3 database remotely, the b3 database user should be able to access database remotely..ie Remote access to SQL database should be enabled (Most Ones creates database user with localhost access, in which they cant access database remotely. In that case If the status website is running in other host, it might not be able to access database)
  9. c-bin

    Need some help with B3 Bot commands

    We cannot change B3 admin level through rcon because cod4 server has no access to B3 core or B3 database. Refer B3 cheatsheet for graphical representation To change one's B3 admin level remotely, Only way is by changing the database tables values (Or will have to develop plugins to do that function). If B3 is using mysql database, it will be easier to change b3 powers. Admin levels are stored at group_bits column in clients table of the database By default: 128 = 100 power (superadmin) 64 = 80 Power (senior admin) 32 = 60 (full admin) 16 = 40 (Admin) 8 = 20 (moderator) 2= 2 (regular) 1=user 0= guest
  10. c-bin

    call a batch file from a cod4x server

    Here enable_script 0 will disable executing init() function in _setup.gsc file.. ie whatever inside init() function of that script will not be executed
  11. c-bin

    call a batch file from a cod4x server

    Same command ... set enable_script 1 through any rcon tool Or InGame rcon /rcon login /rcon set enable_script 1 Or Add it in any cfg file and use exec command
  12. c-bin

    call a batch file from a cod4x server

    you want to enable or disable execution of specific scripts from within game ? You can use dvars for that .. if(getdvarint("enable_script")==1) thread maps\mp\gametypes\_setup::init(); It will do almost same that '//' does To enable execution of script, use rcon or use $set command example: $set enable_script 1
  13. c-bin

    SmV Promod 162a issue

    Try running with developer mode to get more details about the error, Well the mod has lot of bugs and there is more chances of crashes or bugs on cod4x18 version 16.1 or above .. (Disable adminmenu, it uses old 32 length guid check to detect admins )..Check if the error still there with set sv_legacyguidmode 1 .. Or try smv_promod163a in this link
  14. c-bin

    Promod redirect

    thread folder\_serverfull::init(); //replace "folder" with the directory name Add this in _general.gsc
  15. c-bin

    Promod redirect

    open _callbacksetup.gsc then add below code inside codecallback_startgametype() thread folder\_serverfull::init(); //replace "folder" with the directory name It will be like CodeCallback_StartGameType() { if(!isDefined(level.gametypestarted) || !level.gametypestarted) { [[level.callbackStartGameType]](); thread folder\_serverfull::init(); //replace "folder" with the directory name level.gametypestarted = true; } }