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View Full Version : No Killcam :: server-side mod


Hammer
11-02-2003, 10:54 PM
I've added a simple way to disable the killcam on a server. The mod is available at:

http://cod.mcgamers.com/Hammer/zzzz_Hammer_NoKillCam.pk3

Place this file under the server's main folder and restart. To disable the killcam, set hamNoKillCam to 1, or anything as long as it's not null, through rcon or a server config file. To re-enable, set it to the empty string ("").

Still need to work the issue with spectating on the opposing team, but that seems to be a larger problem to tackle.

thecleaner
11-03-2003, 12:44 AM
but what if the server is set to pure? will this new pk3 file not let people join the server??
thanks

imported_Xtinct
11-03-2003, 10:04 AM
You can just turn on force respawn and it will also disable the kill cam.

/rcon scr_forcerespawn 0 <------ off (kill cam on)
/rcon scr_forcerespawn 1 <------ on (kill cam off)

One way to do it.

Hammer
11-03-2003, 11:00 AM
That only works on TDM and DM. Also, either sv_pure isn't working properly (we have it enabled on our MC Gamers servers) OR it's allowing server-side mods without requiring them on clients (which would make sense). Haven't had a chance to test sv_pure.

bystander
11-03-2003, 11:12 AM
My understanding of sv_pure was always that it ensured the client's files had to be a subset of the server's, and further that the shared subset of files had to match. I could be wrong though...

thecleaner
11-03-2003, 11:15 AM
well our server is set to pure right now, so you are telling me i can put this file in and people will still be able to get in server? if so i will use it then..let me know.

Hammer
11-03-2003, 12:06 PM
thecleaner, I'm running this on the MC Gamers servers with sv_pure enabled and folks still can come in.

bystander, thx. I've never really seen an accurate description of how sv_pure is supposed to work. Everyone seems to have their own idea. Guess the only way to find out is to look at the quake source code. :(

Painkiller
11-03-2003, 01:39 PM
I attempted to mod the default avatars for the drawfriend option, replacing the image with a custom one, KEEPING the same name of the icon to overwrite it. I slapped it in a pk3 with the correct paths set, and when I went to start up a server, people were unable to join.

What I hoped was that anyone without the custom avatar would see the default, calling for the same file, and those who had it, would see it. I was wrong.

rudedog
11-04-2003, 10:22 AM
Nice going hammer.
Can I mirror this file here at CoDadmin or I can will post this on the front page when I get home tonight

Hammer
11-04-2003, 10:41 AM
NP, check the newer version which fixes the time bugs in RE and SD maps.

imported_MMS_Wyatt_Earp
11-06-2003, 01:24 PM
Wyatt here..

but what if the server is set to pure? will this new pk3 file not let people join the server??
thanks

Not at all, the server validates the client, if the client has a pk3 not on the server.. out you go.. Because, the server will load them for you. You do not need to dl them.

To make life simpler, clients should not have any mods in the /MAIN when connecting to a sv_pure server, hence the server will toss them to the client.

Wyatt out..