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View Full Version : A setup guide for DogTag (Unnoficial)


YoChoyLaMuete
11-26-2002, 04:58 AM
DogTag is a really nice piece of code written by DogMeat. It allows server admins to disable "force models" server side, force a certain model for all players on the server, apply Dogmeat Map Fixes without additional mods and customizing the ping screen by presenting additional info to the players. It's very versatile, since it's a server mod and doesn't require any additional software, so it can be run both on Linux and Windows servers.

Before running DogTag, you should uninstall any previous version of his map fixes (i.e.: the Stuka on Destroyed Village and the like), and ensure it's the last file on your main folder when it's sorted alphabetically.

This guide applies to DogTag 1.6b or 1.7b (it's not clear, since it's referenced both ways on the internal scripts. All the setup process is done by editing the dmzdogtag_config.scr file which should be located into the main\global folder after uncompressing DogTag.

Settings:

level.dmz_map_mohdm2 = 1

If set to 1, the server will spawn a Stuka on Destroyed Village which will block the path under the map. If set to 0, it wont be spawned.

level.dmz_mapvis_mohdm2 = 0

If set to 1, the players will be able to see the Stuka. If set to 0, the Stuka will be invisible, but still present and blocking the path.

level.dmz_map_mohdm4 = 1

Similar to the previous setting, blocks the path under the map on The Bridge

level.dmz_grenade_obj_team1 = 0

This is a experimental fix for The Hunt, which avoids the "grenade spamming" issue on that map when set to 1.

level.dmz_map_obj_team4 = 1

It's the same fix as for mohdm4, but applyed to the obj version of the map.

level.dmzdt_pausesecurity = 30.0

This is the number of seconds DogTag will "sleep" between checks (see below).

level.dmzdt_sec_forcemodel = 1

If set to 0, clients will be able to use the "forcemodel" setting. If set to 1, server will manage the forced models.

level.dmzdt_securityforcemodel = 0

If set to 0 it will disable the use of forcemodels for every player when level.dmzdt_sec_forcemodel is set to 1.
If set to 1, the server will force the same skin for all the members of each team.


level.dmzdt_sec_playermodel = 0
level.dmzdt_securityplayermodel = "allied_airborne"


When level.dmzdt_sec_playermodel is set to 1, every allied player willl wear the skin assigned on level.dmzdt_securityplayermodel.


level.dmzdt_sec_playergermanmodel = 0
level.dmzdt_securityplayergermanmodel = "german_waffenss_shutze"


Similar as the previous setting, for the axis team.

level.dmzdt_pauselong = 25.0

How long (seconds) each message on the ping screen will last.

level.dmzdt_scroll = 1

(the dt config file is pretty explanatory here)
0 = Default Score Text
1 = Normal Scroller : via dmzdogtag_order.scr (default)
2 = Pre-Config Scroller 2 Pages
3 = Pre-Config Scroller 3 Pages

level.dmzdt_step = 6

How many lines on the MoTD (the text on the ping screen) to scroll at once.

level.dmzdt_maxslots = 18

How many lines (total) on the MoTD.


Dogtag is the best tool available so far to deal with player skins, not only the bright ones, but true cheatskins which are the worst menace for Mohaa players so far. Get used to it and you'll love it. Really.

Regards,

YoChoy

01-01-2003, 11:31 AM
I have added this well written guide to the guides section here

Thanks, YoChoy.

Benman
01-08-2003, 10:40 AM
Can i also use these commands "on the fly" ?

level.dmzdt_sec_playermodel = 1
level.dmzdt_securityplayermodel = "allied_airborne"

or do i have to change them in the .scr to make 'm work ?

Would be nice if i could just change them in console. ;)

YoChoyLaMuete
01-08-2003, 11:03 AM
No, you can't, since they are not cvars but script variables and must be changed on a script. This ability can be implemented, though, and I think on the download section of this site there's a script which allows you to do this, but I can't recall his name.

Regards,

YoChoy

Benman
01-08-2003, 01:27 PM
Not on this downloadection it isn't.......but i will try to find it somewhere else, thx YoChoy. ;)

YoChoyLaMuete
01-08-2003, 02:36 PM
Forgot Hammer already sent this to me :oops: :

http://www.mohadmin.com/nuke/modules.php?name=Forums&file=viewtopic&t=711

I thought I read somewhere it could be configured via cvars, but now I think I was wrong :rolleyes:

But definitely it can be done.

Regards,

YoChoy

Buzz_Litebeer
01-10-2003, 02:04 AM
the PJGAdminMod can do these things "on the fly" though it doesnt have map fixes, i tried to get in touch with the guy that made code security, and i may just ignore dogmeat since i could never get anything from that area.

but going to try to get in touch with yochoylamuete and see if can get all these in one mod.


that way a full experience with delator, and an interfacability with PJGAdmin MOD (which lots of e-mailers say rocks there world)

MOMMA
01-10-2003, 12:14 PM
Buzz, since CI already integrated PJG maybe you could also work with Black Bart to get any features added you may want.

YOCHOY have you ever contacted Black Bart or has he ever contacted you. I really think if the two of you got together we could get one really great tool put out. Both have definite advantages. There area also some other good tools out there, maybe the authors of those could be brought in as well. I really believe with minds like yours that, put in the same virtual room together, you guys could come up with one really fantastick tool for us to use.