Jump to content

delcotron@gmail.com

Members
  • Content Count

    10
  • Joined

  • Last visited

Community Reputation

0 Neutral

About delcotron@gmail.com

  • Rank
    Scavenger
  1. delcotron@gmail.com

    New hacked script? How to check if my server is protected.

    Logs unfortunately have not logged anything about him, just his loggin on and my ban. Should I add that line on scripts.txt?
  2. Hi, I just happened to find a hacker on the TS we usually play and banned him on my server, I think he got afraid of me reporting his GUID and therefore he told me about a new script hackers are using. The script is as follows: (removed for security) I'd like to know how can I check that my server has this script banned, I know it must be in some battleye file but can't remember which one it was. Also, I have his GUID but nothing strange shows on the logs even thou he teleported around the map as he was talking to me (he didn't know I own the server), so I guess i can't report him. F*ck hackers.
  3. delcotron@gmail.com

    No vehicles spawning on new server.

    This is the only thing that worked for our server too.
  4. delcotron@gmail.com

    Pending Update: Build 1.7.2

    Best idea EVER!
  5. delcotron@gmail.com

    IF this was an actual game...

    Game pursache only, NEVER NEVER NEVER paying for items other than cosmetic, never affecting gameplay
  6. delcotron@gmail.com

    Infected Detection behavior is not as intended

    I think it would be nice if, unlike now where the zeds tell between another zed and a no-zed from so far away, they would take you for a zed as long as your behaviour is 'normal' (ie walking or crawling) until they are much closer to you so they realize you are meatfood? That would apply for footsteps too, they surely are hearing lots of footsteps from other zeds in their 'life', so why would they know that my footsteps are from a non-zed human?
  7. delcotron@gmail.com

    Zeds awareness ideas

    I'm pretty sure someone before me will have posted such an idea, but since I haven't seen anyone I'm writing it here so it may be useful. There is a thing I already didn't get before 1.7.1 and now that zeds can see you from greater distances I think is even more relevant. The question is, how the hell does a zombie know that I am a no-zombie from let's say 50 meters away? If I'm not running, firing a gun or doing something else strange I think zeds should keep walking around as if I was some other zed. Furthermore, they should be used to hearing steps from other zombies and not run on me from long distances because I stepped on some gravel. Running sounds would still caught attention since when a zed is running is because some food is trying to escape :D . Ok, maybe the official truth (and by official truth I mean Rocket's hidden purposes and objectives) is that zeds have some sort of a sixth sense and that would end all discussion, true. Anyway I think something that could be considered (if it is at least possible to make it on the mod, obviously I don't have idea if this is stupid from the programming-moddimg side) would be this ideas: -Zeds can't tell you apart from other zeds from long distances as long as you are walking (this one was an easy guess ^_^ ) -Zeds become more aware of your no-zed condition (and curious) when they come closer and are looking in your direction, that is, its rotten and corrupted brain stills manages to find some unusual body language from nonzeds, at least when you are moving. -And to make it a bit more interesting, zeds can smell you! That would mean a lot of work I guess since it would need quite some changes on the mod. Anyway, my idea on this is as follows: -First, you should have an arrow on the gui showing wind strength and direction, so you could try aproaching to a town with the wind on your face and have some chances to get in (and to be detected too). Should wind change you should plan your way according, making it more delicate to stealth into a town without having to add x-rayed zombies or ultra hearing ones to the mod. Furthermore, when a zed gets close enough to you your smell would led him to you no mather what you are doing, you smell like food and they should try to approach to you, but they wouldn't need to get agroed until they realize that you are alive and trying to run away from him. If you are unreachable for them they should wander around you (even when not agroed) until tired of trying to reach that smell and start walking in some random direction. This would fit the nose getting used to scents as it does in real life I guess. And finally, smell could also mean we could have to use another icon on the gui, the 'odometer' :D Should you swim on water, it would get down to zero. Should you use some water on your inventory to clean yourself, it would decrease a bit. The higher it gets, the stronger is your scent, making easier (up to a point obviously) to zeds to get your smell and try to find its origin, that is, you! Time to get a bath, survivor! Well that is all, anyway keep in mind my main suggestion is that zeds should not be able to tell non-zeds from zeds so easily, that is why I think the 1.7.0 behaviour was more realistic than the one we have now.
  8. delcotron@gmail.com

    20 words or less: Spawning without a weapon

    NO Same thoughts as QbertTK
  9. delcotron@gmail.com

    Darwin List: Banned Users

    Any news on this? As a new player I'm concerned this may be an issue yet...
×