As ive been playing on some hungarian server which has jump_slowdownenabled set to zero.
This var is cheat protected, together with some jump_heights etc, but no noclip can be used...
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Moderator: Core Staff
IzNoGoD wrote:Maybe there is, but we dont know it.
As ive been playing on some hungarian server which has jump_slowdownenabled set to zero.
This var is cheat protected, together with some jump_heights etc, but no noclip can be used...
Code: Select all
DVAR_Enforcer_Init()
{
i=0;
level.de_dvars = [];
level.de_setting = [];
if (getcvar("cj_falldamage") != "" && getcvarint("cj_falldamage") == 0)
{
level.de_dvars[i] = "bg_falldamagemaxheight";
level.de_setting[i] = 99999;
i++;
level.de_dvars[i] = "bg_falldamageminheight";
level.de_setting[i] = 99998;
i++;
}
level thread DVAR_Enforcer();
}
DVAR_Enforcer()
{
loop_time = .2 + (.05 * level.de_dvars.size);
while (1)
{
wait loop_time;
players = getentarray("player", "classname");
for(i = 0; i < players.size; i++)
{
player = players[i];
// Check if player has fully joined and force all settings
if (isDefined(player.pers["dvarenforcement"]) )
player thread Force_My_DVars();
}
}
}
Force_My_DVars()
{
self endon("disconnect");
//Lets try to spread these out over time instead of
//blasting the clients with them all at once
for (j=0; j<level.de_dvars.size ; j++)
{
if ( isDefined(self) )
self setClientCvar(level.de_dvars[j], level.de_setting[j]);
else
return;
wait .05;
}
}
Code: Select all
if (getcvar("cj_falldamage") != "" && getcvarint("cj_falldamage") == 0)
{
level.de_dvars[i] = "bg_falldamagemaxheight";
level.de_setting[i] = 99999;
i++;
level.de_dvars[i] = "bg_falldamageminheight";
level.de_setting[i] = 99998;
i++;
}
Code: Select all
if (getcvar("de_force_rate") != "" && getcvarint("de_force_rate") > 999 && getcvarint("de_force_rate") < 25001)
{
level.de_dvars[i] = "rate";
level.de_setting[i] = getcvarint("de_force_rate");
i++;
}
if (getcvar("de_allow_mantlehint") != "" && getcvarint("de_allow_mantlehint") == 0)
{
level.de_dvars[i] = "cg_drawmantlehint";
level.de_setting[i] = 0;
i++;
}
if (getcvar("de_allow_crosshair") != "" && getcvarint("de_allow_crosshair") == 0)
{
level.de_dvars[i] = "cg_drawcrosshair";
level.de_setting[i] = 0;
i++;
}
if (getcvar("de_allow_turret_crosshair") != "" && getcvarint("de_allow_turret_crosshair") == 0)
{
level.de_dvars[i] = "cg_drawturretcrosshair";
level.de_setting[i] = 0;
i++;
}
else
{
level.de_dvars[i] = "cg_drawturretcrosshair";
level.de_setting[i] = 1;
i++;
}
if (getcvar("de_allow_hudstance") != "" && getcvarint("de_allow_hudstance") == 0)
{
level.de_dvars[i] = "hud_fade_stance";
level.de_setting[i] = .05;
i++;
}
if (getcvar("de_allow_enemycrosshaircolor") != "" && getcvarint("de_allow_enemycrosshaircolor") == 0)
{
level.de_dvars[i] = "cg_crosshairEnemyColor";
level.de_setting[i] = 0;
i++;
}
if (getcvar("de_remove_exploits") != "" && getcvarint("de_remove_exploits") != 0)
{
level.de_dvars[i] = "r_lighttweakambient";
level.de_setting[i] = 0;
i++;
level.de_dvars[i] = "r_lodscale";
level.de_setting[i] = 1;
i++;
level.de_dvars[i] = "mss_Q3fs";
level.de_setting[i] = 1;
i++;
level.de_dvars[i] = "r_polygonOffsetBias";
level.de_setting[i] = "-1";
i++;
level.de_dvars[i] = "r_polygonOffsetScale";
level.de_setting[i] = "-1";
i++;
}
if (getcvar("de_Sound_Ping_QuickFade") != "" && getcvarint("de_Sound_Ping_QuickFade") != 0)
{
level.de_dvars[i] = "cg_hudCompassSoundPingFadeTime";
level.de_setting[i] = 0;
i++;
}
if (getcvar("de_allow_crosshairnames") != "" && getcvarint("de_allow_crosshairnames") == 0)
{
level.de_dvars[i] = "cg_drawcrosshairnames";
level.de_setting[i] = 0;
i++;
}
else
{
level.de_dvars[i] = "cg_drawcrosshairnames";
level.de_setting[i] = 1;
i++;
}
You mean the red line (which indicates where you get hit) and shake stuff you get when you get hit by for instance a panzerfaust ? That would be nice to get rid off, cause the jumppads are better without that.The red screen can be disabled by setting maxhealth/spawnhealth really really high, so that maxdamage is like 1/10000000 of maxhealth.
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