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Move afks?

Yes
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 100%  [ 9 ]
No
0%
 0%  [ 0 ]

Total Votes : 9

 
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Moving afks at start
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drk
Newbie poster


Joined: 20 Feb 2011
Posts: 333
 Moving afks at start

I propose to add a script to move afks in 1 minute of the game to specs.
Old Milka's script made a checking during all game.
I propose to make new and run it only once to switch all '0 exp' to specs.
Small (bad) case is that it could switch also active players that just joined.
I think that 1 minute is enough for a player to un-lag after the start, spawn and get some exp.

PostPosted: Thu Oct 12, 2017 5:33 pm
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drk
Newbie poster


Joined: 20 Feb 2011
Posts: 333
Added an AFK script.

The main points:
- Checks in 1 minute after the start of the game;
- Runs only once per map;
- Moves only INACTIVE clients and clients with EXP=0;
- Does not touch spectators

Tell me if something goes wrong Wink

PostPosted: Thu Oct 12, 2017 8:34 pm
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Marbello
Newbie poster

Joined: 19 Sep 2008
Posts: 38
Finally! Smile

Is there not also a way to move people that go afk during a match?

PostPosted: Fri Oct 13, 2017 8:34 pm
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drk
Newbie poster


Joined: 20 Feb 2011
Posts: 333
Marbello wrote:
Finally! Smile

Is there not also a way to move people that go afk during a match?

Easy. But I think that's not worth it.
A lot of people alt-tab for a while and then come back. It could be bad.

PostPosted: Fri Oct 13, 2017 11:16 pm
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Marbello
Newbie poster

Joined: 19 Sep 2008
Posts: 38
Toxic regularly goes afk for the remaining of a match.
Sometimes people, even me, get lost while alt-tabbing.
What about an exp comparison just every 7 minutes? No damage to be done!

PostPosted: Sat Oct 14, 2017 1:34 pm
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drk
Newbie poster


Joined: 20 Feb 2011
Posts: 333
Marbello wrote:
What about an exp comparison just every 7 minutes? No damage to be done!

That is what old Milka's script doing.

PostPosted: Sat Oct 14, 2017 2:35 pm
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Groentjuh
Site Admin

Joined: 20 Oct 2006
Posts: 611
Location: World > Europe > Benelux > The Netherlands > The hague
Milka's script did far more than that. It also compared for example the client's coordinates, and I believe kills and deaths.
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PostPosted: Sat Oct 14, 2017 7:24 pm
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Dingfire
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Joined: 04 May 2015
Posts: 152
Location: Belgium
People like toxic play for a while and then go AFK, I don't agree with basing this script on exp

PostPosted: Mon Oct 16, 2017 11:10 am
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drk
Newbie poster


Joined: 20 Feb 2011
Posts: 333
Dingfire wrote:
People like toxic play for a while and then go AFK, I don't agree with basing this script on exp

Don't you agree to move toxic to specs in this case?

PostPosted: Mon Oct 16, 2017 12:29 pm
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djinghis
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Joined: 25 Sep 2014
Posts: 511
Dingfire wrote:
People like toxic play for a while and then go AFK, I don't agree with basing this script on exp


I don't know the script but wouldn't it purely be based on exp points?, unless its got some strange coordinates check - but that doesn't necessarily mean afk as you can stand in the one place and repair/build or mine..

PostPosted: Tue Oct 17, 2017 1:03 am
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Groentjuh
Site Admin

Joined: 20 Oct 2006
Posts: 611
Location: World > Europe > Benelux > The Netherlands > The hague
There is a lot of data python scripts can use.
For example: xp, x-, y-, z-coordinates, direction he is looking, weapon-accuracy data, data from chat(, so when he last send something).

If you use all that data, you cannot move, turn, shoot, get shoot, call votes and chat/chatteam. I cannot think of much useful you can do, while not doing that in Savage. Perhaps 'scouting'/observing while dead?
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PostPosted: Tue Oct 17, 2017 7:08 am
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Marbello
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Joined: 19 Sep 2008
Posts: 38
Will a script that checks 7+ variables (x,y,z,xp,direction,accuracy,chat..) of every player not impact server performance negatively? It appears to me that drk's and milka's solutions present the two extremes of the use-cost spectrum. Eventually we can find a balance!

PostPosted: Tue Oct 17, 2017 10:58 am
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djinghis
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Joined: 25 Sep 2014
Posts: 511
yeah, sounds like a laggy method to me.

PostPosted: Tue Oct 17, 2017 12:09 pm
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drk
Newbie poster


Joined: 20 Feb 2011
Posts: 333
Marbello wrote:
Will a script that checks 7+ variables (x,y,z,xp,direction,accuracy,chat..) of every player not impact server performance negatively? It appears to me that drk's and milka's solutions present the two extremes of the use-cost spectrum. Eventually we can find a balance!

If you really need it I'd make simply to compare exp + x,y pos (in case of the dead body afk) once per 5 mins. That's enough, imo.

PostPosted: Tue Oct 17, 2017 7:48 pm
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Marbello
Newbie poster

Joined: 19 Sep 2008
Posts: 38
drk wrote:
Marbello wrote:
Will a script that checks 7+ variables (x,y,z,xp,direction,accuracy,chat..) of every player not impact server performance negatively? It appears to me that drk's and milka's solutions present the two extremes of the use-cost spectrum. Eventually we can find a balance!

If you really need it I'd make simply to compare exp + x,y pos (in case of the dead body afk) once per 5 mins. That's enough, imo.


I'd be absolutely loving it. Trying to move afk's during a match to spec is very annoying as the other team often F2's. But well, we've been all in their shoes Wink.

PostPosted: Wed Oct 18, 2017 6:24 am
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