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ETWSK – Anti spawn kill script 
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Major
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Joined: Thu Oct 30, 2008 1:04 am
Posts: 1246
Location: Germany
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This script aims to reduce spawnkilling (SK) on public funservers. An SK here is if someone kills an enemy near a fix spawn point. A fix spawn point means that it can not be cleared by the enemy. E.g. on radar map, the allied Side Gate spawn is not fix as the axis can destroy the command post. However, the Main Bunker spawn is fix after the Allies have destroyed the Main Gate. ETWsk does not prevent but it detects and counts SKs for every player. If a player has caused a certain number of SKs, he gets punished (putspec, kick, ban, ...). As the detection of fix spawns is difficult especially on custom maps, little configuration work has to be done.

Status
Hirntot: protected
Hirnlos: protected
Hirnschlag: protected

-- console commands:
-- etwsk_pos : prints your destination and the distance to next own protected spawn
-- etwsk_spawns : prints list of spawnpoints with current state



Please report if some anti spawnkill zones are to small or to large

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Last edited by harlekin on Thu Sep 17, 2009 6:42 am, edited 1 time in total.

update



Fri Nov 07, 2008 6:55 pm
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Joined: Thu Oct 30, 2008 1:04 am
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Changes:
for the 2 first spawnkills you will be set to spectator and wait 15 seconds as spec before rejoin
for the third spawnkill you get kicked.

-Siwa Oasis/Sw oasis b3 old city spawn fixed
-braundorf flag spawn allies added/axis spawn fixed
-Goldrush/sw Goldrush te spawns adjusted
-bremen b2 spawns adjusted

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Sun Nov 16, 2008 10:45 pm
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Joined: Sat Nov 08, 2008 1:03 am
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:? Harle mine friend :mrgreen:
Why schlag dont have that script :?:
Too many times we haved in schlag stupid flamers on spawn :mrgreen:
Need that script too

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Mon Nov 17, 2008 8:34 pm
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Lieutnant
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Joined: Fri Nov 07, 2008 6:15 pm
Posts: 951
Location: Belgium
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I'm not a geek, but it comes to this.
The script is made for etpro, and isn't compatible with NQ.


Mon Nov 17, 2008 8:50 pm
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xXxXxXxXx wrote:
I'm not a geek, but it comes to this.
The script is made for etpro, and isn't compatible with NQ.

S..H..I...T :| :? :shock: :o :( :cry: :roll:
No comment :mrgreen:
Nothing for us in NQ

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Mon Nov 17, 2008 9:02 pm
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Major
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Joined: Thu Oct 30, 2008 1:04 am
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-et_beach spawns adjusted
Thanks @ eZe for reporting this issuse.

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Wed Nov 19, 2008 2:36 am
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Joined: Thu Oct 30, 2008 1:04 am
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Installed ETWsk on Hirnschlag. Special thank's to Moses, Magical & Dichterhund for testing.

So far not all maps are supported but we will add some more maps in future.

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Thu Sep 17, 2009 6:42 am
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Corporal
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Joined: Fri Nov 07, 2008 9:14 pm
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Location: Bundesland Franken
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god thx,
always the discussion ingame if it was spawnkill or not.
i hope if a panzer is fired in goldrush at the axis spawnexitsteps
and you die inside your spawn because of the explosionaerea,
that will be punished too?

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Thu Sep 17, 2009 11:08 am
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Private 1st Class
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Joined: Thu Oct 30, 2008 1:33 am
Posts: 331
Location: Sweden
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Afaik its where the player is hurt that counts, not where the shot hits.

E.g. you can be fired upon with flamer, and then run back into spawn while you're still burning, and the flamer will be punished.


Correct me if Im wrong.


Thu Sep 17, 2009 11:17 am
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Joined: Fri Nov 07, 2008 9:14 pm
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Location: Bundesland Franken
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oh, poor flamer :D

but i want the panzer and mortar punished
because of the kills inside spawn in goldrush.
and the kill comes immediately, u cant run away.

the explosionarea of hw at spawnexit kills u inside too.
and i want that this ends.
and the script will hopefully end all discussions about sk.

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Thu Sep 17, 2009 12:12 pm
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