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Netiquette: Written text has no inflection, and, as such, you should be careful how you write your messages as interpretation will vary from person to person. Please take advantage of the built-in emoticons to add such expression to your words. Please remember the golden rule: to treat other forum users the way you would like to be treated. Please use common courtesy, and enjoy using Red Orchestra's forums
Offensive material
The following is a list of some things that MAY be considered "offensive" by the moderators and the team. This is NOT an exclusive list and it does depend very much on context.

Crossing the line into "offensive" territory is likely to get you asked to change your name, sig or avatar or to withdraw/delete posts. This will be done politely by the moderators. If you refuse to comply further action WILL be taken once started, ultimately leading to banning from the forums.

A key point: please attempt to use your brains. What is mild humour to you may well be deeply offensive to others. While we have no intention of acting as politically-correct "thought police", we are on the lookout for those things that can cause offense and, in some cases, are actually still illegal in some jurisdictions.
  1. Names recalling notorious war criminals or personalities.
  2. Names recalling atrocities and war crimes in general, or units with particularly odious histories.
  3. Use of obscenities and expletives.
  4. Blatant racism, mysogynism or many other "ism"s.
  5. Use of symbolism and regalia recalling Nazism or Fascism; this does not include pics of soldiers who happen to have such symbols on their uniform, unless we feel this has been done to provoke. Please note that many Nazi symbols (including the Swastika) are still illegal in Germany and other countries and considered deeply offensive by many Europeans.
  6. Use of symbolism and regalia recalling Stalinism.
  7. On both the previous two, the moderators' views on the intention and impact of use of such symbols will be final - not yours. Please be understanding if you are advised to change something.
  8. In general, if a sig/avatar represents your allegiances in-game and is clearly "in part", it is likely to be fine; if the moderators feel you are trying to demonstrate unpalatable political allegiances, or to use it in an attempt to ridicule or provoke others you WILL be asked to change it. RO is NOT the place to make any extremist political statements of any kind.
Examples:
So people get the idea, some examples that would be considered offensive, numbered as above:
  1. "Hitler", "Beria"
  2. "NKVD Blocking Detachment", "Einsatzgruppen"
  3. This one should be pretty obvious...
  4. So should this - and it includes calling all Germans "Nazis" and all Soviets/Russians "Commies". It got boring 50 years ago, so stop it.
  5. Use of swastikas, fasces, SS-runes and so on for the Axis.
  6. There is actually very little overt symbolism from the Stalinist era; the hammer-and-sickle isn't offensive per se.
A simple rule-of-thumb: many Europeans find Nazi symbolism of any sort offensive; many Americans still find Soviet symbolism offensive. Engage your brain before using.




Final Note: this is NOT open to debate, so please do NOT start whining and moaning if a moderator asks you to change something. They will advise at first, giving reasons, then, if you take no notice, they will step up the pressure through to banning.
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BotDetonator Mutator

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  • #16
    Originally posted by Mike_Nomad View Post
    Outstanding.... cheers!
    Thanks. But a bug has been found by Cat in da Hat. It's been solved now, but the newer version needs to be white-listed anew.
    TWB*BlueDuck

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    • #17
      Originally posted by Ducky View Post
      the newer version needs to be white-listed anew.
      I guess it is white-listed now... time for an update when the files are released
      Last edited by -=THOR=-; 04-02-2012, 11:36 PM.

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      • #18
        Originally posted by -=THOR=- View Post
        I guess it is white-listed now... time for an update when the files are released
        Yup. Files are already submitted to TWI. Now I just have to wait for there reply.
        TWB*BlueDuck

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        • #19
          Well, I was saying this, because our hardcore server can't use the mutator anymore without being unranked, since I restarted it yesterday. So I assumed that another version was white-listed, but not released yet.

          Comment


          • #20
            Originally posted by -=THOR=- View Post
            Well, I was saying this, because our hardcore server can't use the mutator anymore without being unranked, since I restarted it yesterday. So I assumed that another version was white-listed, but not released yet.
            I did not get any feedback from TWI about the new version already being white-listed or not. I just tested both the old and the new release. The old release now makes the server unranked. The new release does keep it ranked, so they already did white-list my new release. The download link in the OP does point to the new release.
            Last edited by Ducky; 04-03-2012, 04:13 PM.
            TWB*BlueDuck

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            • #21
              I have a new BotDetonator version available. The download link can be found at the bottom of this post. The package consists out of two .ini files and two .u files. The .ini files go into the Config folder on your server and the .u files go into the cookedpcserver folder. If you use this mutator in combination with the new ReservedSlots mutator, then please note that both packages do contain a MutatorEx.u file. Those two files are identical and you will only need one on your server.

              This new version is not yet on the TWI white-list which will mean that your server will go unranked. But I really do need some feedback on how they behave on a server with more than 1 player

              For the brave admins that want to try it:
              Many thanks in advance!

              Best regards,
              Ducky



              BotDetonator

              Configuration properties:
              • bKickBotsOnPlayerCount
                If true, then players will be kicked if the number of human players is equal to or above KickBotsPlayerCount.
                If bAllowBotsToReturn is true, then the bots will return if the number of human players becomes less than KickBotsPlayerCount.
              • KickBotsPlayerCount
                If bKickBotsOnPlayerCount is true, then all bots will be kicked if the number of human players is equal to or above this value.
                If bAllowBotsToReturn is true, then the bots will return if the number of human players becomes less than KickBotsPlayerCount.
              • bAllowBotsToReturn
                If true and bKickBotsOnPlayerCount is also true, then the bots will return if the number of human players becomes less than KickBotsPlayerCount.
              • bKickAllBotsVoteEnabled
                If true, then players can vote to kick the bots.
                See also KickBotsVotePercentage and VoteTimeSpan.
              • KickBotsVotePercentage
                If bKickAllBotsVoteEnabled is true, then all bots will be kicked if the number of votes is equal to or above this percentage.
                All votes have to be made within VoteTimeSpan or else the voting is cancelled.
                A second vote by the same person will cancel his previous vote.
              • VoteTimeSpan
                The time span in which all players should vote. The time span starts directly after a player initiates a vote (first kick bots vote). All votes will be cancelled if this time expires.
                See also bKickAllBotsVoteEnabled and KickBotsVotePercentage.
              • MinimumNrOfRequiredPlayersForVoting (new)
                The minimum required number of players before voting is possible.
              • PrivilegedPlayerVoteWeight (new)
                The voting weight for privileged players.
                Value 0 means privileged player voting is disabled. Value 1 is used for none privileged players.
                This feature can only be used if the ReserverSlots mutator is active on the server too.
              • BotsKillCountRatio (new)
                The impact on a players XP, class progression and weapon progression if he kills a bot.
                • 0: The score of killing an AI will never be added to the killers stats.
                • 1: The score of killing an AI will always be added to the killers stats (same behavior as in current RO2).
                • 2: 50% of the killed AI's will be added to the killers stats. (1st kill will be added, 2nd will be ignored, 3rd will be added, 4th will be ignored, etc...).
                • 3: 33% of the killed AI's will be added to the killers stats. (1st kill will be added, 2nd and 3rd will be ignored, 4th will be added, 5th and 6th will be ignored, etc...).
                • etc...
              • NrOfBotsForHumans (new)
                The number of bots that should leave/return when a human player enters/leaves.
              • bAllowBotsToStartMap (new)
                Allows bots to start a map.
                If true, then the map will start as soon as it is loaded and the server won't wait for a human player.
                See also TimeTillBotsStartServer and MinBotsWhenStartingServer.
              • TimeTillBotsStartServer (new)
                The time that the bots will wait after map load before they start the server.
                See also bAllowBotsToStartMap and MinBotsWhenStartingServer.
              • MinBotsWhenStartingServer (new)
                Minimum number of bots when they need to start the server.
                See also bAllowBotsToStartMap and TimeTillBotsStartServer.
              • bDetonateInsteadOfKick
                If true, then the bots will detonate instead of getting kicked (very messy).
              • bNotificationMessageEnabled
                If true, then a notification message will be send to a single player each time after he spawns.
                The message will let him know that this mutator is active and how to start a kick bots vote.
                The notification message will only be send if voting is enabled (see bKickAllBotsVoteEnabled).
                See also MutatorNotificationMessageDelay.
              • MutatorNotificationMessageDelay
                If bBroadcastMutatorNotification is true, then this property can be used to set the delay between spawning and displaying the notification message.
              • bEnableLogging
                Config variable for enabling/disabling debug info logging.

              ColoredChat:
              Using this mutator will also add colored chat for all clients connected to your server. This way the messages from the BotDetonator mutator do distinct from the chat messages. More about this can be found here.


              Mutator commands:
              • Mutate BD Help (new)
                Displays this mutator command list.
              • Mutate BD KickBots
                Starts a kick bots vote or adds a vote. If the player already did vote, then his vote will be reversed.
              Mutator commands (only available for administrators):
              • Mutate BD AdminKickBots
                Kicks all the bots.
              • Mutate BD AdminSpawnBots [<number>]
                Spawns a number of bots. If number is ommited, then minplayers will be used.
              • Mutate BD Commit (new)
                Commits changed configuration properties.
              • Mutate BD Config <property> [<value>] (new)
                Gets or gets a configuration property. In case of set, then the new value must be supplied.
              Download:
              http://forums.tripwireinteractive.co...ad.php?t=76273
              Last edited by Ducky; 09-05-2012, 05:49 PM.
              TWB*BlueDuck

              Comment


              • #22
                minimumnrofrequiredplayersforvoting
                nrofbotsforhumans
                ballowbotstostartmap
                timetillbotsstartserver
                minbotswhenstartingserver
                gj!

                Comment


                • #23
                  I have a suggestion concerning nrofbotsforhumans. Instead of an integer, that value could be a float. That way, we could specify 1.5 for example, which means that 3 bots will be removed for every 2 humans that enter. Since you can't have half-bots, that would do for exampe:
                  1 human enters, 1 bot leaves
                  1 human enters, 2 bots leave
                  1 human enters, 1 bot leaves
                  1 human enters, 2 bots leave
                  etc
                  Last edited by -=THOR=-; 08-30-2012, 07:09 PM.

                  Comment


                  • #24
                    Originally posted by -=THOR=- View Post
                    I have a suggestion concerning nrofbotsforhumans. Instead of an integer, that value could be a float. That way, we could specify 1.5 for example, which means that 3 bots will be removed for every 2 humans that enter. Since you can't have half-bots, that would do for exampe:
                    1 human enters, 1 bot leaves
                    1 human enters, 2 bots leave
                    1 human enters, 1 bot leaves
                    1 human enters, 2 bots leave
                    etc
                    It's possible to implemet that. W
                    TWB*BlueDuck

                    Comment


                    • #25
                      Added Colored Chat support to this mutator.
                      TWB*BlueDuck

                      Comment


                      • #26
                        Originally posted by ducky View Post
                        added colored chat support to this mutator.
                        are you kidding me!

                        Comment


                        • #27
                          Originally posted by -=THOR=- View Post
                          are you kidding me!
                          Nope, because the color chat support is in the base class that I use for all my mutators. Though only the first one that comes alive will update the HUD, but the others will be aware of it and send the mutator messages in a by the mutator defined color. This makes it easier for a player to recognize the kick bots vote messages.
                          TWB*BlueDuck

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                          • #28
                            This mutator is officially released and for this reason the beta thread is closed. The release thread can be found here.
                            TWB*BlueDuck

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