General discussion about Defcon
Moderator: Defcon moderators
Im not sure, it is something to do with dedcon. Nuke death is a name used by another player. Here is an extract from the dedcon config file documentation:
# On playback, you can modify the initial playback speed (10 is normal) with
# You can make the next client that joins take control over a specified
# team as if it was the owner of that team that rejoined. Unwanted, but
# unavoidable side effect: the client's name will be altered to the
# name of the player previously controlling that team.
#JoinAs <teamID (0-5)>
# instead of the team ID, a client ID works just as well.
# This feature can be abused for single player save games. Play a game
# on a dedicated server against AIs, order it to save a playback,
# quit, and later play it back with
#dedcon -l <recording> -c "JoinAs 0"
# and you will continue where you left off.
Can you provide a link to the recording?
# Another use is if you're in a nice six player game and one player quits
# very early. You (as the admin) can find out which teamID is missing
# with "/score" and then say "/set JoinAs <missing ID>", and the next
# qualified joining client will take over the abandonned territory.
# The last use would be teamwork. Two players are able to share control
# over a territory (or multiple territories). Find out your teamID with
# "/score" and then "/set JoinAs <your Team ID>". The next player that
# joins will have control over your units, too. Needless to say, do
# this only in controlled environments where you can trust the other
# player, and this usage also is deeply unsupported right now. It works
# quite well in the game itself, but the lobby has a number of quirks,
# and the player appears twice in the server browser.
# When reentering a recorded game, usually you'll start playing at the end
# of the recording. Sometimes, you want to enter in the middle, because that's
# where you dropped out of the game, and you want to find out whether you
# would have done better than the CPU (with the other players replaced by
# CPUs this time). Use
#JoinAt <SeqID to join at>
# for that. The exact SeqID of a game time can be seen in the network data tool,
# and you can also estimate it: It roughly is the real time passed since the
# game start in seconds times ten. You can also get the SeqIDs of the times at
# which a client dropped from the server by watching the output of the playback
# when you use "JoinAt 0".
I am Legion wrote:MOR go fix your latency issues then we will come back. You dropped 5 times in the first game and now you latency is as high as 900
I'm sorry about that, but I have nothing to fix.. I'll restart my modem, my computer and still the same problem..
That come from the connection between my ISP and the server ISP..
I will be on the next 2 hours for any ladder matches will be on at 7 mst if anyone wants to join me. China are you around, krunk, senator, legion etc..
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