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ServMan v2.5 (beta) for FC2 and DCS


Panzertard

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Good News Everyone!

New version v.2.5 b11 - updated 18. May.

 

There's a new Servman version available for FC2 1.0.2 and DCS:BS 1.0.2.

(Note: You cannot use this version on DCS 1.0.1c)

This version of Servman is almost feature complete - but there are still a few snags to iron out.

 

ServMan_Logo.jpg

 

A brief introduction is in place:

- Servman allows admins and squad member to control and manage their servers via the chat system.

- Players who join a Servman-enabled server will be able to enjoy MP as it is supposed to be, less teamkilling, less problem with your fellow players.

I assume you have understanding of what Servman is, and what it can do for your MP experience beyond this intro.

For more information, look at Acedys previous release:

>>> ServMan Server Management Mod v2 for DCS:BS v1.0.1 Released! <<<

 

 

Changes highlight for v.2.5

 

- Commandline interface reworked. Some commands may have changes since v.2.0. Most notably is the ability to use "short" variants of the commands.

Class, pay attention: You don't use ":" in commands anymore

 

- Ban/kick control. UCID ban support, as well as better ingame management of active bans. You no longer have to edit BANLIST.txt files to change bans.

 

- Enable / disable kicks and Bans entirely while server is running.

Plus alot of other key Servman-features. You need to check out the /SET command or read the admin section below.

 

- Access-levels:

ANON
: regular players who is able to vote or get info.

SQUAD
: Squad access for common tasks.

Use Squad-login for your squad members. Simplifies the administration of "usernames & passwords". Now you can assign a static username and password for your whole squad so they can do common tasks as "restart mission", "kick annoying player" and similar common tasks.

ADMIN
: Admin login is still valid for those who need more permissions (reinit / reload servman config / set config settings / save config).

- Online help for all commands (with examples) by using the ? after each command. See /help ? or /v ? for samples.

 

- Config files so server admins can save and reload while server is running

-- Main server-config.

- New modable files, for your convenience:

-- permission-levels for all commands

-- help-text explanations

-- settings available for the /SET command

 

- Simplified installation and disabling of Servman! Servman is now removed from the \Scripts\net directory. If you want to disable Servman in the future, you can simply rename or move the Servman folder - and your server should then be running with original FC2/DCS code.

Note: This version is just a ZIP, but if time allows I will provide a installer / uninstaller as well as a ModMan package for it.

 

Installation instructions

 

  1. Download, unzip.
  2. Unpack to \Scripts folder:

servman-mainfolders1.jpg.ed1b09f1aec888912637bd619e9a5bfe.jpg scripts-net-main-modified.jpg.490e1e9bd7f74a73ddfaea51b687e17f.jpg

- you will get a "Scripts\Addons" with Servman2 inside.

- you will replace one file only, in "\Scripts\Net", the "main.lua".

NOTE: Backup "Main.lua" before your replace it.

If "\Addons\Servman" is renamed or removed, your FC2/DCS:BS will work as normal with no problems what so ever.

You Servman folder contains this:

Servman-files.jpg.b41d9bfca7e7a7d5d0dd3344dde0d62d.jpg

 

A final note - if you DO have Server-crashes or other strange Server-issues, your first priority is to REMOVE Servman.

There will be no support from ED and server-troubleshooting if Servman is installed.

 

-----------------------------------------------------

Download Here

Note: v2.5 b10 is just listed for download in case v.2.5 b11 causes problems.

ServMan 2.5 beta 10.zip

ServMan 2.5 beta 11 (Full).zip

ServMan 2.5 beta 11 (Up b10 to b11).zip


Edited by Panzertard
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The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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Player's guide to Servman

 

These are the default commands a "Anonymous" player can perform.

Admins may choose to change the access-levels of some of the commands, players should use /help to list out which commands that are available to them.

Or just test them - you will get a "Permission denied" if you dont have enough permissions to use it.

Maybe you have to login in?

 

<documentation still in progress>

Basic commands:

 

/players [name]

List TK/FF stats for all, or for anyone matching the name-filter you type.

Example:

/pla panz (lists only players with Panz in their names).

 

/missions

List missions available, it's id and highlights the currently running mission. (look for the -> <- arrows around the mission ID).

 

/login username password | /login password

Login to get access to Squad-commands. Talk to your CO/admin to get the proper login method, username and password.

 

/info

Lists current server settings.

 

/vote k id|k name|m id|m

Vote to kick a player (with Id-number or parts of his name), vote for a mission id, or start a mission-poll.

Examples:

starts a votekick for anyone with Panz in the name:

/vote k panz

Use
/yes
or
/no
to answer the vote.

 

v is short for vote, starts a vote mission #2:

/v m 2

Use
/yes
or
/no
to answer the vote.

 

Start a mission poll - no number attached, everyone should answer with /v <id>, ex:
/v 5

/v m

/timeleft

Check timeleft for the current mission, before restart/mission rotate.

 

/resume

Starts a paused server/mission.

 

/rules

Read them, obey them or face the consequences!

 

/report

Report a situation to the Chatlogs for the Admins to read later.

 

/help

List available commands. Remember to try to use "?" after each command, it will provide much more than just /help.

 

/whoami

really? really!??

 

<More to come - elaborate a bit more regarding each command>


Edited by Panzertard

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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Squad members guide to Servman

 

Dear squaddie - you may have a bit more responsibility when you are connected to your squadrons server.

First things first: You musk ask your C/O or server admin which login you use to log on to your server.

 

Logon

Note: If "squad-logon" is disabled by admin, then all of these commands can ONLY be access by an admin.

If you get a reply like "username is tossers and password is Hello!" then you need to do the following to log on:

1. bring up the CHAT in the game and type the following

/login tossers Hello!

Notice - username is NOT case sensitive. Passwords ARE allways case sensitive.

And notice any special characters your C/O has put in the password. In this example see the "!" at the end of the password.

 

You should now have access to Squad-commands - as well as all the regular "Anon" commands available to all the other players.

 

Default Squad-level commands:

 

/load missionID|conf

Load a new mission, use mission ID. Or load the conf previously saved by an admin (use 'conf' as a keyword instead of mission-ID).

Examples:

/load 2 (loads mission #2)

/load conf (loads the custom_serverconf.lua save by an admin. It will persist until the next server restart or /restart command.)

 

/timeset minutes

Set a new timer for "timeleft" - so the session can continue beyond the predefined missiontimer in the config.

Examples:

/timeset 60 (adds 60 mins)

/times -30 (removes 30 mins)

/times (ass a default 30 mins)

 

/restart (server + mission restart)

/stop (stops all votes in progress, votekicks, mission-votes or mission-polls)

 

/kick id|name

kicks a player by id or parts name

Examples:

/kick 2 (player 2 gets kicked)

/k panz (kicks all players containing the phrase panz)

/k 666th (say goodbye to all 666th members)

 

/pause (pauses the mission in progress)

/lock (locks the server, no new players can enter - you now have full privacy)

/unlock (unlocks the server from a "lock")

 

Remember to use ? to get help on any of the commands.

Ex: /load ?

And if you're a very savy member, use Servman quite alot - notice most command can be abbrivated.

Examples:

- "/load 2" into "/l 2"

- "/kick panzertard" into "/k panzer"

- "/log tossers Hello!"

 

<more samples from commands?>

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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Admins guide to Servman - Day to day operation

 

Finally a brief intro for you who wish to tweak servman a bit while it's running.

If you choose to use the "Squad-login" - then you have one more step to perform when you log in:

- Without "Squad-login", the "login" command brings you straight into "Admin" mode. And you use the standard method to specify users & password in the "conf_serverconfig.lua" file.

- With Squad-login enabled, you need to login as a squad member - and then log in with your personal password.

Each time you log on you gain a access-level. Logout works the same way - you need to log out twice.

 

Admin commands:

/reinit

Reloads the all default-config files in the servman directory, "conf_nnnnnnnn.lua". Handy when you have edited Help or Command-permissions and want to test them directly.

Reinit will also Reset TK/AI kill stats per user.

 

/ban <id> | name

Bans & kick a player, for him never to return - due to the new UCID bans.

 

/banlist [r] <id> | name | partofIP

Manager to list, search or deactivate active bans

Examples:

/banl r panz (deactivates all bans in the list which contains the name Panzer)

/banl (lists all active bans)

/banl panz (lists all active bans matching the name Panz)

/banl 192. (lists all active bans with IP-address containing '192.')

/banl r 192.168 (dectivates bans which matches the IP-address part of '192.168')

/banl r 5 (deactivates ban-id #5)

 

/who <id> | name

Extended whoami to see info about other players.

 

/save conf

Saves the current Servman-config to a custom-file "custom_serverconf.lua".

Can be loaded again using /load after server is running, but at server startup, default "conf_serverconfig.lua" is always loaded.

 

/load missionID | conf

Load a mission or, load the custom configuration.

"conf" is the keyword for the load command to understand you want to load the custom-serverconfig which you saved via /save instead of loading a mission.

 

/set keyword=value

This is the new command which allow you to turn on/off features while the server is running.

By default you can do the following changes using /SET:

kicks=on|off

servrestart=on|off

servpause=on|off

servresume=on|off

votekick=on|off

votemission=on|off

banbyname=on|off

banbyip=on|off

banbyucid=on|off

Example: /set kicks=off

Will stop servman's automated kicks and bans. Banned people *can* enter (hint, lock your server). Votekicks are disabled, TK/AI killkicks are disabled.

Manual Kicks are still working.

 

All of the settings reflects a setting in the "conf_serverconfig.lua".

All of the settings keywords can be manipulated, added, removed (a new one's easilly added later) using the "conf_dynsettings.lua"

For more info, see the next chapter "Admin configuration guide".

 

/recompile

Doesn't make any sense for you to use it - unless you are developing changes in servman. Just in case you stumble on this command (which is undocumented online) - it will recompile servman, restart your server. As well as stealing your car and filing a divorce for you and your wife.

 

And: Remember to use /mycmd ? to get help on any of the commands.


Edited by Panzertard

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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Admin Configuration Guide

 

Until I have a interface in place during the installation - you admins need to keep on editing the config files using Notepad++ after installation.

(Yes, thats a hint of what I hope to complete in a timely manner.)

 

So without further delay, a walkthrough of the *NEW* default settings for Servman and the "conf_serverconf.lua".

You should be familiar with the old settings, they are well documented in the file.

 

So let's introduce you to the new ones:

 

bankick_vote = true,
bankick_byname = true,
bankick_byip = true,
bankick_byucid = true,
bankick_enabled = true,

 

bankick_vote: If true players are allowed to initiate a vote to kick another player. Set to false to disable.

"bankick_by__": Allows for more flexible control over which filters that will be used for bankicks on player connect.

Note the UCID is the new UserID hash calculated from each Players Unique SF key. The key is also unique per product, DCS:BS vs FC2.

bankick_enabled: Enables or disables all automated ban/kick functions *including* voting, on player-connect, automated (TK/AI) but NEVER manual adminstrative kicks.

 

loglevel = 1,

loglevel: Indicates how much loguin that should occur in "Servman2_Serverlog.txt" in the \temp directory.

If you have problems with your server - or servman function, changing the loglevel may help pinpoint the problem.

If you do have a problem, I will ask you to set it to level 2 or 3, and return the logs to me after you have reproduced the problem.

For normal day to day operation you may want to have it at 1.

 

squad_login_enable = true,
squad_username = "tossers",
squad_password = "Hello!",
squad_prefix = "",
squad_suffix = "",

 

squad_login_enable: Enables or disables the whole Squad-level access.

If disabled, the old style "admin only" access login and level is available - as well as just regular users.

squad_username: Username for the login. Not case-sensitive.

squad_password: Password for the login. Case sensitive.

squad_prefix: If you're a bit paranoid and afraid the username+password might be disclosed (accidents do happen when online) - and want to ensure that only members with the correct Player-name can connect. Then you can use the prefix or suffix tag.

Set squad_prefix="666th" and only members with Playernames starting with 666th can log in. Other may try - but they will fail if they dont have the correct "prefix" as part of their name.

squad_suffix: Same of prefix, but for the squads who have their tags at the end of the name.

Super paranoid? You can set both prefix + suffix - but don't assume that will help keeping out abuse if your username & password has been leaked.

Remember - Anyone can fake a Player-name.

 

kickbanlevel = 2,

kickbanlevel: Sets the access-level where kicks will be applied. In the sample above anyone with access-level 2 -> 0 will be kicked for TK/AI etc.

This means Anon (0), squad-members (2) - but not admins (3).

If you want the kicks to work on Anon only - set kicklevel to 1 (below Squad access level).

 

For reference, this is the access-level as defined with numbers:

-- anon = 0,

-- friend = 1,

-- squad = 2,

-- admin = 3,

-- superadm = 4

There are some levels which doesn't have any real effect yet, but they may be used in the future. (I'm giving away too many hints now aren't I ...).

 

Remember to configure standard Admin-login configuration if you want to keep using it - accesslevel(3):

local subadmins =

{

["Panzertard"] = "supersecret!"

}

 

Also remember - when squad accesslevel is enabled, admins must log on using the following procedure (see above config-examples):

/login tossers Hello!

#Squad member Panzertard logged in.

/login supersecret!

#Subadmin Panzertard logged in.

 

----------------------------------

 

Manually editing the conf_banned.lua

You may have to edited the ban-list manually to add a player after he left.

In this case you will have to manually edit the conf_banned.lua.

 

Finding the info you need in the ServMan-Serverlog-yyyymmdd-tttt.log

Look or search for the player in question. (Note: "loglevel = 1" or higher required for serverconfig).

You should be looking for the "SERVER:on_connect" which contains the data you need.

Some connects may be missing the ucid (it's a bug unfortunately), but you should be able to find something like this:

05/26/10 20:12:32 : SERVER:on_connect(2, 185.145.15.221, 52690, "159th_nakedguy", "4pEAvIrtddTYVBt19Vma9")

or

05/26/10 21:38:54 : SERVER:on_connect(2, 185.145.15.221, 56436, "159th_nakedguy", "")

If the ucid is missing, keep searching some of your other ServMan-Serverlog's.

If you still cannot find it, it means you may not be able to ban the user quite as often as yoou wish - you will have to rely upon the name or the IP.

 

Modifying the conf_banned.lua

If your conf_banned.lua is empty, it looks like this:

local bantables = { 
}
return { bantables }

Armed with the data you found, add a new entry like this:

local bantables = {
[1] = { active = true, 
 names = "159th_nakedguy", 
 ipaddrs = "185.145.15.221", 
 ucid = "4pEAvIrtddTYVBt19Vma9",
 comment = "he ran naked across the server, forbidden"
}
}
return { bantables }

If you already have a entry there, just add it with a new id (if the last is [1], next should be [2]):

local bantables = {
[1] = { active = true, 
 names = "159th_nakedguy", 
 ipaddrs = "185.145.15.221", 
 ucid = "4pEAvIrtddTYVBt19Vma9",
 comment = "he ran naked across the server, forbidden. Panzer, 05/26/10"
},
[2] = { active = true, 
 names = "66th_boxershorts", 
 ipaddrs = "99.100.10.20", 
 ucid = "",
 comment = "not dressed properly according to dresscode. Panzer, 05/26/10"
}
}
return { bantables }

Just pay attention to the comma separating records and fields in LUA. See here for clarification.

bantables-editing.jpg.3db695f81b40e0015ec823658cc35f81.jpg

 

So if the ucid is missing and you cannot find it in any of your logs - it will only mean that you wont be able to recognize him by UCID the next time he enters.


Edited by Panzertard

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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Note to self - I really need to convert all this info into a PDF ;)

---------------------

Savy Hackers guide to Servman.

 

conf_dynsettings.lua:

Configuration to allow new /SET keywords and values without re-coding Servman. Admins may edit, add or remove commands in this file for use with the /SET command.

Example from the file:

local dynamicsettings = {

kicks = { on = 'server.conf.bankick_enabled=true', off = 'server.conf.bankick_enabled=false' },

As you see:

- "setting keyword" in bold is kicks, you may change it.

- the green value/keyword may be changed, but it may not make any sense to do so.

- the red bankick_enabled reffers to the settings you found in conf_serverconfig.lua. This keyword cannot be changed, then it will loose all it's meaning - and wont work anywhere.

But, you can always look for settings in conf_serverconfig.lua which is using true/false and add these kind of settings to the "conf_dynsettings.lua".

- the blue true or false statement cannot be changed, the conf_dynsettings.lua supports only boolean values for now.

Well, you can swap true and false and confuse all your admins, but thats not what you intend to do is it?

 

 

 

 

conf_commands.lua:

Adjust permissions or helpfile content for any of the commands. Admins may reconfigure the access-level for the commands they wish, and even rephrase the Help so old, slow squad memebrs like myself can understand some of the commands.

 

Examples from the file:

local maincmd = {

l = { cmd = "load", perm = permlevel.squad, cat = "mission" },

m = { cmd = "missions", perm = permlevel.anon, cat = "mission" },

log = { cmd = "login", perm = permlevel.anon, cat = "player,admin" },

b = { cmd = "ban", perm = permlevel.admin, cat = "player,admin" },

banl = { cmd = "banlist", perm = permlevel.admin, cat = "admin" },

 

Permissions: Change the bold part to set another permission level for a command. Note that some commands also have a hardcoded "admins only" level, this it to prevent problems from happening with your servers.

So if don't want Squadron-members to be able to use "load" anymore, change it from "perm = permlevel.squad" -> "perm = permlevel.admin"

 

Command-Keyword / abrivations:

Never change the full keyword (in red). Your commands will stop working if you do that.

You *may* adjust the length of the abrivated meaning - but you must do so for the main-commands as well as help.

You can adjust the cat help search keywords freely.

 

For reference, this is the access-level as defined with numbers:

-- anon = 0,

-- friend = 1,

-- squad = 2,

-- admin = 3,

-- superadm = 4

 

Online Help

A bit further down in "conf_commands.lua" you will find the online-help explanations.

Again, here in the helpsection you can see the "l" for load which means the part is linked to the main-command "l".

local mainhelp = {

l = { options = "{ <mission-id> }",

short = "Loads a mission, use '"..cmdprf.."missions to view mission-id's.",

more = "To see which mission that is active, use the '"..cmdprf.."mission command, and look for the --><-- around the mission number."

},

The different parts in the mainhelp, per command:

Short: is automagicly used when user do a /help command, the short-part will be the explanation they see.

Options: will be listed when someone uses /mycmd ? for explantion of the syntax.

More: is used with the /mycmd ? for a detailed explanation, and can span over several lines.

To understand multiline help, you need to understand where to use {} and , etc due to the LUA syntax.

See the file for more examples.

 

 

 

 

conf_banned.lua:

The autosaved BANLIST. Comments and data can be edited.

Note: No squad / admin will remove any records in this file.

All "ban remove commands" in game will only deactivate a ban.

So drunken sailors or squaddies should never be able to ruin your extensive ban-list.

Note: A command to purge inactive bans is planned for later.

Example from a dummy-file I created during testing:

local bantables = {

[5] = { ["comment"] = "Kicked by admin Event:admin By:Midgettosser", ["active"] = true, ["ucid"] = "nil", ["ipaddrs"] = "121.12.99.13", ["names"] = "Panzertard" }, -- end of [5]

You're free to edit any of the fields - as long as you edit the values, and not the keyword.

Bold part indicate you can edit the comments.

the green true/false part indicate if a ban is active or inactive. Inactive bans will not be acted upon by Servman, but they are stored there for future reference, until an admin purges the list (Command not implemented yet).

 

-------------------------------------------------------------------------

 

Troubleshooting, aka "I broke the server!"

If you edited one of the files and did something wrong, Servman may freak out. But it will try to tell you about the error.

If something is not working and it looks like this:

servman-critical-error.thumb.jpg.b243eef4e53172dcb74d16e02540cfe0.jpg

.. look for the filename and go back and fix it.

Or restore the file to a original version you downloaded.

 

You can also check the "Servman-Servelog-<date>.log" in the \temp, you might find a entry like this:

5/05/10 05:11:28 : EVENTS::on_player_add, Existing player - nothing to do.

05/05/10 05:12:06 : Squad member "Panzertard" logged in

05/05/10 05:12:10 : Subadmin "Panzertard" logged in

05/05/10 05:12:37 : Server config reloaded by member "Panzertard"

05/05/10 05:12:37 : ### SERVMAN: Loaded 'conf_commands.lua' file.

05/05/10 05:12:37 : ### SERVMAN: Loaded 'conf_dynsettings.lua' file.

05/05/10 05:12:37 : ### SERVMAN ERROR: Could not load/compile 'conf_serverconfig.lua' file. Error: Scripts/Addons/ServMan2/conf_serverconfig.lua:201: '}' expected (to close '{' at line 199) near '['

05/05/10 05:12:37 : ### SERVMAN ERROR: Incorrect initialisation of variable(s) in conf_serverconfig.lua file, the following function(s) have been disabled: conf; subadmins; banned_IP_ranges; banned_names;

05/05/10 05:12:37 : ### SERVMAN: Loaded 'conf_banned.lua' file.

05/05/10 05:12:37 : Loaded 5 records for the banlist

There it tells you quite specificly where you did the error.

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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Known Issues:

-- Translation is not working at all. Need to be reworked after all the other features have been completed.

-- Panzertards spelling is horrible. Can't be fixed.

-- Using SERVMAN on your client, not tested.

-- Message spam, working on something to reduce the messages on screen.

 

Features being worked on:

-- Events/Message filtering. Work in progress.

 

Further plans for the 2.x series:

- Stats & events logging to a database-based file.

 

Status: Not started (nor a cleanup of chat/serverlogs)

 

Suggestions & Wishes from the community:

----

- For each player message, provide his coalition and aircraft (also of players he killed)

Status: Not looked into it yet.

 

- Add the coalition of the airbase when a player takes of or lands

Status: Not looked into it yet. Note, new feature in FC2 102 causes only players on the same side to be able to see the message "Player nnnn took of from xxxxx".

 

- Add an option to start the server when X number of people have joined (handy for multiplayer coops)

Status: Not looked into it yet.

 

- Serverside message filtering, ability to filter out certain types of messages to the players.

Status (updated 7.May) : It's possible to create a mechanism, secrets from a blueprint hidden in one of the developers drawer surfaced and with it the possibility to control the event-flow to clients (Translated: amount of spam for you guys).

It'll take a little bit of time to put this together, but I'm confident we can do it. :)

 

- "Leave / Rejoin / switch side" cooloff timer - to disgourage players disconnecting/swapping flights avoiding getting killed.

Status: Not explored the possibilities yet.

 

- Save the state of the MP mission / world to be loaded later.

Status: Not possible to look into right now, other priorites.

 

- Rearm override from servman, using a config in servman to present new loadouts for the players, without getting the integrity-check fail with server vs client "rearm.lua".

Status: Exploring our options. Barely scratched the surface.

- Autoload a mission, without have to use the server-interface.

http://forums.eagle.ru/showthread.php?t=53821

Status: Unexplored.


Edited by Panzertard
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The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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2.5 beta 11 for FC2 + DCS:BS

- "/Set kicks=off" didn't quite work in all situations. Fixed.

- "/ban somename comment here" didnt work as expected. Only /ban <id> worked. Fixed.

- "/kick someone" banned them instead of kicking them. Fixed.

- Ban-comments are now saved to the "conf_banned.lua" file.

- Server-pause wasnt respected in some situation when server was started by advanced commanline parameters. Fixed.

- /ver added.

 


Edited by Panzertard

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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"You must spread some Reputation around before giving it to Panzertard again"
Same problem here... we got to give him something else... like some bottles or wine or beer!

 

Well done Panzer!

There are only 10 types of people in the world: Those who understand binary, and those who don't.

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BurnsExcellentSticker.jpg

 

Keg of the finest 159th HPV (For when YPV just ain't Good Enough!) in your Locker, M8 :D

Novice or Veteran looking for an alternative MP career?

Click me to commence your Journey of Pillage and Plunder!

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Installing.

Can't give you rep again, so made an ASCII art of a "truckload of reputation from rep co.". Apparently the forums have a severe dislike for ASCII art. So here is a picture of a panda that looks very pleased.

 

 

 

panda0106.jpg


Edited by Grimes

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

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It seems the on_takeoff() and on_landing() functions do not correctly write out the airbase players took off from or landed on....

There are only 10 types of people in the world: Those who understand binary, and those who don't.

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Panzer, is there a possibility to make servman execute an autockick command when a pilot uses an illegal missile (if rearm.lua is not ICed).

 

So for example if player A shoots an P77 from an Su-27 = automatic kick...

 

Just a thought, it might be a good workaround to police rearms, while at the same time allowing more flexibility of payload choices...


Edited by Breakshot

 

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Tim "Breakshot" Mytrofanov | C.O. of 51 ПВО / 100 КИАП Regiments | twitch.tv/51breakshot

 

 

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Panzer, is there a possibility to make servman execute an autockick command when a pilot uses an illegal missile (if rearm.lua is not ICed).

 

So for example if player A shoots an P77 from an Su-27 = automatic kick...

 

Just a thought, it might be a good workaround to police rearms, while at the same time allowing more flexibility of payload choices...

 

Not totally sure on this but I don't think the problem is in the rearm.lua file it's in the armament file for each airplane. you would have to add the CLSID's to each pylon in the jets loadout configuration before you can add it to the rearm.lua file otherwise it would crash. so maybe IC the scripts\Database\planes folder? This way you wouldn't have to worry about somebody loading up 8 ET's on a Su-27 which I have seen before.


Edited by Insanatrix
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Case, thanks - right on it.

Breakshot, unfortunately no "on_shoot" event in the game engine, no. Can't be done. So no way to check whats being fired.

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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It seems the on_takeoff() and on_landing() functions do not correctly write out the airbase players took off from or landed on....

This one was buried a bit deeper than I feared - seems we're not getting the data we need from the serverside.

It may take a little longer to weed it out, Im afraid.

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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This one was buried a bit deeper than I feared - seems we're not getting the data we need from the serverside.

It may take a little longer to weed it out, Im afraid.

That's no problem, as there's no rush. Funny thing is that the default events.lua does have the right data, but this may be only because it is a client.

 

Do you know if and where the coalition of an airbase is stored? Are the airbases part of the unit table?

There are only 10 types of people in the world: Those who understand binary, and those who don't.

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can player ID's be used to automatically login pre-selected players? For instance a command "/register 'ourpassword'" is used. From that point on whenever the player joins a server they will automatically have squad or admin level rights.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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That's no problem, as there's no rush. Funny thing is that the default events.lua does have the right data, but this may be only because it is a client.

 

Do you know if and where the coalition of an airbase is stored? Are the airbases part of the unit table?

And thats why it's so odd - because I see in the server-logs (level2) that the server does not recieve any data for the airdrome.

But I'll go a round with some of the others to see if they have any ideas.

 

EDIT: I just got word of why this is happening - a new feature reveals airdrome only to the side you're on.

Server = no side, so no airdrome.


Edited by Panzertard

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

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