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Thread: Bad Company Manager (ApiMod for Servers)

  1. #1
    Colony Founder StompyNZ's Avatar
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    Bad Company Manager (ApiMod for Servers)

    Version 3.2.0 for 7d2d A17e b221

    For the precompiled binary:
    Bad Company Manager - Version 3.2.0 for 7d2d A17e b221

    Please report issues, bugs, and feature requests here.


    Source Code - not updated for a17 yet

    Web Interface Project - not updated for a17 yet
    Last edited by StompyNZ; 12 Minutes Ago at 05:08 AM. Reason: 3.2.0

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    Colony Founder StompyNZ's Avatar
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    Current BCM Commands

    bc-admins => (BCM) Admins - Provides information on admins, bans, whitelist, and other admin details
    bc-assets => (BCM) Assets - Provides info on game resources and assets
    bc-block, block => (BCM) World Blocks - Insert, report on, and swap blocks within the area
    bc-blockrpc, blockrpc => (BCM) World Blocks - Similar to World Blocks but using RPC (remote procedure call) instead of chunk reloading to update the clients, single block only
    bc-chatcolor => (BCM) ChatColor - Change the chat color for a player
    bc-chatmax => (BCM) Max Chat Length - Limits the length of text that can be sent to the chat output
    bc-chatprefix, bc-prefix => (BCM) Hide Chat Commands Prefix - Hide chat commands that start with the given prefix
    bc-chunks, bc-cc => (BCM) Active Chunks - Information about the chunks loaded by the server
    bc-co => (BCM) Chunk Observer - Command for controlling dynamic chunk observers and loading chunk areas
    bc-debuff => (BCM) Remove Buffs From Entities - Removes a buff from an entity or type of entity
    bc-debuffplayer => (BCM) Remove Buffs From Players - Removes a buff from an online player
    bc-entities, bc-le => (BCM) Entities - Provides information about all entities in the game
    bc-events, bc-config => (BCM) Events - Edit event system configuration and report settings and data
    bc-export, export => (BCM) Export - Creates a tts prefab file of the defined location
    bc-geb, buffentity => (BCM) Give Buffs to Entities - Buffs the entity or type of entity with the given buff
    bc-getspawn => (BCM) Get Spawn - Gets a valid spawn point at the given x,z. Also loads the chunk
    bc-give => (BCM) Give Items to Players - Gives the targeted player items into inventory
    bc-givequest => (BCM) Give Quests To Players - Grants the remote player(s) the given quest
    bc-go => (BCM) Game Objects - Provides detailed information about the game objects such as blocks, items and recipes
    bc-gpb, buffplayer => (BCM) Give Buffs to Players - Buffs the remote player with the given buff
    bc-gs => (BCM) Players Gamestages - Alias for BCPlayers
    bc-help => (BCM) BCHelp - Provides a list of all active BCM commands, and info about /options
    bc-id => (BCM) Players Ids - Alias for BCPlayers
    bc-import, import => (BCM) Import - Loads a prefab from disk into the world, and activates sleeper spawns
    bc-loc, loc => (BCM) Location - Gets your current position and stores it in cache for use in other commands
    bc-lp => (BCM) Players - Provides extensive information about all players
    bc-manager => (BCM) Horde Spawners - Gets information about the spawn manager system such as active spawns and spawncounts
    bc-mute => (BCM) Mute Players - Mutes or unmutes a player in global chat
    bc-party => (BCM) Parties - Information about the player parties on the server
    bc-pdf => (BCM) Player Files - Player data file information, such as steamid, last online, last write.
    bc-playername, bc-pn => (BCM) PlayerName - Provides options to override names or append a prefix to a group of players
    bc-pos, bc-lppos => (BCM) Players Positions - Alias for BCPlayers
    bc-prefab => (BCM) Prefab - Edit existing prefabs on the server
    bc-protect, protect => (BCM) Protect - Add or remove trader protection to an area
    bc-remove => (BCM) Remove - Removes the selected entities from the game by unloading them
    bc-removequest => (BCM) Remove Quests From Players - Removes an in progress quest from the player
    bc-setskill, setskill => (BCM) Set Skills On Players - Allows you to directly set skill levels on a player while they are online
    bc-sleeper => (BCM) Sleeper - Display and manipulate the sleeper volumes in prefabs
    bc-spawn => (BCM) Spawn - Spawns entities with definable targets and groups/classes and horde counts
    bc-task => (BCM) Task - Reports running subthread tasks
    bc-teleport, bc-move, move => (BCM) Teleport - Move target entity etc to a new location
    bc-test => (BCM) Test - Catchall command for testing new features
    bc-tile, tile => (BCM) Tile Entity - Perform actions on the tile entities (loot containers and doors) in the area
    bc-time => (BCM) Time - Provides server time, ticks, fps, clients, entities
    bc-trash => (BCM) Mem Trash - Runs Garbage Collection to try and free up Memory on the server
    bc-undo => (BCM) Undo - Reverts the previous world editing command
    bc-unlockall => (BCM) Unlock All - An alias for 'tile access'
    bc-version => (BCM) Versions - Information about the mods installed on the server
    bc-visitregion, visit => (BCM) Visit Region - Visits the region(s) given and reveals the map
    Last edited by StompyNZ; 1 Week Ago at 10:57 AM. Reason: 3.1.0

  3. #3
    Colony Founder StompyNZ's Avatar
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    Testing Status for commands in A17

    bc-admins - working
    bc-assets - working
    bc-block - untested
    bc-blockrpc - untested
    bc-chatcolor - working
    bc-chatmax - working
    bc-chatprefix - working
    bc-chunks - working
    bc-co - working
    bc-debuff - untested
    bc-debuffplayer - untested
    bc-entities - working - entityId, type, and position only
    bc-events - disabled
    bc-export - untested
    bc-geb - untested
    bc-getspawn - untested
    bc-give - working
    bc-givequest - working
    bc-go - working - mostly. Some types are still disabled
    bc-gpb - untested
    bc-gs - working
    bc-help - working
    bc-id - untested
    bc-import - partial tested, may not work for importing sleepers and block translations
    bc-loc - working
    bc-lp - working - skills and buffs not working
    bc-manager - untested
    bc-mute - working
    bc-party - working
    bc-playername - working
    bc-pdf - working
    bc-pos - working
    bc-prefab - working
    bc-remove - working
    bc-removequest - untested
    bc-setskill - untested, probably broken
    bc-sleeper - broken
    bc-spawn - working
    bc-task - working
    bc-teleport - working - doesnt appear to work on vehicles atm
    bc-tile - untested
    bc-time - working
    bc-trash - untested
    bc-undo - untested
    bc-unlockall - working
    bc-version - working
    bc-visitregion - working
    Last edited by StompyNZ; 1 Week Ago at 11:01 AM. Reason: 3.1.0

  4. #4
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    ....
    Last edited by StompyNZ; 3 Weeks Ago at 11:46 PM.

  5. #5
    Guppycurian Forum Whore Guppycur's Avatar
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    Awesome blossom.

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    Ranger BeatKidz's Avatar
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    Great work. I wrote a command that has been EXTREMLY helpful for server admin work. Its just a simple "Who owns this" command for secure doors and chests So i can easily figure out who's chest i'm in. I took a look at coppies unlockall command to figure out the basics.

  7. #7
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by BeatKidz View Post
    Great work. I wrote a command that has been EXTREMLY helpful for server admin work. Its just a simple "Who owns this" command for secure doors and chests So i can easily figure out who's chest i'm in. I took a look at coppies unlockall command to figure out the basics.
    Yeah between Allocs, Coppis, and Server tools there are some nice examples of how to do a lot of things. Other bits took a fair bit of trail and error to see what worked.

    Finding the right place for different stats etc was a mission, bit I have most of it sorted now. I'm in the process of breaking it down into seperate model files for each bit so its modular and I can grab the bits I need for each command without having to duplicate code.

    The first useful command I'll be looking at after the purely infomational commands is a quest updated tracker (for Guppy). It will provide a list of quest changes over time, and can pop a log/console message out when changes are spotted.

    I'm thinking of having a heartbeat ticker that runs in the background and triggers the checks periodically for events that are tied to it.

  8. #8
    Colony Founder StompyNZ's Avatar
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    Updated with new version and mod rename.

  9. #9
    Colony Founder StompyNZ's Avatar
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    Mostly finished a new component (uploaded to source) that adds a timer that allows actions to be performed at set intervals.

    The system has a Heartbeat object that has a pulse and configurable beats per minute (new System.xml file in config)
    The system also has Synapses and Neurons. The Synapse defines 1 or more Neurons that will be fired at set intervals. Currently, the synapses can be adjusted in the config for enabled/disabled, and how many beats between each firing. I will be adjusting the code a bit so that which neurons are attached to a synapse is configurable as well.

    The default heartbeat is 60 bpm, and the first synapse I'm working on is the quest monitor for GuppyCur that pops a message into the log when a players quest list changes.

    The Neurons will require some c# coding, however, some of them will be able to make use of config files, such as the spawning ones.

    This is the basis of the system I will be using to create the dynamic spawning system that allows the default spawning system to be entirely replaced.

  10. #10
    Colony Founder StompyNZ's Avatar
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    Mostly have the quest monitor working, but something isnt quite right when used on a fresh presistent data container, so will need to keep working on it.

    For a break I have made a command to return a list of all prefabs from the hub cell data in a single cell, or all cells, or filters by text. The version that searches the full list is very HDD intensive so takes about 15 seconds to run on my local machine, but since the data is static i will add a saved file that contains the data to reduce the subsequent lookups.

    https://docs.google.com/spreadsheets...t#gid=13099823 is a google doc with some examples of the data it gives you.

    ListHubCellData.cs is the code for anyone that is interested. I will make a new release with a compiled dll in a day or two once I get my questmonitor command working correctly.

  11. #11
    Guppycurian Forum Whore Guppycur's Avatar
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    What's up with those y coordinates. That's odd.

  12. #12
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Guppycur View Post
    What's up with those y coordinates. That's odd.
    I'm clamping the height to make a flat world for prefab building

    <module name="clampOutput" type="ClampOutput">
    <property name="sourceModule" value="scaleBiasOutput"/>
    <property name="bounds" value="1,1"/>
    <!-- <property name="bounds" value="-28,190"/>-->
    </module>

    If you look at the vanilla tab is has a lot more variation in the y co-ord

  13. #13
    Colony Founder StompyNZ's Avatar
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    Lot of changes uploaded to source. I'll tidy up a few things and Finish the List Game Objects commands and add a param to filter results and do the 1.1.0 release with a dll tomorrow.

    Managed get a memory efficient cache working for the hub cell data results, so only the first use after a server reboot will be slow, after that its less than 1 second even ruturning the entire 6000+ prefab list.

    I've unified most of the commands and added /options for affecting the output such as /log /chat /csv /nl /color /worldpos /csvpos and a few command specific ones (like /current for the hub cell data command)

    doing bc-lhcd /nl /chat isnt advised

  14. #14
    Guppycurian Forum Whore Guppycur's Avatar
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    Geesh...

  15. #15
    Colony Founder StompyNZ's Avatar
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    I think it might even be possible to add dynamic changes to various game objects then call the save method and save the xml back out to the server xml's. This has some real potential.

    I'm going to be playing with randomly generated archetypes and entities today to see whats possible there too.

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