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Thread: Bad Company Manager (ApiMod for Servers)

  1. #346
    Colony Founder StompyNZ's Avatar
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    New in 2.5.0
    (since version 2.2.3)

    Improved param validation and command feedback
    SetSkills - Added ability to edit skills while offline. Added unlock for locked skills to fix issues with mods changing skills
    Added BCPrefabs - Command to access the info and editing of prefabs in the server's prefab folder
    Added BCEvents - Command for controlling the events system and viewing data about the current state
    Altered BCRemove - Added a /minibike filter that is required to remove minibikes even when using 'bc-remove /all'
    Added BlockRpc - Command for single block rpc block changes, all without chunk reloading required.
    Changed Visit Region - Command now accepts multi-region params and reports percentage complete if calling visit while one is in progress
    Altered Chunk Observer - removed the y co-ord as it was irrelevant for chunk observers
    Added RemoveBuffFromEnemy - Remove a buff from any living entity
    Added meta1 / meta2 / meta3 sub command to both block commands. This allows for opening doors(e.g. blockrpc meta1 x y z /meta=1 or 0), or turning lights on / off (e.g. block meta1 x y z x2 y2 z2 /meta=2 or 0) with a command

    Added Events system
    DeadIsDead - Player file backup, restore, and trigger deadisdead boot and remove profile options
    LogCache - Can be used to display the data from the log entries to console
    PingKicker - Use threshhold and count settings to define when someone will be kicked for high ping
    PositionTracker - Record player movements over time

    Defined reactive vs heartbeat events. Reactive is set up to wait for an action to happen, heartbeat occurs on the designated ticks.
    Fixed up the code for many commands which will alter some of the params and options available. Help docs should be updated to reflect new usage


    Feedback on usability and custom requirements are welcome.

  2. #347
    Colony Founder StompyNZ's Avatar
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    A quick vid showing the blockrpc meta1 in action


  3. #348
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    New feature or possible already now ...?

    Hey StompyNZ..

    I've been chatting a bit with Trekkan and he pointed me in your direction for what I want to do saying it might be possibly already now.


    Our server is constantly running out on cars (its on day 3100) and I'm getting a bit tired of teleporting around placing cars in the regions.
    Is there a way to spawn in a set number of cars randomly using telnet commands?
    I been looking at SE and SME but it seems to be only working for zombies and not cars (for example ID 1453 (cntCar03SedanDamage0).
    I tried already with sme 2970 52 -4422 1 @ 1453
    But it's giving me the middle finger

    Does it have to be combined with your new feature that "visits" the regions perhaps?


    Thanks for BCM!

  4. #349
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by NakedSwede View Post
    Hey StompyNZ..

    I've been chatting a bit with Trekkan and he pointed me in your direction for what I want to do saying it might be possibly already now.


    Our server is constantly running out on cars (its on day 3100) and I'm getting a bit tired of teleporting around placing cars in the regions.
    Is there a way to spawn in a set number of cars randomly using telnet commands?
    I been looking at SE and SME but it seems to be only working for zombies and not cars (for example ID 1453 (cntCar03SedanDamage0).
    I tried already with sme 2970 52 -4422 1 @ 1453
    But it's giving me the middle finger

    Does it have to be combined with your new feature that "visits" the regions perhaps?


    Thanks for BCM!
    Cars are a block so just use the blockrpc command

    not sure what sme is, I assume coppis?

    blockrpc fill 2970 52 -4422 1453
    blockrpc rotate 2970 52 -4422 /rot=1 (I must get around to adding the /rot flag to fill as well)

    If the area isnt loaded then spawn in a chunk observer, then move it around as needed

    bc-co spawn 2970 -4422 1 (x z radius)
    bc-co move <id> x z (<id> is the id number the spawn command returns, bc-co list to see all co's)

    the radius is how many chunk around the location to load, so since it's a single block you only need to set it to 1

    you can also use:
    bc-getspawn x z /ph to get the y value (/ph means point height) for the highest non air block at x z which could be used to give the correct y pos for the car (y+1)
    Last edited by StompyNZ; 2 Weeks Ago at 12:44 AM.

  5. #350
    Colony Founder StompyNZ's Avatar
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    Update Time

    Version 2.5.1

    Fixed the positioning bugs in the export and block commands
    Secure blocks will now export locked if they are locked in the world
    Added bc-remove /ecname=zombieScreamer etc as a filter to remove all zombies with the same entity class

  6. #351
    Colony Founder StompyNZ's Avatar
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    Sorry, copied the wrong zip, updated the release with the new one. If you have 2.5.0 as the version reported then download the zip again it should be 2.5.1

  7. #352
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    Hi Sorry very new to this .

    Is it possible and if so how could i Reset Location zones ? i.e after a restart i would like towns to reset so they are not Destroyed anymore

    Thanks

  8. #353
    Colony Founder StompyNZ's Avatar
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    The reset command is buggy atm and only handles 1 chunk at a time, so probably not idea for what you are wanting atm.

  9. #354
    Colony Founder StompyNZ's Avatar
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    Update Time - 2.5.2

    Added new commands:
    bc-undo - the new method for undoing import and block commands. The undo list is now a single list for both commands. block /undo and import /undo are removed.

    bc-editmode - allows you to set the world into editmode, which enables features such as the vanilla prefab command for generating meshes, and importing without having to use the /editmode option. Be wary of using on populated servers as I have not tested the ramifications of doing so.

    Improvements and fixes:
    'bc-assets itemicons' now returns Mods folder icons as well as the vanilla icons, along with a count of baked icons and total

    'block density' now has a /force option to bypass the built in density validation based on block type (only block command supports this, not blockrpc)

    'bc-go <type> /filters' and 'bo-go <type> /index' are now available for listing the filters that can be used for the various game object types

    bc-task - Added a status of Aborted (to go with InProgress and Complete) to indicate tasks that were canceled before completion (such as 'visit /stop'). Changed the output to be fully json encoded. Added the full command line text used to the output for each task listed.

    visit - improved the displayed text, includes progress % on both the message returned if you run it while it is in progress and the bc-task output. visit now has the option to give 4 params to define a multi region visit

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