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Thread: Bad Company Manager (ApiMod for Servers)

  1. #241
    Ranger 4sheetzngeegles's Avatar
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    Cool, ive been using your BadCo archtype mod so and adjusting the survivor and bandit AI. I will add this to the mix. thanx

    I see the game like Neo saw the matrix just before he killed smith the first time.

    If the Zs move in linear pattern frrom different angles, instead of bunching at a door they artifically simulate a path so if they center on Prefab, detroying all in their path then moving to Player vector, it adds realistic movement through simplicity.

  2. #242
    Colony Founder StompyNZ's Avatar
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    https://github.com/7days2mod/BadComp.../v2.0.3_stable

    Update time!

    new release (2.0.3) published. This update includes the spawn command, bc-task, async options on some commands (be-te, visitregion, etc)

  3. #243
    Tracker freakii's Avatar
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    hey stompy; I'm using RAT and getting this on RAT console, duplicated:

    INF (BCM) Error in BCTime.Execute: System.TypeLoad.Exception: Could Not Load 'FPS' from assembly 'Assembly-CSharp. Version=0.0.0.0. Culture=neutral, PublicKeyToken=null'.
    at BCM.Commands.BCTime.Process () [0x00000] in <filename unknown>:0
    at BCM.Commands.BCCommandAbstract.Execute (System.Collections.Generic.List;1_params.CommandS enderInfo)[0x00000] in <filename unknown>:0

    when updated to current I made sure to remove old bcm folder, as suggested before. in RAT under game time says "unknown".. minor, not sure what causing duplicated messages in RAT console, and inability for game time to show as trekkan intended it.. =)

  4. #244
    Colony Founder StompyNZ's Avatar
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    replied in rat thread, but just to cover if someone reads this:

    I have seen that error one time before running the mod against an incorrectly deobfuscated dll.

    The only other cause i can think of is if you are running experimental and something changed.

  5. #245
    Colony Founder StompyNZ's Avatar
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    Version 2.1 is almost finished baking. Will have an update later this week.

    Added a teleport command ('bc-tele' or 'move')
    It works on any entity, but dropped items seem to stick to their spot. You can teleport a falling supply crate to your (or any) position which is fun to watch (it fast travels rather than pop to new location)
    You can give target co-ords or target player, or self as destinations


    Added a sleepers command - bc-sleeper (/hat tip to djkrose for getting his done before me)
    It will provide a list of the indexes of sleeper volumes in a chunk (will have multi chunk scan done before release)
    You can also clear the sleeper volume list from a chunk (again, multi chunk will be done by release). This will be handy for taking over a PoI and disabling the sleeper spawns in it.

    bc-sleeper list cx cz - lists the indexes for chunk cx,cz
    bc-sleeper clear - clears the sleepers from the current chunk you are standing in.

    A note about clear - it will remove the indexes from the chunk, which prevents it from spawning sleepers when you enter 'that chunk'. Other chunks with the same volume will be untouched. The world list of volumes is inaccessible and the volumes themselves are protected from access, so cant get any stats beyond the index it generated with.


    There's also a bc-sleeper nearby command that will give a list of prefabs and the instanceid and volume index as it was added to the SelectionBoxManager, however I was unable to get anything to happen but messing with these.


    On a different note, I am also going to release the first version of the BCM Web Interface. It will be 3 files that you place directly into allocs webserver folder and then access them via the webmap url as static files.

    Currently there are 4 pages to the UI

    Online - Lists all online players (screenshot has ofline as well for demo). The data from the server is polled at 4 second intervals, but this will be configurable eventually. Stats such as position will be in near realtime. I'm working on a more efficient command to generate that rapidly updating stats so it can be polled quicker if required.



    All Players - A full list of all players (scans players dir for .ttp files to get steam id's), the steamid, onlinestate and date fields always have values. The name, last logout pos fields will only have data if the player has been online since the 2.1.0+ was installed



    Console - web form for sending console commands to the server, just as if you were in game. The output is sent to the page for viewing, handy for those commands that have large data outputs (dont forget /pp to print nicely formatted if the command doesnt have it by default)



    Login - you can use an admin token, or log in via steam. If you use the steam login option it will return to a new tab at the main url for the web map. Once you have done that part you can close the web map and the cookie will persist until the server restarts.

    Last edited by StompyNZ; 10-21-2017 at 01:15 AM.

  6. #246
    Colony Founder StompyNZ's Avatar
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    A quick update:

    Ran into some issues with my reset chunk command that I'm still trying to sort out. I'm not entirely sure its the fault of the command or something broken on my server as I tested the dk-regen command and saw the same issue. (falling blocks not falling)

    With huge thanks to DjKrose for teaching me about reflection methods, I have unlocked the sleeper volume info, and can report on all volumes in the world, their pos, size, groupname, next respawn (days), zombie counts, etc

    Code:
    {
      "Count" : 2,
      "Data"  : [
        {
          "Index" : 0,
          "Group" : "S_Default_S",
          "Position" : "2100 54 168",
          "Max"      : "2119 66 183",
          "Size"     : "20 13 16",
          "RespawnTimer" : 4.98
        },
        {
          "Index" : 1,
          "Group" : "S_Default_S",
          "Position" : "2184 56 125",
          "Max"      : "2239 66 181",
          "Size"     : "56 11 57",
          "RespawnTimer" : 0.0
        }
      ]
    }

  7. #247
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    Helllo.
    Very helpful commands . To be completely happy I miss one command: bc-undoimport. Cancels the last bc-import command and restores the terrain to its previous state.

    Regards.

  8. #248
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Hicks View Post
    Helllo.
    Very helpful commands . To be completely happy I miss one command: bc-undoimport. Cancels the last bc-import command and restores the terrain to its previous state.

    Regards.
    you can use bc-import /undo for this

    also block /undo for the block command

  9. #249
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    Quote Originally Posted by StompyNZ View Post
    you can use bc-import /undo for this

    also block /undo for the block command
    Works great, thx a lot .

  10. #250
    Colony Founder StompyNZ's Avatar
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    Update Time!!!

    Version 2.1.0
    https://github.com/7days2mod/BadComp.../v2.1.0_stable

    Version 1.0 of the Web Interface
    https://github.com/7days2mod/BadCompanySM-WebUI

    Still some things to sort out and extra options to add to a number of commands but apart from the reset chunk falling blocks issue most things should work as intended

  11. #251
    Colony Founder n2n1's Avatar
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    Sorry for the dumb question , but:
    - Your API-mod is based on the ability 7dtd to load third party .DLL ?...hmm... like for example, load the icons from the directory "ItemIcons", without requiring changes in Assembly-CSharp.dll ?
    I can use the API-mod in conjunction with my modified (just a simple change of constants) Assembly-CSharp.dll ?
    Last edited by n2n1; 10-27-2017 at 01:05 AM.

  12. #252
    Guppycurian Forum Whore Guppycur's Avatar
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    Yeh.

  13. #253
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by n2n1 View Post
    Sorry for the dumb question , but:
    - Your API-mod is based on the ability 7dtd to load third party .DLL ?...hmm... like for example, load the icons from the directory "ItemIcons", without requiring changes in Assembly-CSharp.dll ?
    I can use the API-mod in conjunction with my modified (just a simple change of constants) Assembly-CSharp.dll ?
    yep.

    It's no different than allocs mod in the way it works.

    - - - Updated - - -

    Updated release for 16.4 b8

    Nothing new except a minor tweak to bc-time for something I wanted on the web interface

    I haven't tested the commands yet, so will do that tonight and fix any issues discovered

  14. #254
    Tracker freakii's Avatar
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    Liking the UI very much so far, Stompy..

    I used it via iPhone, while in-game on PC. I can perform basic functions via mobile again ..

    thanks =)

  15. #255
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by freakii View Post
    Liking the UI very much so far, Stompy..

    I used it via iPhone, while in-game on PC. I can perform basic functions via mobile again ..

    thanks =)
    nice to hear

    I've got a major bunch of additions for the Web UI coming in a couple of days

    Added entities page (for realtime entity lists)

    Added all the gameobject types (bc-go items/recipes/prefabs/etc) as pages with tables of data, just got a couple more to finish on the first pass then ill do a release. After that will be adding the details pages and some command buttons (like kill entity, teleport, insert prefab etc)

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