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Thread: Servertools updated to 5.5

  1. #16
    Guppycurian Forum Whore Guppycur's Avatar
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    You can do that with starting quests...

    Or if your list is small enough, an xml edit.

  2. #17
    Tracker Slawa's Avatar
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    Quote Originally Posted by Guppycur View Post
    Or if your list is small enough, an xml edit.
    problem is the count/quality and with lootcontainer sucks :/

  3. #18
    Guppycurian Forum Whore Guppycur's Avatar
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    Then the starting quest is your solution. You can control both that way.

  4. #19
    Tracker Slawa's Avatar
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    dont stop him to implement new things

  5. #20
    Scavenger war4head's Avatar
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    This is fork of ServerTools 4.x ?

  6. #21
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by blight View Post
    Big thanks =)

    next question is... the bad company api mod...

    can you add a line to the server-tools for configurable starting-items ("new player joins, get xy") ?
    if he released it ^^
    Just updated the release to fix a couple of bugs

  7. #22
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    Quote Originally Posted by StompyNZ View Post
    Just updated the release to fix a couple of bugs
    Looks like he got on the job before I saw this post

    I have been meaning to poke you Stompy. Is there something you would like me to build into servertools to output data for any of your tools potentially? Maybe to avoid telnet situations or persistant data situations? Just tossing some ideas around.

    - - - Updated - - -

    Quote Originally Posted by war4head View Post
    This is fork of ServerTools 4.x ?
    Yes. The original author released up to version 4.1. I have been working on it for about two months privately and decided to release it public when it felt stable and clean enough at 5.5 . It is now 5.55 with the subsequent releases and patches. Working on 5.6 now. I should mention I am not affiliated with the original author. I have taken this project on my own accord with the idea of open source coding. He may still release 4.2 on his github. I fully welcome you to try both. Maybe down the road we might work together, who knows.
    Last edited by Obsessive Compulsive; 11-23-2017 at 07:47 PM.

  8. #23
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    Quote Originally Posted by blight View Post
    Big thanks =)

    next question is... the bad company api mod...



    can you add a line to the server-tools for configurable starting-items ("new player joins, get xy") ?
    if he released it ^^
    Yes with my current code set it would only spawn on the ground though. I would need to dig into how to give it directly. That is interesting if he found the way to do it. It opens up some major avenues of economy systems. I suppose if he just checks the inventory first and then sets the slot to the external input params... hmm sorry okay yea nerd thoughts... maybe I could make my own internal give command to give it directly instead of on the ground as the pimps defaulted to. Admittedly this isn't high on my list of to do though. I am working on some anti cheat measures for 5.6 release and then I will look into it though.

  9. #24
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Obsessive Compulsive View Post
    Yes with my current code set it would only spawn on the ground though. I would need to dig into how to give it directly. That is interesting if he found the way to do it. It opens up some major avenues of economy systems. I suppose if he just checks the inventory first and then sets the slot to the external input params... hmm sorry okay yea nerd thoughts... maybe I could make my own internal give command to give it directly instead of on the ground as the pimps defaulted to. Admittedly this isn't high on my list of to do though. I am working on some anti cheat measures for 5.6 release and then I will look into it though.
    its pretty simple (can only give, not take)

    the meat of it is:

    Code:
              var entityItem = (EntityItem)EntityFactory.CreateEntity(new EntityCreationData
              {
                entityClass = EntityClass.FromString("item"),
                id = EntityFactory.nextEntityID++,
                itemStack = new ItemStack(itemValue, count),
                pos = world.Players.dict[playerId].position,
                rot = new Vector3(20f, 0f, 20f),
                lifetime = 60f,
                belongsPlayerId = playerId
              });
    
              GameManager.Instance.World.SpawnEntityInWorld(entityItem);
              clientInfo.SendPackage(new NetPackageEntityCollect(entityItem.entityId, playerId));
              GameManager.Instance.World.RemoveEntity(entityItem.entityId, EnumRemoveEntityReason.Killed);
    you'll just need to get the playerId, clientInfo, itemValue, and count you want

  10. #25
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    Quote Originally Posted by StompyNZ View Post
    its pretty simple (can only give, not take)

    the meat of it is:

    Code:
              var entityItem = (EntityItem)EntityFactory.CreateEntity(new EntityCreationData
              {
                entityClass = EntityClass.FromString("item"),
                id = EntityFactory.nextEntityID++,
                itemStack = new ItemStack(itemValue, count),
                pos = world.Players.dict[playerId].position,
                rot = new Vector3(20f, 0f, 20f),
                lifetime = 60f,
                belongsPlayerId = playerId
              });
    
              GameManager.Instance.World.SpawnEntityInWorld(entityItem);
              clientInfo.SendPackage(new NetPackageEntityCollect(entityItem.entityId, playerId));
              GameManager.Instance.World.RemoveEntity(entityItem.entityId, EnumRemoveEntityReason.Killed);
    you'll just need to get the playerId, clientInfo, itemValue, and count you want

    Awesome sauce! I will give it a shot for 5.6 then. May as well. Thank you sir.

  11. #26
    Tracker freakii's Avatar
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    Quote Originally Posted by Obsessive Compulsive View Post
    Yes. The original author released up to version 4.1. I have been working on it for about two months privately and decided to release it public when it felt stable and clean enough at 5.5 . It is now 5.55 with the subsequent releases and patches. Working on 5.6 now. I should mention I am not affiliated with the original author. I have taken this project on my own accord with the idea of open source coding. He may still release 4.2 on his github. I fully welcome you to try both. Maybe down the road we might work together, who knows.
    good job so far OC, the original author has been dealing with rl lately, thus help for it has diminished from its humble beginnings.

    If Stompy knows of a way to incorporate the Player tracking files to webserver tracking that would be awesomeness sauces..

  12. #27
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    Quote Originally Posted by freakii View Post
    good job so far OC, the original author has been dealing with rl lately, thus help for it has diminished from its humble beginnings.

    If Stompy knows of a way to incorporate the Player tracking files to webserver tracking that would be awesomeness sauces..
    When you say webserver tracking are you referring to something in one of Stomp's projects or to incorporate a last position log into alloc's webapi based map?

  13. #28
    Tracker freakii's Avatar
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    Quote Originally Posted by Obsessive Compulsive View Post
    When you say webserver tracking are you referring to something in one of Stomp's projects or to incorporate a last position log into alloc's webapi based map?
    Incorporate any and all logged player positions to allocs webapi based map.

  14. #29
    Colony Founder StompyNZ's Avatar
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    I was looking at adding a location history to my mod soon, just deciding how I will store the data, after that its a pretty simple process to hook up and add a command to poll the data

  15. #30
    Guppycurian Forum Whore Guppycur's Avatar
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    Little fading footprints in the map... Then if History is clicked, a line.

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