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RUNNING WITH RIFLES Multiplayer

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PostPosted: Sun Apr 07, 2013 6:06 pm 
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Server starts up OK, but just does not show in server list.

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PostPosted: Sun Apr 07, 2013 6:46 pm 
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{SAS}DocStone wrote:
Server starts up OK, but just does not show in server list.


When start_server command comes to server from the script, does it print the status ok in the server console? E.g.

Code:
   command = start_server
     server_port 1236
     server_name modulaatio1
     register_in_serverlist true
     comment
     url
     client_max_start_rank 0.3
     client_faction_index -1
     perseistency 0
   Server started successfully


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PostPosted: Sun Apr 07, 2013 7:39 pm 
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Will test tomorrow when the server is empty :D

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PostPosted: Wed Apr 10, 2013 8:47 am 
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OK, got the auto rotate working, just like the manual map change issue the server has to be started manually and a map initialised first before running the rotator script.

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PostPosted: Wed Apr 10, 2013 3:40 pm 
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It is now working normally again, lol. I changed nothing, not a thing. I love computers I do, so logical and reliable :D

OK, let's see if I can figure out how to create an automated message that spams every few minutes or so......

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PostPosted: Wed Apr 10, 2013 4:39 pm 
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{SAS}DocStone wrote:
It is now working normally again, lol. I changed nothing, not a thing. I love computers I do, so logical and reliable :D

OK, let's see if I can figure out how to create an automated message that spams every few minutes or so......


I still haven't cleaned up the scripts I worked with last weekend, but I'll make them available anyway, they might be of use if you're going to try something on your own. Give me a minute.


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PostPosted: Wed Apr 10, 2013 5:22 pm 
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http://modulaatio.com/runningwithrifles/twoway.zip

Of course I found a bug with 0.85 on Windows side when dealing with metagame data, it seems it occurs when the script has made a query request for some piece of information and if while that's taking place there's an event coming from the game, the game appears to stall for 0 - a few seconds. I happened to notice that when testing the script in twoway.zip with a single player game running with metagame enabled (you can do that by launching the usual game build with "metagame"-parameter).

I believe the problem concerns 0.85.1 dedicated Windows server build as well although I didn't test it. I got it fixed, I'll publish 0.85.2 in max a few days once I get the fix applied on 0.85 rather than 0.86 I'm currently working on AND get the script itself cleaned up :)

DocStone, if you're going to use twoway.zip for something, note that internal\metagame.php is not set to activate the server and initially change the map, it's commented out to help testing it offline.

EDIT: obviously can't recommend it for "production server" use yet haha :lol:


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PostPosted: Fri Apr 12, 2013 10:53 am 
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Pretty rad update is all I can say.

It would be nice if riot shield guys didn't block ally bullets though ;)


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PostPosted: Sat Apr 20, 2013 2:39 am 
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Monsteri wrote:
Pretty rad update is all I can say.

It would be nice if riot shield guys didn't block ally bullets though ;)


Or, the Riot-shielder could crouch, while the shooters stand up from behind him to shoot?

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PostPosted: Sat Apr 20, 2013 5:24 am 
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Tankhunter wrote:
Monsteri wrote:
Pretty rad update is all I can say.

It would be nice if riot shield guys didn't block ally bullets though ;)


Or, the Riot-shielder could crouch, while the shooters stand up from behind him to shoot?


This is already possible. Though you won't be handled as a cover similar to a piece of wall where an ally will automatically stand up when shooting, this definitely needs to be added at some point.


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