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RUNNING WITH RIFLES Multiplayer

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PostPosted: Tue May 07, 2013 1:26 pm 
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Link for the Windows build: http://modulaatio.com/runningwithrifles ... 0.87.1.zip

Update 14th May: Linux build updated to 0.87.11; fixed a bug with metagame command processing
Link for the Linux build, with bundled dependencies: http://modulaatio.com/runningwithrifles ... 386.tar.gz

I've updated the old scripts (maprotator and invasion) for 0.87, mostly comms.php had to change. The scripts should work (tm) although I'm no longer using these particular scripts myself.

Quote:
Map rotator PHP metagame: http://modulaatio.com/runningwithrifles/maprotator.zip
Invasion PHP metagame: http://modulaatio.com/runningwithrifles/invasion.zip
You can configure the metagames in maprotator.php and invasion.php. Feel free to modify the scripts in any way you want.


I'm personally starting to use this set of scripts from now on:
http://modulaatio.com/runningwithrifles/modes.zip
http://modulaatio.com/runningwithrifles ... ttings.zip
It's in two zips so that after the first time you've downloaded and unzipped them both, and modified the settings to fit your server, you can just download modes.zip in the future to get the updates I'm adding in vanilla metagames.

Basically not much have changed, just run "php gamemode_classic.php" or "php gamemode_invasion.php" to activate the RWR server (which you already have launched) and to start the game mode. Note, that you no longer need to have settings.xml set up for Invasion overlay resources separately, this info is now carried through change_map XML command.

Technically the script set now does some objective tracking for Invasion cargo truck. Similar trackers could be added for any events listed in tracker.php and objective.php, to use any of the start_game, change_map, start_server, commander_ai, make_query, xp_reward, rp_reward, kick_player, update_player, add_hitbox_check, remove_hitbox_check XML commands + say and other direct server console commands. I hope I can get around to creating full lists of parameters for these soonish, and to generally add some functionality through these for the classic game mode too, i.e. live faction switching should be possible now, votekicking would seem doable, etc.

Since 0.78.1:
Quote:
The way I'm currently doing it is using screen and having rwr_server running in one window and the script in another. Once you have them both running, and if you suspect nothing is happening, you can write "declare_winner 0" in rwr_server console, which will forcibly end the match, sending a report to the metagame, the script receiving it and responding with a few radio messages and countdown to change the map. If that's not happening, then something's wrong: check that the pipes get created, also rwr_server.log tells which pipes the server is using.

I'll try to come up with some stuff that should make it all a tad more convenient to work with, but at this point, it's all very experimental. Suggestions are welcome!


Template for location info: http://modulaatio.com/runningwithrifles/geoinfo.xml
Template for custom metagame interface settings for Linux: http://modulaatio.com/runningwithrifles/metagame.xml
Template for server console command aliases: http://modulaatio.com/runningwithrifles/commands.xml

Change log for beta 0.87.1:
compatibility: beta 0.87

Don't forget to copy the media folder from the actual game RWR beta 0.87 to the server folder!

If you're just setting up your server, check out this guide about the available match and server settings gathered up by {SAS}DocStone!


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PostPosted: Tue May 07, 2013 2:07 pm 
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Right, will get this up and running later tonight!

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PostPosted: Tue May 07, 2013 7:24 pm 
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OK, both servers configured with the new scripts and up and running. I have a few questions for you though Pasik:

The "password" field when joining a server, what does it do?
Are in-game commands now possible, and if so, what ones and how does the server know who to listen to?

Cheers!

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PostPosted: Tue May 07, 2013 8:09 pm 
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{SAS}DocStone wrote:
The "password" field when joining a server, what does it do?

A player can set a password for his profile using that when joining the server the first time, it's mostly useful for persistent profiles servers.

{SAS}DocStone wrote:
Are in-game commands now possible, and if so, what ones and how does the server know who to listen to?

In-game commands are now possible. Mainly the game itself just skips broadcasting messages starting with / to other players, but the server side metagame script receives it just like any other message, making it an ideal prefix for server commands. Any chat message can of course be made to act as command, up to the script really.

Quote:
<chat_event player_id="2" player_name="JackMayol" message="GG :D" global="1" />


Using that, it's possible to implement another tracker in the script system for handling in-game commands, specifically deriving from Tracker class and overriding function handle_chat_event(...), parsing and examining the event XML and triggering actions from it.

Admin rights could be detected from player_name attribute if you have a list of player names that should be able to execute certain commands. Obviously at that point it would be good if the admin players would have set a password for themselves in their profiles on the server.

I think I'm going to add some debugging / objective restart in-game commands for Invasion in the following days, I'll publish it, should give an idea how to add new commands.


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PostPosted: Tue May 07, 2013 8:28 pm 
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Ah, ok. Makes sense.



No, seriously, I have no idea what the second part meant :D Password bit I figured out, but the in-game commands, how do I (in terms a deformed rabbit could understand) set it up so users I define as admin can give in game commands, and only those I define?

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PostPosted: Tue May 07, 2013 8:55 pm 
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{SAS}DocStone wrote:
Ah, ok. Makes sense.



No, seriously, I have no idea what the second part meant :D Password bit I figured out, but the in-game commands, how do I (in terms a deformed rabbit could understand) set it up so users I define as admin can give in game commands, and only those I define?


Sure, I'll show you in the stuff I'll be adding in the next few days for testing Invasion myself, it should be easy to modify from there to fit other commanding needs.


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PostPosted: Tue May 07, 2013 9:10 pm 
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Sure. Oh, and how can I ban Jack? He's a haxxor noob who killed me lots and lots and lots :D

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PostPosted: Tue May 07, 2013 9:36 pm 
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{SAS}DocStone wrote:
Sure. Oh, and how can I ban Jack? He's a haxxor noob who killed me lots and lots and lots :D


:D
Though you make some evident mistakes which gives me an advantage (cover, burst, reloading timing, camera movement to see the enemy first, too obvious paths).


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PostPosted: Tue May 07, 2013 9:54 pm 
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JackMayol wrote:
{SAS}DocStone wrote:
Sure. Oh, and how can I ban Jack? He's a haxxor noob who killed me lots and lots and lots :D


:D
Though you make some evident mistakes which gives me an advantage (cover, burst, reloading timing, camera movement to see the enemy first, too obvious paths).


Exactly what a haxxor noob would say, hah!

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PostPosted: Wed May 08, 2013 8:13 am 
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Ok, here's something http://modulaatio.com/runningwithrifles/dev/modes2.zip

It's just a snappy of my own experiments, so mind that the settings are now included so don't just unzip it in your script folder.

I've added admin_settings.php for some admin usernames used with all in-game commands handled by trackers/basic_command_handler.php, also there are several changes in internal/* which you most likely want to take into use as well.

I've enabled the basic command handler in Invasion as seen in gamemode_invasion.php with
Code:
include_once("trackers/basic_command_handler.php");
...
$this->add_tracker(new BasicCommandHandler($this));


Enabling it for classic mode would be pretty much the same.

You could also copy basic_command_handler.php as a template for your own set of commands and use that instead. Would be easier to not having to have to merge it with commands I might be adding in basic_command_handler.php.

I'll compile that list of commands and parameters the server can eat soon, together with "officially" updated modes.zip.


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