Xjikz Posted April 16, 2010 Share Posted April 16, 2010 Generally all messages that are prefixed with "#" are messages sent by the server. These ones are the messages I want to disable, so what should I do? (I'm not sure to understand what to do with the "net.send_chat() " and where to change it?) Thanks in advance Proud to be a [sIGPIC][/sIGPIC] :joystick::pilotfly::book: Link to comment Share on other sites More sharing options...
Panzertard Posted April 16, 2010 Author Share Posted April 16, 2010 These ones are the messages I want to disable, so what should I do? (I'm not sure to understand what to do with the "net.send_chat() " and where to change it?) Thanks in advance Working on a version where you can disable certain messages via Servman. I'll tell you more about this over the weekend - need to complete some tests first. The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Grimes Posted April 16, 2010 Share Posted April 16, 2010 Any chance we could get a admin "Extend time by" feature? And as an extension of that... automated "time remaining" messages every 5 minutes within an half hour of rotation? The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Panzertard Posted April 16, 2010 Author Share Posted April 16, 2010 Any chance we could get a admin "Extend time by" feature? And as an extension of that... automated "time remaining" messages every 5 minutes within an half hour of rotation? Current version: If you /reinit while logged in a subadmin - the timer will be reset to 0. Is that enough or do you need to very specific option of "just extending 30 mins, with 5 mins warnings on screen"? The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Grimes Posted April 17, 2010 Share Posted April 17, 2010 Well the idea is to merely extend the game just a little bit especially if an interesting battle is about to unfold, the gameplay is at epic levels, or you just want to fly a little bit longer in the mission. Generally speaking though, you will likely see two forms of rotation. Time based, and trigger based. Though, I'm considering a mix of both... set the time rotation to a few hours but allow for a triggered rotation of objectives. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
h00t74 Posted April 17, 2010 Share Posted April 17, 2010 Working on a version where you can disable certain messages via Servman. I'll tell you more about this over the weekend - need to complete some tests first. Hopefully it would disable them but still log them. I don't want the takeoff landing messages to appear BUT we are working on a PHP script to read those for our logbook creation. Link to comment Share on other sites More sharing options...
h00t74 Posted April 17, 2010 Share Posted April 17, 2010 Question, As a Client on 104th server I get a lot of unknown player messages. I have 2.1.4 Alhpa for FC2 installed for when I run a server. Could this be causing it on my end? NM I see it can cause it now :) Link to comment Share on other sites More sharing options...
Panzertard Posted April 17, 2010 Author Share Posted April 17, 2010 Hopefully it would disable them but still log them. I don't want the takeoff landing messages to appear BUT we are working on a PHP script to read those for our logbook creation. Yes, I understand - but that may be something for the dedicated "ServMan-EventStats" log file which will contain pure statistics data for your flights. ;) Still, the messages need to be logged for server admins to trace players and quarrels. Question, As a Client on 104th server I get a lot of unknown player messages. I have 2.1.4 Alhpa for FC2 installed for when I run a server. Could this be causing it on my end? NM I see it can cause it now :) Yes, I had it fixed, but somehow I managed to reintroduce it again. I hope to have it gone again by the next version. The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Panzertard Posted April 19, 2010 Author Share Posted April 19, 2010 Statsfile Format - is there a preffered format you gentlemen would like to see? - Same "textfile" as it appears in the game? - CSV comma separated file? - XML? (I have no idea on how to do the translations yet, but it should be possible) - Should the stats-report be created continously? - Should the stats also inlude a separat statistics file per session hosted? (It can only contain elements that is registered by the chat for now). Examples: "Total RED active players, Total RED deaths, Total RED hours flown". The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Case Posted April 21, 2010 Share Posted April 21, 2010 Hi Panzer, I would opt for writing the events to text file just like the mp_log.txt file did in FC1.12. Preferentially, each line should contain the following: UTC timestamp in game timestamp player name player coalition player aircraft event Where the events would be the following: joined the server (would not have a plane/coalition selected) enter the game (on selecting plane/coalition) take off from airfield (also display airfield coalition) land at airfield (also display airfield coalition) crash eject exit the game exited the server joined as spectator kill plane kill vehicle kill ship kill static The plane kill events should then give: player name (or AI name) coalition aircraft weapon The vehicle, ship and static kill events would have: name (BTR-80, Kuznetsov, Bridge) coalition weapon It would be very very cool if it could log all weapons fired by humans, sort of like the debrief.log shows, but I don't think there is a LUA callback that does this. S! Case There are only 10 types of people in the world: Those who understand binary, and those who don't. Link to comment Share on other sites More sharing options...
Xjikz Posted April 22, 2010 Share Posted April 22, 2010 (edited) And make the difference between ground unit and aircraft because at the moment the Servman log file just consider "units" and even if we can have the name of the unit, it's difficult to make an automated statistic of ground units killed, and aircraft killed. At the moment I import the Servman log file in Excel and with automated filtering and calculation I manage to get stats and score for all of the players. I think the best is to have one file each time the server loads a mission, because it's always better to have multiple small files than one very big file. Also, is it possible for you to add to the file an event when players rearm and/or refuel ? Edited April 22, 2010 by Xjikz Proud to be a [sIGPIC][/sIGPIC] :joystick::pilotfly::book: Link to comment Share on other sites More sharing options...
Panzertard Posted April 22, 2010 Author Share Posted April 22, 2010 Cheers, keep the suggestions coming, fellas :) As for rearm/refuel - hm, no I dont think so - but I'll poke around a little bit. The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Moa Posted April 22, 2010 Share Posted April 22, 2010 would be nice to see weapon launches as well. Allows you to calculate launch/kill effiiciency. Don't forget that launches and landings should include the carrier too! Link to comment Share on other sites More sharing options...
h00t74 Posted April 24, 2010 Share Posted April 24, 2010 Player Initiated Mission Vote once succesful is pausing the server(Which is expected) since it is a dedicated for #sqn we can not unpause the server when new vote was succesful for mission. Any ideas? Link to comment Share on other sites More sharing options...
Grimes Posted April 24, 2010 Share Posted April 24, 2010 /resume command works for all players I think. Keep in mind there is a high probability that the server crashed while loading a new mission. This seems to be a common problem with several of the servers. Even running a mission for 3 minutes and voting to change missions causes the game on the server box to crash. I hope this issue gets resolved because I rather dislike running the same mission for long periods of time. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
h00t74 Posted April 25, 2010 Share Posted April 25, 2010 Thanks Grime I think it did crash the server in the end. Link to comment Share on other sites More sharing options...
Panzertard Posted May 3, 2010 Author Share Posted May 3, 2010 (edited) <Cue, Prof. Farnsworth> Good news everyone! Players of DCS and FC2 will no longer be able to avoid kicks & bans by changing nick or IP. Their unique player ID (ucid) will now be registered with Servman and the banlist. Squadrons will (after a new version of Servman) be able to exchange player-ID's and keep the offenders locket out permanently. The Unique Player ID is calculated from parts of the SF-key, and will truly be unique per player. The only possible way to circumvent a ban will be to buy a new license, or: - forward a request to said squadron CO's or Server Admins to be allowed back in. To be let back on - simple behave - and ask for a second chance. And to avoid any problems in the first place - behave at all times! A big thanks to ED for implementing the necesarry stuff for making this possible! Edited May 3, 2010 by Panzertard 1 The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
EtherealN Posted May 3, 2010 Share Posted May 3, 2010 I don't know what's more awesome - Prof Farnsworth or the news. :D [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester Link to comment Share on other sites More sharing options...
159th_Viper Posted May 3, 2010 Share Posted May 3, 2010 Best News by a Country Mile :thumbup: Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......' Link to comment Share on other sites More sharing options...
Case Posted May 3, 2010 Share Posted May 3, 2010 Sweet! There are only 10 types of people in the world: Those who understand binary, and those who don't. Link to comment Share on other sites More sharing options...
104th_Crunch Posted May 3, 2010 Share Posted May 3, 2010 Nice work Panzertad! Thanks again. Any news on when the next release will be ready please? Link to comment Share on other sites More sharing options...
HiJack Posted May 3, 2010 Share Posted May 3, 2010 And to avoid any problems in the first place - behave at all times! Damn, I'm toast :( I behave badly every day irl :D EDIT: Good work Panzertard, and thanks to ED :thumbup: Link to comment Share on other sites More sharing options...
Grimes Posted May 3, 2010 Share Posted May 3, 2010 You didn't even need the picture. I read it in his voice anyways! This is very very good news. I suppose this also means we can have global stats tied to a UserID? So how exactly does the global ban thing work? The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Panzertard Posted May 3, 2010 Author Share Posted May 3, 2010 Crunch, I'm working on finalizing a release - without too much debug code shortly, matter of days I hope and before the weekend. Unfortunately I have work to take care of - so my hours are limited. ;) And oh - the new ucid ban wont work without a patched FC2 of course! So we have to wait for the patch, gents. :) Grimes, global as in masterban list - download via http I assume? It exists in Servman - unfortunately I haven't had the time to verify that it is still working as intended. But we still lack the ability to upload / share the data. Anyway, the new local ban-database is prepared for this, so I can add (when time allows) an export / upload active bans. Bans will be managed from Servman interface now - no need to mess with the files themselves. But you still can if you like. So more about such features a bit later - first things first, prepare for a stable release. :) 1 The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning Link to comment Share on other sites More sharing options...
Breakshot Posted May 4, 2010 Share Posted May 4, 2010 Panzer, any luck with rearm.lua? Tim "Breakshot" Mytrofanov | C.O. of 51 ПВО / 100 КИАП Regiments | twitch.tv/51breakshot Link to comment Share on other sites More sharing options...
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