bengo Posted June 26, 2012 Posted June 26, 2012 Eno, check the file called network.cfg (in saved games) and make sure pause_on_load = true That fixed it for us. B i7 6700k/GTX1070-8G/MSI-Z170A Gaming Pro Carbon/32GB DDR4 Kingston HyperX PREDATOR DDR4 3000MHZ Vengeance 1600/TM Warthog #6106/Samsung SB350_S27B350H/OCZ Agility3 SSD 128GB / Win10-64/TIR5
degoe Posted July 2, 2012 Posted July 2, 2012 Is it possible to initiate a mission restart automatically upon the mission end trigger?
HiJack Posted July 2, 2012 Posted July 2, 2012 You can do that with the "load mission" by using the DCS mission editor. (HJ)
degoe Posted July 2, 2012 Posted July 2, 2012 (edited) And if you change settings to false ... ..\Users\...\Saved Games\DCS Warthog\Config\network.cfg Line 12 .. pause_on_load = true, You can do that with the "load mission" by using the DCS mission editor. (HJ) Awesome, just the simple solutions I was looking for... I love this forum. Also is it possible to keep a trigger from happening when there are clients in, for example the red team. I want to create a mission that fires a couple of AI planes in the air when I am the only one playing but doesn't do it when there are players in both teams. Edited July 3, 2012 by degoe
nomdeplume Posted July 3, 2012 Posted July 3, 2012 Also is it possible to keep a trigger from happening when there are clients in, for example the red team. I want to create a mission that fires a couple of AI planes in the air when I am the only one playing but doesn't do it when there are players in both teams. You'd be better off asking such questions in the Mission Builders' Corner. The 'unit alive' and 'group alive' conditions will be false for client aircraft until it's been spawned, so you can use either one to check whether anyone is in those slots. However you'll need to be careful with this, since if the mission is automatically resumed when someone connects, these conditions will pretty much instantly evaluate as false. So, you might need to delay the check until some time (e.g. "time more" or use triggers to detect when one of the aircraft on the other side becomes airborne), or alternatively invert it - spawn the AI aircraft by default, but deactivate them if someone spawns on the other side. That might result in unexpected things occurring if e.g. someone spawns on the other side while the AI jets are in the middle of a dogfight, but depending on the mission setup it might be okay.
HiJack Posted July 10, 2012 Posted July 10, 2012 OK! Going for a test of servman on DCS World 1.2.0 tonight :D
BigBlack Posted July 11, 2012 Posted July 11, 2012 Good luck mate im sure it will work, The only thing I found with 1121 was if you lock the server (/lock) the joining player won't get "servman: The server is locked". Let us know how you get on. BB [sIGPIC][/sIGPIC] ASUS Rampage II Extreme, i7 930@4.2GHz, Water cooled, 6GB G.Skill Trident DDR3 1600, RevoDrive3 X2 240GB, ATI 7970, Antek 1000w, Sony 46", HP TouchScreen, Helios, TIR 5, TM Warthog, CH Rudder Pedals, Win 7 64.
Panzertard Posted July 11, 2012 Author Posted July 11, 2012 Good luck mate im sure it will work, The only thing I found with 1121 was if you lock the server (/lock) the joining player won't get "servman: The server is locked". Let us know how you get on. BB Unfortunately, the custom ServMan messages may not be possible to use anymore in these versions of DCS due to changes. I'm looking for options on how to display such messages. The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning
july865 Posted July 11, 2012 Posted July 11, 2012 tested in DCSW 120 and works.... less the messages. will test the admin and game changing functions soon. Asus x99, i7 5930k, 32g mem, MSI 1070GTX, 970 Samsung M.2, LG 35in Ultra-Wide, TrackIR 4 Thrustmaster Warthog HOTAS [sIGPIC][/sIGPIC]
BigBlack Posted July 12, 2012 Posted July 12, 2012 tested in DCSW 120 and works.... less the messages. will test the admin and game changing functions soon. Good stuff :thumbup: Unfortunately, the custom ServMan messages may not be possible to use anymore in these versions of DCS due to changes. I'm looking for options on how to display such messages. That would be great if you could get it to work again. The last couple of months our server has been going way over it's download limit due to all the new Arma players coming across from Dayz. Bloody zombies! We have been flying DCS missions that are around 8Mb's and to have player after player join the server only for a couple of minutes and then leave adds to the overall D/L's. With 1.1.1.1 we lock the server and I edited (Hope you don't mind) your servman file to say "Servman: To gain access please join our TS3 ocbservers.net" that way we get good people joining and good comms going. Servman ROCKS!:lock: BB 1 [sIGPIC][/sIGPIC] ASUS Rampage II Extreme, i7 930@4.2GHz, Water cooled, 6GB G.Skill Trident DDR3 1600, RevoDrive3 X2 240GB, ATI 7970, Antek 1000w, Sony 46", HP TouchScreen, Helios, TIR 5, TM Warthog, CH Rudder Pedals, Win 7 64.
Wichid Posted July 12, 2012 Posted July 12, 2012 Good stuff :thumbup: Bloody zombies! BB Bloody zombies! Lyndiman AMD Ryzen 3600 / RTX 2070 Super / 32G Ram / Win10 / TrackIR 5 Pro / Thrustmaster Warthog HOTAS & MFG Crosswind Rudder Pedals
emfan Posted July 12, 2012 Posted July 12, 2012 (edited) The mission changing function works in DCSW 120. However, the new mission seems to stick at pause and only the admin can resume it. Is it just me or anyone else is getting it? Edited July 12, 2012 by emfan
Macross Posted July 13, 2012 Posted July 13, 2012 (edited) ** Edit ** I just read back a few pages and found the answer to the question below.... I just got the TOG dedicated server updated to 1.2.0 and installed servman 3.01RC1 and seems like when players join, the server dosnt unpause. Is this the same as your experience emfan? Any ideas guys or anyone else getting this issue? For those wondering also, Originally Posted by mladen And if you change settings to false ... ..\Users\**Username**\Saved Games\DCS\Config\network.cfg Line 12 .. pause_on_load = true, Thanks Macross Edited July 13, 2012 by Macross [sIGPIC][/sIGPIC]
chokko Posted July 13, 2012 Posted July 13, 2012 Which Scripts\net\main.lua do we want after Servman3 is put on DCSWorld 1.2? The Servman3 version, or DCSWorld 1.2 original? ta [sIGPIC][/sIGPIC]
bengo Posted July 14, 2012 Posted July 14, 2012 Deleted i7 6700k/GTX1070-8G/MSI-Z170A Gaming Pro Carbon/32GB DDR4 Kingston HyperX PREDATOR DDR4 3000MHZ Vengeance 1600/TM Warthog #6106/Samsung SB350_S27B350H/OCZ Agility3 SSD 128GB / Win10-64/TIR5
Speed Posted July 22, 2012 Posted July 22, 2012 (edited) So what's the deal? Does anyone know how well Servman works with 1.2.0? Trying to decide if I need to I make a Servman version of Slmodv6. Actually, I would think that Servman ought to not to work, or at the least, it ought to screw something up, because there have been significant changes in server.lua and main.lua, and Servman is using old versions of those files... Edited July 22, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
HiJack Posted July 22, 2012 Posted July 22, 2012 To short run to actually evaluate it. It seams to worrk OK with the few commands I've used so far. Your Slmod is quite complex, isn't it? (HJ)
chokko Posted July 22, 2012 Posted July 22, 2012 my priority is using servman first, then only using missions compatible with it. so slmod working with servman is desirable. only thing that doesn't seem to work with Servman at the moment is the displaying of messages (i.e. announcements). kicking/banning works nicely [sIGPIC][/sIGPIC]
xifu Posted July 22, 2012 Posted July 22, 2012 We use servman right now with 1.2.0, and it works well. Just I had to change this parameters : restart_miz_after = 360, rotate_miz_after = 0, If you set both parameters to "0", the parameters: "pause_if_server_empty" "resume_if_server_not_empty" "restart_if_server_empty" and vote option dont work. [sIGPIC][/sIGPIC] http://www.escuadron69.net/v20/foro/index.php?app=ccs
HiJack Posted July 25, 2012 Posted July 25, 2012 (edited) Servman in current version gives just "connection interrupted" when ppl are baned from servers by teamkilling or killing own AI. Normally you should get a "You are banned" message but that do not happen. I have a lot of ban's and if you by any chance feel that you should have the ban lifted please PM me with date player name and who you killed and I'll look at the logs at the specific time. Normally I'll give all a second chance but the server keep track of all your bans so be nice to each other. (HJ) Edited July 25, 2012 by HiJack
Paranoik Posted July 25, 2012 Posted July 25, 2012 (edited) Hello, I tried installing SerMan on my PC, I was playing and Hosting the server fine from here. I've Installed the ModMan7300 and the ModMan_7_A-10C_1.1xx_PATCH, then I added the ServMan301rc1 to the ModMan and it was installed Successfully. Now when I go into Multiplayer and I click on Connect (to the Master Server) the game crashes. Im getting this error: Fault Module Name: MSVCR100.dll When I click on "Close the Program" I get a new error: Fault Module Name: DXRenderer.dll I have: Windows 7 x64 C++ Versions Installed: 2005 2005 x64 2008 Redi X86 2010 Redi X64 2010 Redi X86 If I uninstall the ServMan from the ModMan the game works again normally. Can anyone help me? Thanks in advance. Edited July 25, 2012 by Paranoik Comunidad Americana de Arma
HiJack Posted July 25, 2012 Posted July 25, 2012 You need to do all the work manually Paranoik. ModMan does not work for DCS World. If you are not familiar with .lua and ServMan from earlier yu should wait for a new ModMan release and an updated ServMan. The DCS World server should work OK without servman. (HJ)
Paranoik Posted July 25, 2012 Posted July 25, 2012 (edited) You need to do all the work manually Paranoik. ModMan does not work for DCS World. If you are not familiar with .lua and ServMan from earlier yu should wait for a new ModMan release and an updated ServMan. The DCS World server should work OK without servman. (HJ) Thanks for the quick response, I thought it was that because I was having a Wrong folder name in the DCS World folder. I got half of it working, It auto unpause the mission when somebody logs in, it auto start the mission when nobody is in. But Im not able to run the commands with "/" for example I type "/help" on the chat and it says "Paranoik: /help" like im saying it. Am I doing something wrong? I can see from the server side that says "Paranoik" send command" "/help" but its said like a chat and is not working like a command. EDIT: Im thinking because the main.lua from the ServMan is old, if that solves it, can anyone attach his working main.lua? Thanks!! Edited July 25, 2012 by Paranoik Comunidad Americana de Arma
BigBlack Posted July 26, 2012 Posted July 26, 2012 Main luamain.lua [sIGPIC][/sIGPIC] ASUS Rampage II Extreme, i7 930@4.2GHz, Water cooled, 6GB G.Skill Trident DDR3 1600, RevoDrive3 X2 240GB, ATI 7970, Antek 1000w, Sony 46", HP TouchScreen, Helios, TIR 5, TM Warthog, CH Rudder Pedals, Win 7 64.
Paranoik Posted July 26, 2012 Posted July 26, 2012 Thanks Big! Im still not able to send "commands" with "/" in the Chat. They are displayed as normal text to everyone. Any Clues?? Comunidad Americana de Arma
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