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Posted

I like that -admin kick (or ban) idea above. Some Client names have a lot of odd characters in them...

 

---

 

Speed, I did some "-admin add" commands this w/e for two Clients and when I added Jette from my Wrecking Crew Client sign-in the message back from Slmod said something like "Jette added Jette as admin". Then when I added raven from my Wrecking Crew Client the message came back as "Jette added raven". It should have said Wrecking Crew added... whoever.

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted
I like that -admin kick (or ban) idea above. Some Client names have a lot of odd characters in them...

 

Yes they do, servman had a list of user ID in the same way that worked fine. I also support the request.

Posted (edited)

OK sorry for my extended absence. I had a lot of stuff going on, and not enough left over free time to do anything useful. But my time is becoming more plentiful now, so I should be able to start work back on Slmod again.

 

Yes, it's really helpful :thumbup:

 

One thing I though about though: You oftentimes have players with cyrillic letters or other special characters in their names. With that, it's pretty much impossible with a western keyboard to kick or ban them.

 

So my thought would be, if it is possible to add a similar menu to kick and ban as there is for load.

 

Example:

-admin kick

To kick player "Goose", type -kick 1

To kick player "Обсуждение", type -kick 2

 

Thanks for creating and maintaining this tool!

 

This ability was already in testing when I had to stop work on DCS stuff (due to lack of free time) about a month ago. I didn't want to make a big fuss about it because I didn't want people to realize that they could bypass the kick ban system like that.

 

Indeed, the solution I came up with almost exactly as you describe, when you type in, "-admin id ban", a submenu is displayed showing id numbers and what command you type to ban them, something like

 

"-ban 10"

 

will then ban the tenth player on the list.

 

The same will exist for kicking, too.

 

Additionally, I plan to add an optional variable for kick, the duration (in minutes) you wanted them kicked for.

 

For example,

 

"-admin 30 kick <player name>"

 

will kick a player for 30 minutes. I know that

 

"-admin kick 30 <playername>"

 

is more logical, but due to the way that the entry system works, it's not possible. I want the kick time variable to be optional; so what if someone's name is like "55 Pnut"? It would try to kick a non-existent player named "Pnut" for 55 minutes. Thus, the optional time variable must come before the required keyword "kick".

 

I plan to make this optional kick time variable available for the new kick-by-id menu too.

Edited 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.

Posted

Good to hear you are back....

 

I have a timing problem with slmod.units_killed_by

 

I use

slmod.units_killed_by{
dead_units = {'[red][vehicle]'},
killer_units = {'[blue]'},
flag = 10
}

and

SC // FLAG true(10) // Flag off(10) && Do Script(score = score+1)

to count the dead ground units.

But with SC only works every sec. - i losing counts, if someone shot more than one unit under one sec.

 

From my point ov view, i need the merg the SLMOD function the FLAG check and "giving points" together...!

Playing: DCS World

Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof.

Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh

Ghost0815

Posted
I like that -admin kick (or ban) idea above. Some Client names have a lot of odd characters in them...

 

---

 

Speed, I did some "-admin add" commands this w/e for two Clients and when I added Jette from my Wrecking Crew Client sign-in the message back from Slmod said something like "Jette added Jette as admin". Then when I added raven from my Wrecking Crew Client the message came back as "Jette added raven". It should have said Wrecking Crew added... whoever.

 

WC

 

^^^ I figured this out. It is actually the same issue as what I ran into earlier about two Pilot Names on the same UID - Wrecking Crew & Jette. In the Slmod Server Admins lua there is my UID with Jette's name on it instead of the Wrecking Crew that I want it to be - I just need to edit it.

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted (edited)

Missionscripting.lua which is a file that slmod uses has been heavily modified with the 1.2.4 patch. Until Speed updates the installer, chances are if you use version 6.3 it will break things... I've attached what I think is the required changes to make slmod work with the 1.2.4 patch.

 

Redacted File for now

Edited by Grimes

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted
Missionscripting.lua which is a file that slmod uses has been heavily modified with the 1.2.4 patch. Until Speed updates the installer, chances are if you use version 6.3 it will break things... I've attached what I think is the required changes to make slmod work with the 1.2.4 patch.

 

Try this version of missionscripting.lua

I tried using the new files and lost slmod chat commands functionality in Separatist's Aggression 3 mission. When I reverted back to the old file everything seems to work okay.

Posted

Had a chance to actually test it, I looked at file difference earlier and thought that fix might be all that was needed. It wasn't. SLMOD is doing some weird stuff. I'll try to figure it out or hope that Speed gets through finals week a little quicker.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted
Had a chance to actually test it, I looked at file difference earlier and thought that fix might be all that was needed. It wasn't. SLMOD is doing some weird stuff. I'll try to figure it out or hope that Speed gets through finals week a little quicker.

 

Today I hosted Separatist's Aggression 3 for about an hour with no problems. All slmod chat commands worked fine and no disconnects.

Posted

Actually it was some other bug that was causing weird things to happen, it just so happened it occurred when testing missions that used slmod so I thought it could have been a cause.

 

The reason I thought there might have been an issue is because it sort of defies conventional wisdom. The 1.2.4 patch had a substantial scripting engine update, but also one of the files that slmod modifies has changed. Most of the time if you blindly copy an older version of a file over the new version something somewhere will likely break. Much of missionscripting.lua from 1.2.3 has been moved into scriptingsystem.lua, which is a file that didn't exist in 1.2.3 and in 1.2.4 scriptingsystem.lua is referenced by missionscripting.lua. By using the old missionscripting.lua provided by slmod, this reference is removed. Yet for some reason or another the file is still run anyways along with its contents, thus nothing is "missing", so there isn't actually a problem.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted (edited)

Well not to be "that guy" but I've installed a new SLMOD fresh with my new install and when it's running I get a DCS stopped working immediately- when I run repair without installing SLMOD files as prescribed it works fine.

 

This may be a part of what you're talking about grimes?

 

I'm running v.7 btw...

Edited by ENO

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

Initially tested with 6.3 as that is what I assume 99% of the people who use SLMOD are using. I think only a handful have 7.0 for testing it. I'll try 7.0 later. Gotta test/release Mist 2.0 first though.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted

Yeah I was getting that crash also, no need to post the logs since I can replicate it. I might have found a fix, but the chat commands to set flags and such things does not appear to be working. Admin commands appear to be working as normal though. Not sure what else could be broken as I only have missions which utilize chat to set flags. However that isn't exactly a huge problem anymore now that F10 menu works for clients. I'll give it a test run on 3Sqn server. Maybe Speed will be done with finals in the next day or 2 to take a look.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted

Yeah, I d/l'd the Slmod 6.3 (without Servman) and applied it to a fresh v124 install.

 

All is working OK from some brief testing this morning on the Hollo Pointe server.

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted (edited)

Hey guys,

 

I'm aware of the issues with 1.2.4 and Slmod and they should be fixed in a couple days. Sorry for the inconvenience! What I'll probably do is makle a pre-release Slmod v7 version available rather than go back and fix 6.3 too.

Edited 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.

Posted (edited)

OK, I tracked the issue of internal versions of Slmod v7 causing the game to crash on loading to a change in the way DCS was loaded. Now, calling a certain script at a certain time will cause the game to crash. I added protections to keep that script from calling before the game has started. I have fixed the problem on my work-in-progress version of Slmod v7.

 

To help with problems like this one, I'm thinking that I will change a bit the way that Slmod runs. I need to make sure that the main part of Slmod only runs after the mission has fully loaded, and it does not run any time after the game begins to shut down. DCS has been getting increasingly finicky about having Lua scripts running during these time periods.

 

Anyway, I think I will be releasing an updated version of Slmod 6.3 for 1.2.4 shortly, despite what I said earlier. This will allow me more time to properly test Slmod v7. I will have the newest Slmod v7 test build uploaded to the private Slmod testing folder shortly after (or before) that.

Edited 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.

Posted

Me as well. Is there a particular script that we need to adjust manually between now and when a fix is available? I'm just wondering because if I can get slmod running again at the expense of delaying a script loading at a particular time I'd be willing to try and help myself...

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

OK, the plan is to release Slmod 6.3 for 1.2.4 tonight. That assumes I hit no further snags.

 

In my internal work-in-progress version of Slmod v7, the ban by id is now working- you can simply type in "-admin id ban" and get a list of all players in the mission, indexed by an ID number. So say you wanted to ban player #13 on this list, you would then just type in "-admin id ban 13".

 

I will copy this functionality over to kicking as well, so you can kick players by id too.

 

Once that's done, (and I address another annoying little bug that's popped back up), I will be uploading Slmodv056 to the Slmod testing dropbox folder. That will probably happen between tonight and Sunday.

 

Looking through the todo list for Slmod v7, I realize that I really NEED to do the following before Slmod v7 is publicly released:

 

1) New autoban/autokick feature based off of SlmodStats.

 

2) Stats- filter out kills by ramming your aircraft into enemies. If you kill an enemy by colliding into them, it gets added to a "kamikaze" category. If you kill/injure a friendly by colliding with them, it gets added to a friendly collisions category. This filtering will help make a more intelligent autokick/autoban feature, because without it, you could get auto-banned for some idiot colliding with you while he was doing an illegal taxiway takeoff or something. The kamikaze category will also be a fun category to try to build up kills in :D

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.

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