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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...

 

It's a bug in the scripting engine introduced with 1.2.4. If you are refering to Slmod v055, then if you look in the SlmodUnits.lua file and change the slmod.create_getUnitXYZ from

 

 

function slmod.create_getUnitXYZ()  -- function to return unit x,y,z data.
local getUnitXYZ_string = [[slmod = slmod or {}
slmod.getUnitXYZ = function(rtId)
local unit = {id_ = rtId}
if Unit.isExist(unit) and Unit.isActive(unit) then
	local pos = Unit.getPosition(unit).p
	return table.concat({pos.x, ' ', pos.y, ' ', pos.z}) 
end
end]]
net.dostring_in('server', getUnitXYZ_string)
end

 

 

to

function slmod.create_getUnitXYZ()  -- function to return unit x,y,z data.
local getUnitXYZ_string = [[slmod = slmod or {}
slmod.getUnitXYZ = function(rtId)
if timer.getTime() > 0 then
	local unit = {id_ = rtId}
	if Unit.isExist(unit) and Unit.isActive(unit) then
		local pos = Unit.getPosition(unit).p
		return table.concat({pos.x, ' ', pos.y, ' ', pos.z}) 
	end
end
end]]
net.dostring_in('server', getUnitXYZ_string)
end

 

I THINK that will fix it. I'm going off of memory here... I am using a better fix than this crude bandaid in the code I'm currently using, but the above change should work. Otherwise, you could just wait for Slmod v056.

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

Thanks for all your work on this stuff, Speed.

 

The player ID new feature will be very nice.

 

Like the "-admin load" feature, I would expect that the "-admin id ban" will scroll up fairly fast, and if there are too many ID's returned then the early ones will scroll up past the top of the screen.

 

Please think about adding in some "page" argument (like the pipe "|" key?), or a "wait a few seconds after showing 10 or so lines" kind of parameter? That would make it easier to spot the desired record -

-admin id ban |

 

I do appreciate your time,

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)
Thanks for all your work on this stuff, Speed.

 

The player ID new feature will be very nice.

 

Like the "-admin load" feature, I would expect that the "-admin id ban" will scroll up fairly fast, and if there are too many ID's returned then the early ones will scroll up past the top of the screen.

 

Please think about adding in some "page" argument (like the pipe "|" key?), or a "wait a few seconds after showing 10 or so lines" kind of parameter? That would make it easier to spot the desired record -

-admin id ban |

 

I do appreciate your time,

WC

 

The default display mode for admin menu was changed to trigger text in v056. So if you are in an aircraft slot, you will see trigger text rather than chat. Only if you are in a combined arms slot or spectator slot will you see chat.

 

Note that you don't actually have to be IN an aircraft to get the trigger text, at least, last I tested. You merely have to be in an aircraft multiplayer slot. I believe this is still applicable, but things change.

 

If there are enough players or missions though, even as trigger text, it will overflow the trigger text box if there is enough text to be displayed. How many lines that is... I donno. It will depend on your screen resolution though, I'm pretty sure. I doubt public servers will be able to handle enough players for such a problem to occur, at least in the short term.

 

Eventually, a multiple pages kind of thing could be necessary, but the above change will probably be sufficient for the short term.

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

Eh Speed- because you put in the effort to put up the possible solution I did give it a shot- while I'm not getting the crashes anymore it appears that I'm not getting functionality either... I started it up and it did generate the slmod folder in the saved games / dcs- but I'm not able to get the motd to work or do anything like that. I don't mind waiting now that you're on top of it but I don't mind helping myself in the interim either.

"ENO"

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

 

"Sweetest's" Military Aviation Art

Posted
Eh Speed- because you put in the effort to put up the possible solution I did give it a shot- while I'm not getting the crashes anymore it appears that I'm not getting functionality either... I started it up and it did generate the slmod folder in the saved games / dcs- but I'm not able to get the motd to work or do anything like that. I don't mind waiting now that you're on top of it but I don't mind helping myself in the interim either.

 

Hmm... sounds just like a general Lua error. Maybe you should just wait till I release v6.3 for 1.2.4 and v7.0.056 (you're one of those with access to the Slmod dropbox folder, right?). They both should be ready shortly.

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)

Attached are the Slmod version 6.3 files which should be fully compatible with 1.2.4. First post in this thread updated too.

 

Slmod 7.0.056 completed and undergoing testing; should testing be successful, I'll upload it to Dropbox for those who have access either tonight or tomorrow. Considering all the scripting changes in 1.2.4 this is far from guaranteed, however. This should be the last testing version before I publicly upload Slmod version 7.

(No Servman) Slmod Version 6.3 for 124.zip

(Servman) Slmod Version 6.3 for 124.zip

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

I released slmod build 057 to some public servers a few days ago. So far, so good. I had to release build 057 because build 056 had a bug, introduced with 1.2.4, where kills against aircraft were counting twice in many cases. The problem stemmed back to a change in the way Object.isExist works- in 1.2.4, when pilots eject or are killed, Object.isExist used on their aircraft returns false. This doesn't make much sense, and this function has never worked like that before.

 

Anyway, I added (optional) server chat announcements for team hits, team kills, and PvP kills. Note that the PvP kills announcements follows the rules laid out for scoring SlmodStats PvP kills as detailed previously in this thread, and will be generated even when the normal kill announcements fail to work properly (such as when a fatally-damaged player rage-quits the server rather than waiting for his aircraft to crash).

 

Additionally, I recently discovered that c0ff added Scripts/net/server.lua to the list of files that DCS checks for in /Saved Games/DCS. So yesterday, I set it up so that Slmod will install into Saved Games/DCS/. Slmod still requires modifications to ./Scripts/MissionScripting.lua to run, but these modifications are now installed automatically via an auto-installer script when you start DCS. The take-away point is this: Slmod is now really easy to install and is not uninstalled when you do an auto-update.

 

I have completed the (initial) design for the advanced autokick/autoban system. It will be fully configurable, and will operate through SlmodStats. Here's the settings/design, at least as it stands right now:

 

-- autoAdmin design/config settings
autoAdmin = {}

autoAdmin.autoBanEnabled = true

autoAdmin.autoBanLevel = 100  -- a player is temp-banned when he reaches this level

autoAdmin.autoKickEnabled = true

autoAdmin.autoKickLevel = 50  -- kick player when he reaches this level

autoAdmin.autoKickOnEveryAdditionalOffense = true  -- if player is above the autoKickLevel, autoKick on every additional offense.


-----------------------------------------------------------
autoAdmin.teamHit = {}

autoAdmin.teamHit.enabled = true

autoAdmin.teamHit.penaltyPointsAI = 8  -- penalty points for team-hitting an AI.

autoAdmin.teamHit.penaltyPointsHuman = 12  -- penalty points for team-hitting a human.

autoAdmin.teamHit.decayCurve = {
[1] = {day = 0, weight = 1},
[2] = {day = 3, weight = 1},
[3] = {day = 90, weight = 0.25},
[4] = {day = 180, weight = 0},
}

autoAdmin.teamHit.minPeriodAI = 30  -- the minimum period between team hits on AI that are counted towards autokick/ban.

autoAdmin.teamHit.minPeriodHuman = 5  -- the minimum period between team hits on humans that are counted towards autokick/ban.
-----------------------------------------------------------


-----------------------------------------------------------
autoAdmin.teamKill = {}

autoAdmin.teamKill.enabled = true

autoAdmin.teamKill.penaltyPointsAI = 12  -- penalty points for team-killing an AI.

autoAdmin.teamHitKill.penaltyPointsHuman = 23  -- penalty points for team-killing a human.

autoAdmin.teamHitSettings.decayCurve = {
[1] = {day = 0, weight = 1},
[2] = {day = 3, weight = 1},
[3] = {day = 90, weight = 0.25},
[4] = {day = 180, weight = 0},
}

autoAdmin.teamKill.minPeriodAI = 20  -- the minimum period between team kills on AI that are counted towards autokick/ban.

autoAdmin.teamKill.minPeriodHuman = 0  -- the minimum period between team kills on humans that are counted towards autokick/ban.
-----------------------------------------------------------


-----------------------------------------------------------
autoAdmin.friendlyCollisionHit = {}

autoAdmin.friendlyCollisionHit.enabled = true

autoAdmin.friendlyCollisionHit.penaltyPointsAI = 1  -- penalty points for colliding with AI

autoAdmin.friendlyCollisionHit.penaltyPointsHuman = 5  -- penalty points for team-hitting a human.

autoAdmin.teamHitSettings.decayCurve = {
[1] = {day = 0, weight = 1},
[2] = {day = 1, weight = 1},
[3] = {day = 30, weight = 0},
}

autoAdmin.friendlyCollisionHit.minPeriodAI = 10  -- the minimum period between friendly collision hits on AI that are counted towards autokick/ban.

autoAdmin.friendlyCollisionHit.minPeriodHuman = 10  -- the minimum period between friendly collision hits humans that are counted towards autokick/ban.
-----------------------------------------------------------

-----------------------------------------------------------
autoAdmin.friendlyCollisionKill = {}

autoAdmin.friendlyCollisionKill.enabled = true

autoAdmin.friendlyCollisionKill.penaltyPointsAI = 10  -- penalty points for colliding with AI

autoAdmin.friendlyCollisionKill.penaltyPointsHuman = 15  -- penalty points for team-hitting a human.

autoAdmin.teamHitSettings.decayCurve = {
[1] = {day = 0, weight = 1},
[2] = {day = 1, weight = 1},
[3] = {day = 30, weight = 0},
}

autoAdmin.friendlyCollisionKill.minPeriodAI = 0  -- the minimum period between friendly collision kills on AI that are counted towards autokick/ban.

autoAdmin.friendlyCollisionKill.minPeriodHuman = 0  -- the minimum period between friendly collision kills humans that are counted towards autokick/ban.
-----------------------------------------------------------

 

Basically, the way it works is you earn penalty points for committing offenses. Earn enough penalty points and you will get kicked or even temp-banned. The penalty points will decay over time (or not- depends on the config settings), allowing a player who was temp-banned to eventually rejoin the server after his points have decayed enough.

 

The settings will be changeable through the config file. The settings may be complex, but I plan to have fairly reasonable default settings. The new AutoAdmin autokick/autoban system will be vastly smarter than the crude autokick/autoban system included with Slmodv6.3 and the autokick/autoban system included with Servman.

 

Anyway, I'm thinking of some way to modify this design further to allow an auto perma-ban too. This might consist of a "reallow level"- basically, the number of points that a banned player's penalty score needs to decay to in order to be re-allowed into the server. If that number was set to 0, then they would never be allowed to re-enter the server.

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)

On one of the public servers that are helping to test Slmod v7 (Eno's Firehouse), I've seen cases of players engaging in consensual team killing. While it might seem all good and fun right now, the not-very-distant day that the autokick/autoban feature is implemented, these players might find themselves already banned for team killing/hitting.

 

It's not a good idea to do team killing... especially on a server that tells you right up front in the MOTD that it's tracking your stats. A few days ago, Grimes went through and manually banned about 5 or 6 guys for team killing from the 3Sqn dedicated server... many of the incidents had happened months ago.

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

Hello,

 

i'am playing with the objects export feature of slmod.

But i can't get any export file in my log folder.

There are a few error messages in the logs only.

First:

00028.322 UNKNOWN ?: Slmod Warning: unable to load GetExportUnits into export, reason: Invalid state name scheduling a reattempt

 

then later:

00031.180 UNKNOWN ?: Slmod Warning: Unable to get active units from export environment, reason: [string "return GetExportUnits(5)"]:1: attempt to call global 'GetExportUnits' (a nil value)

 

It seems that the export function are not written in the export enviroment.

Is anything to configure in DCS it self? "Allow export" in network.cfg is on.

 

Thanks for your help.

 

cu...

Posted

mcfly,

 

Those are normal warning messages in Slmod v6.3.

 

Did you enable the option in the Saved Games/DCS/Slmod/config.lua file? You have to set export_world_objs = true to make it export world objects.

------------------------------------

 

The autokick/autoban features is tested and nearly complete, at least for 7.0. Thanks Greywo1f and Grimes!

 

I was debating, in future versions, having a "forgive" option after you are teamkilled. Bascially, you can chose to forgive someone for their teamkill on you. I was worried though- could this sow drama? Basically, a vote NOT to forgive someone is potentially a vote to have them permabanned from the server. It's like saying, "I hope you get banned from the server". This wouldn't be a problem in a community as disparate and childish as a CoD-like game, but the DCS community is a lot smaller and more tightly-knit. I'm a little worried that a forgive option could cause people to become angry and no longer be friends with each other- basically, "OMG WHY DID YOU NOT FORGIVE ME?!?! IT WAS AN ACCIDENT!!! YOU WANT ME TO BE BANNED FROM THIS SERVER?!?!!"

 

Obviously, the forgive menu would be optional and there would be a server setting to enable/disable it.

 

What do you guys think?

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)

Slmod version 7.0 is completed, or at least, all the desired features are in. The latest changes need to be tested, first by me, and then by a few public servers. Meanwhile, I need to complete the Slmod v 7.0 manual. This will take a few days.

 

Major changes over Slmod v6.3:

 

Efficiency changes:

- Data/command passing code (from MissionScripting to net) overhauled and refactored; now uses LuaSocket.

- Active units database code overhauled and refactored

- Numerous other efficiency tweaks

 

- Added SlmodStats multiplayer stats tracking system

Major features:

 

 

- Tracks stats (weapons fired, hits, kills, friendly kills) throughout server history for all clients that connect

- Includes in game interface for browsing your stats and other players' stats.

- (Optional) Can additionally track stats over just the current mission for clients

- Outputs stats files to a file directory, allowing them to be stored for later use by Slmod or even read by another program (such as a web server).

- Can be enabled/disabled via the Admin Menu

- Includes a special, separate PvP scoring system. You can only be awarded PvP kills for defeating someone in a "fair fight" or defeating them when you were at a disadvantage.

- Optional server announcements for PvP kills and team hits/ team kills.

 

 

 

- Added Slmod "-help" menu

 

- Added server Message of the Day (MOTD) system

Features:

 

 

- First line of MOTD is customizable

- Gives the appropriate Slmod menu commands

- Gives the default keystroke for multiplayer chat in the DCS module the client selects

 

 

 

- Advanced Autokick/Autoban system

Features:

 

 

- Requires SlmodStats to be running

- Takes into account client's whole history on the server

- Fully customizable kick/ban rules that take into account time since offense, player's flight time on server, the interval between offenses, and more.

- Detectable offenses include team hit, team kill, team collision hit, team collision kill

- Disciplinary actions include kick, temp ban, and perma ban.

 

 

 

- Slmod now installs into Saved Games/DCS/

 

- Added option to the Admin Menu to enable/disable stats recording

 

- Added kick-by-id and ban-by-id options/submenus to the Admin menu.

 

- Countless other tweaks

 

Hopefully everything will be completed, tested, written, and ready to go sometime this weekend, but no guarantees...

 

Anyway, sorry if you were hoping for mission voting or mission rotation, those aren't coming until Slmod v7.1, and ED testing and Mist will keep me from working on Slmod v7.1 for quite a bit of time.

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)

Slmod Version 7.0 is as ready as it's gonna get. The change log, from Slmod Version 6.3 to Slmod Verison 7.0, is basically this post: http://forums.eagle.ru/showpost.php?p=1768536&postcount=589

 

Anyway, attached is Slmod 7.0. and the Slmod 7.0 manual, which I actually completed this time!

 

Be advised, install directions have changed, see the Install Instructions.txt file, or wait for me to update the first post in this thread. Anyway, I got a couple long posts to make now before I'm finally DONE! When that is finally out of the way... I can't wait to try out this DCS game I hear people talking about, I think I used play it a long time ago, but that was so long ago I am not sure anymore.

Slmodv7_0_060.zip

Slmod v7_0 Manual rev0.pdf

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)
Thanks for all your hard work and dedication to the DCS community.

 

Thanks. I wouldn't do it if I didn't get enjoyment out of it. As mission builders, modders, etc. know, there is great satisfaction to be had in building something.

 

Anyway, something hilarious is that I pasted all my Slmod files into a single file recently. 15600 lines... at the default size that I view text (a little over one line per 4mm), I would need a monitor 70 meters (230 feet) tall to display all of Slmod at once LOL

 

Don't worry though, over the course of a few seconds, only a small fraction of that code will have actually run on your server. Added complexity does not mean added computation time, in fact, added complexity can even REDUCE computation time.

 

Anyway, I don't have much more to add before I will be satisfied with the features of Slmod and be ready to move to something else. Basically... I think I can see the end in sight (as far as added features goes- obviously, I will still need to support the code and keep it working in the latest versions of DCS).

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

Awesome work Speed! Just installed the SL mod on STP Server II.

 

Two suggestions: (Interceptor is working on it)

- A function to reload the mission or load a random mission once all clients left the server.

- A editable MotD so I can add the TS3 IP&PW and the Forum URL.

Posted (edited)
Awesome work Speed! Just installed the SL mod on STP Server II.

 

Two suggestions: (Interceptor is working on it)

- A function to reload the mission or load a random mission once all clients left the server.

- A editable MotD so I can add the TS3 IP&PW and the Forum URL.

It's good to hear that Interceptor is back!

 

The first suggestion is the kind of stuff I'm considering for 7.1.

 

The second suggestion is already implemented in 7.0- the MotD is editable. See the custom_MOTD option.

 

I know it says that just the first line is editable of the MOTD, but that is just a simplification. If you just use the newline character, you can have multiple lines.

 

custom_MOTD = "Welcome to STP II!  We like to make long MOTD messages that need multiple lines.\nPlease come visit our Teamspeak at <TS3 ip> port <TS3 port>, password: <password>\nOur forum URL is at <url>."

:P

 

But if you really do need multiple lines (quite likely if you're trying to put both a forum URL and TS3 info, or if you want to state a set of server rules), look at that example. See the "\n" characters?- those start a new line.

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

Awesome work, just installed on the Israeli server.

 

Few questions -

1. Can the MOTD be customized to show only a certain message without the SLmod info? (it's flooding the chat:/)

2. Is it possible to automaticly restart mission after defined time?

3. Stats as a table instead of chat, not sure if it's possible maybe make multiple text windows at the same time in different locations?

 

Still testing it out with the commands and all, but looks great, thanks a lot Speed.

Posted (edited)
Awesome work, just installed on the Israeli server.

 

Few questions -

1. Can the MOTD be customized to show only a certain message without the SLmod info? (it's flooding the chat:/)

2. Is it possible to automaticly restart mission after defined time?

3. Stats as a table instead of chat, not sure if it's possible maybe make multiple text windows at the same time in different locations?

 

Still testing it out with the commands and all, but looks great, thanks a lot Speed.

 

1) No. I've made these observations:

 

a) The overwhelming majority of players are either unaware of Slmod or unaware of the chat commands to use Slmod;

b) The majority of players do not even know how to send a chat message in the first place;

c) The majority of players do not read the briefing;

d) Even those people who were told the chat commands usually forget them- you use something only a handful of times, you're not going to remember it two weeks later!

 

If the Slmod information is removed, then how are players supposed to know how to how to use the stats system, coordinate converter, the admin menu, etc? You can't tell them in the briefing, because they won't read it. The number of commands will increase in future Slmod versions too, so remembering the commands will become even harder as time goes on.

 

Also consider:

The MOTD is only delivered to you when you select a new slot (on a 10 sec cooldown). You will only see the MOTD once per mission unless you need to get a new aircraft and you didn't crash your old aircraft, or you want to change slots. Even then, the MOTD is nominally six lines of chat delivered over 30 seconds that is only sent to you.

 

Considering these things, I think it is important for the Slmod info to be delivered in the MOTD. What I would still like to do, however, is try to reduce the number of lines it takes. I can probably get it down to four, maybe three (but probably not). It was eight lines (and delivered less information) in one of my beta tests... you see, I already attacked the problem of reducing the length once. At only four lines, I could make them delivered much faster, over 20 seconds.

 

2) No- that's the kind of thing coming in Slmod version 7.1. If you want to try installing Servman, first try to get Servman working (it may be completely incompatible now for all I know though, but I'm sure you could tweak it and make it work eventually), then follow the directions I included in the first post for installing Slmod into another Scripts/net/server.lua mod. Anyway, Slmod verison 7.1 should make Servman pretty much superfluous.

 

3) Unfortunately, that's not possible. We only have two options- chat and trigger text. With a very complex system of time stamps, a_out_text_delay_g/trigger.action.outTextForGroup, and individualized message construction, we might get a better trigger text message system, but we run into the problem of Combined Arms players, to whom we cannot send an individual trigger text message as yet.

 

What I could do is allow the output mode of the stats system to be switched to chat as a server option, however, the detailed stats pages are formatted for the trigger text box. Alternatively, I could allow the stats menu to be entirely disabled by the server (but still allow the stats system to run invisibly to allow for data exporting of stats and autokick/autoban), but I'm not sure why you would want to disable the stats menu.

 

Further edit:

I don't mean it to sound like I am putting down the majority of the player base in my reply to 1). For one, after a two month absence, I had trouble remembering some of the Slmod commands, and I programmed them myself! Secondly, as the keystroke for send chat is different depending on what module you are playing (obviously, not a good situation), it's understandable and expected that people don't know how to send a chat message. Before I implemented the "The default keystroke in your module is <>" line to the MOTD, I had to usually hunt myself for the proper keystroke (now I know that it's always either tilde, Tab, or RCNTL-M). Third, I try to avoid reading the briefing myself unless it's absolutely necessary. So if I'm dissing anyone, I'm also dissing myself.

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
Awesome work, just installed on the Israeli server.

 

Few questions -

1. Can the MOTD be customized to show only a certain message without the SLmod info? (it's flooding the chat:/)

2. Is it possible to automaticly restart mission after defined time?

3. Stats as a table instead of chat, not sure if it's possible maybe make multiple text windows at the same time in different locations?

 

Still testing it out with the commands and all, but looks great, thanks a lot Speed.

 

Having looked at the lua code yes number 1) is possible

 

Without #2 we cant use SL mod or any derivitive of it on the VA server as it simply wont work

 

Not really worried about 3

 

Pman

Posted (edited)
Having looked at the lua code yes number 1) is possible

 

Without #2 we cant use SL mod or any derivitive of it on the VA server as it simply wont work

 

Not really worried about 3

 

Pman

 

Yes, you can edit the base Lua code in SlmodMOTD.lua, but is it wise to do so? Probably not. Maybe it's time to "protect" Slmod in Lua byte code? :D But no, just kidding... if you want to remove the Slmod info, I'll just shake my head and sigh. For the most part, I've tried to be completely open to modifying stuff in accordance with user feedback, but on the MOTD providing information on how to use Slmod... I think that's the first time I'll have to say "that's the way it's gonna be, and if you don't like it, then go in and change it yourself." However, you can change my mind, if you can give me a valid reason why it should be changed. I guess also if there is a strong enough negative response, that could change my mind too- in which case, I would still think you're wrong, but I wouldn't have much of a choice in the matter.

 

I do agree that I should shorten it as much as possible, but even at maximum shortness it will probably still be 3 or 4 lines.

 

As far as mission rotation goes- I assume you've got Servman working? Did you have to modify anything in servman_server.lua or was it just main.lua modifications? Do you think it would be worth the time to make one last Slmod/Servman version?

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
Yes, you can edit the base Lua code in SlmodMOTD.lua, but is it wise to do so? Probably not. Maybe it's time to "protect" Slmod in Lua byte code? :D But no, just kidding... if you want to remove the Slmod info, I'll just shake my head and sigh. For the most part, I've tried to be completely open to modifying stuff in accordance with user feedback, but on the MOTD providing information on how to use Slmod... I think that's the first time I'll have to say "that's the way it's gonna be, and if you don't like it, then go in and change it yourself." However, you can change my mind, if you can give me a valid reason why it should be changed. I guess also if there is a strong enough negative response, that could change my mind too- in which case, I would still think you're wrong, but I wouldn't have much of a choice in the matter.

 

I do agree that I should shorten it as much as possible, but even at maximum shortness it will probably still be 3 or 4 lines.

 

As far as mission rotation goes- I assume you've got Servman working? Did you have to modify anything in servman_server.lua or was it just main.lua modifications? Do you think it would be worth the time to make one last Slmod/Servman version?

 

Hi Speed,

 

Yeah we are running a customised version of Servman at the moment, took abit of work but its mainly working how we need it too now, its just a pain having to keep updating it all the time ;)

 

Re the motd, I am not advocating it one way or the other, but anyone that has enough knowledge to deploy and utilise slmod will soon come to realise that it is removable, I dont think if I ran a normal combat server I would remove it mind.

 

For our use if I was to use slmod on it I would remove some of it as things like stat tracking on a strict non combat server is something most of our pilots would not be worried about tbh as aside from flying hours there is nothing to track :p

 

As there is no "objective" in our mission it has to be able to restart on a timer as its pretty much impossible to fly formation at night in a Mustang ;) so for us at least its a necessity, but in general no I dont think another version of Servman is needed now things like motd are in slmod, but as I said we need a mission restart timer for our server to work

 

All the best

 

Pman

Posted

Thanks for the responses.

 

My main reason for changing the MOTD is the number of lines in chat, I would advise all to encourage SLMod advertising as it is an amazing FREE tool given to us, there is no doubt it should get the according credit!

 

My aspect is this, our server mainly runs large scale training missions, clients tend to change airplanes pretty frequently which could make the MOTD message quite annoying, therefore I'm considering shuting it down and adding the SLMod commands list to the costum MOTD i have running with triggers which appears every 30 minutes, if there was a way to decide when the MOTD will be shown then i would gladly keep it working instead of making triggered message for each mission.

 

BTW, regarding the mission restart & also mission rotation, i've just noticed that it is possible to do so with the in game triggers -

ONCE - TIME MORE (required time) - LOAD MISSION (mission name).

I guess that answers all my requirments at the moment untill SLMod 7.1 is out with this option and maybe map rotation? :)

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