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Dr_Cox1911

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Everything posted by Dr_Cox1911

  1. "MovOvenOld" isn´t even in script files shipped with the game. Do you have Necroforge on your Server? If not than you have no luck on spawning this.
  2. To quickly give insight to this: It´s good to loot everything from a container! Depending on how the serversettings are a container must have less than x items present to respawn loot. If you leave all the "useless" items in there the threshold might not be reached and thus nothing will spawn in there.
  3. Guess I will still have to run a RCON session next to my game for quick banning/kicking. So in order to allow for 2 Accounts (one Admin/other staff and one regular play account) I would need to set MaxAccountsPerUser to 2?
  4. To set the accesslevel the player must be online, otherwise it will state it can´t find the player. (Oh, and you don´t need to escape the " with \. At least on my end it works without escaping)
  5. I thought more like the current "save" and "load" functions are working. Every important variable regarding that item is put into a bytebuffer with this functions, so instead of putting them into a bytebuffer put them in a lua table. Or have I misunderstood your post? EDIT: And I don´t mean to populate the ModData on itemcreation, just if the function is called the ModData for this item gets initiliased with the variables.
  6. Function to populate the ModData of an InventoryItem with all the variables from the item and an according function to repopulate all the variables of a newly created InventoryItem with ModData. Why is this needed: Currently the ModData of InventoryItem is empty and you can´t send an InventoryItem object with LuaNet as payload. A populated ModData of an InventoryItem might come in handy in other situations too.
  7. Glad that it worked, but I forgot a "break" in there (no need to iterate over the rest of the array if you already found the mod). I edited the above post to reflect that change.
  8. Haven´t tested it, but something like this might work: local actmods = getActivatedMods(); local MI = false; for i=0, actmods:size(), 1 do if actmods:get(i) == "morefishingitems" then MI=true; break; end end
  9. The problem with this is: constant relogging Many of the admin-stuff can be done while playing the game normally, escpecially something like the new tickets. The other roles are pretty much useless than IMHO, because all of the server staff is pretty much forced to not play the game than and instead sit around until needed or relog every time there is some douche online.
  10. @RobertJohnson is this the same with other access-roles as well?
  11. Yep @Butter Bot, I too noticed this recently. As an admin you won´t get tired either, regardless if godmode/invisibility is on, simply having the admin rights and you won´t be able to play normally with this char.
  12. It´s best to create the serverconfig within the game IMHO. Never had a problem with proper loadingorder or semicolon/colon confusion.
  13. Just curious, but is there a technical reason for this? There is a field and parameter called "DefaultModData", but this is also empty. Will sleep a night on this matter, but I think getting all the variables that have a get-function seems to be the only way Haven´t really checked if all necessary variables have those.
  14. Seems like it doesn´t support sending the converted java object that reflects the inventory item. Currently working on a temporary solution by not sending the actual item, but instead all the info regarding that item. Think this is somehow possible with ModData, just need to find a way to populate the ModData of the item object with all the stats like condition, cooked, ... Sloppy way that I don´t want to do: Checking with "instanceof" which type of item it is and then getting all the info with the "get"-functions and populate the ModData. Downside to this approach: Whenever an item type like food gets a new info I need to alter my mod.
  15. Greetings, kinda stuck with LuaNet and really need your help guys. I want to transfer an inventoryitem (basically a table) with LuaNet, but for some reason it doesn´t send the table as payload, instead I receive an empty table transmitted. So what I want to do in a nutshell: local player = getPlayer(); local inv = player:getInventory(); module.sendPlayer(getPlayer(),"senditem", inv); (Maybe @turbotutone might know what´s going on there)
  16. Had this problem in the IWBUMS 35.25a, will check again when the new build is running on Linux again.
  17. @RobertJohnson Could you take a look at this the dedicated server not starting because of linkage-error lwjgl64. Here is the Bug-Tracker for this problem. With this bug feedback on the VOIP stuff is kinda difficult.
  18. Dr_Cox1911

    Coxis Shop

    Just pushed the new version onto steam and github dev. The changelog:
  19. Dr_Cox1911

    Coxis Shop

    No, I don´t abandon the mod! I mean switching from the automatic moneygain upon zombie death to an actual ingame item you can find on zombie corpses.
  20. Dr_Cox1911

    Coxis Shop

    @justcrow You could redownload the mod from github or this should also work: stop the server remove the mod from the server (servertest.ini) start the server stop the server add the mod to the server (servertest.ini) start the server again I´m currently implementing LuaNet to mitigate the network problems. I also think to ditch the moneygain upon killing zeds, instead introduce an item which can be found on zombies and maybe around the world. Would you guys prefer the ingame item or should it stay "nonexistent"?
  21. Dr_Cox1911

    Coxis Shop

    Nah, the money receiving thing is clearly a bug, the red boxes with the shop not showing up is due to either people pressing the "o" key to early before the settings are received or the ini-file on the server is borked (that´s why it would be great if you could check if the server throws any error on startup).
  22. Dr_Cox1911

    Coxis Shop

    @justcrow Is the shop window working for anybody? Any errors on the server side? If there are no errors on the server than the players are pressing "o" to quickly after joining the server. It takes a short while to receive the settings. Could you check the server for any errors and tell the players with problems to wait a minute after joining before opening the shop?
  23. Dr_Cox1911

    Coxis Shop

    Can´t tell without the console.txt. Did you load the mod "CoxisUtil" as well?
  24. Dr_Cox1911

    Coxis Shop

    Every player starts with 100 money (this value can´t be changed right now, will put this on the todo list for 1.3). After death you will start again with 100 money. All money you earned is lost when the player dies.
  25. Dr_Cox1911

    Coxis Shop

    It is re-initialized upon death (which means: 100)
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