StompyNZ Posted December 27, 2016 Share Posted December 27, 2016 Version 4.0.1 for 7d2d A18 For the precompiled binary: Bad Company Manager - Version 4.0.1 for 7d2d A18 Please report issues, bugs, and feature requests here. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 27, 2016 Author Share Posted December 27, 2016 Current BCM Commands bc-admins => (BCM) Admins - Provides information on admins, bans, whitelist, and other admin details bc-assets => (BCM) Assets - Provides info on game resources and assets bc-block, block => (BCM) World Blocks - Insert, report on, and swap blocks within the area bc-blockrpc, blockrpc => (BCM) World Blocks - Similar to World Blocks but using RPC (remote procedure call) instead of chunk reloading to update the clients, single block only bc-chatcolor => (BCM) ChatColor - Change the chat color for a player bc-chatmax => (BCM) Max Chat Length - Limits the length of text that can be sent to the chat output bc-chatprefix, bc-prefix => (BCM) Hide Chat Commands Prefix - Hide chat commands that start with the given prefix bc-chunks, bc-cc => (BCM) Active Chunks - Information about the chunks loaded by the server bc-co => (BCM) Chunk Observer - Command for controlling dynamic chunk observers and loading chunk areas bc-debuff => (BCM) Remove Buffs From Entities - Removes a buff from an entity or type of entity bc-debuffplayer => (BCM) Remove Buffs From Players - Removes a buff from an online player bc-entities, bc-le => (BCM) Entities - Provides information about all entities in the game bc-events, bc-config => (BCM) Events - Edit event system configuration and report settings and data bc-export, export => (BCM) Export - Creates a tts prefab file of the defined location bc-geb, buffentity => (BCM) Give Buffs to Entities - Buffs the entity or type of entity with the given buff bc-getspawn => (BCM) Get Spawn - Gets a valid spawn point at the given x,z. Also loads the chunk bc-give => (BCM) Give Items to Players - Gives the targeted player items into inventory bc-givequest => (BCM) Give Quests To Players - Grants the remote player(s) the given quest bc-go => (BCM) Game Objects - Provides detailed information about the game objects such as blocks, items and recipes bc-gpb, buffplayer => (BCM) Give Buffs to Players - Buffs the remote player with the given buff bc-gs => (BCM) Players Gamestages - Alias for BCPlayers bc-help => (BCM) BCHelp - Provides a list of all active BCM commands, and info about /options bc-id => (BCM) Players Ids - Alias for BCPlayers bc-import, import => (BCM) Import - Loads a prefab from disk into the world, and activates sleeper spawns bc-loc, loc => (BCM) Location - Gets your current position and stores it in cache for use in other commands bc-lp => (BCM) Players - Provides extensive information about all players bc-manager => (BCM) Horde Spawners - Gets information about the spawn manager system such as active spawns and spawncounts bc-mute => (BCM) Mute Players - Mutes or unmutes a player in global chat bc-party => (BCM) Parties - Information about the player parties on the server bc-pdf => (BCM) Player Files - Player data file information, such as steamid, last online, last write. bc-playername, bc-pn => (BCM) PlayerName - Provides options to override names or append a prefix to a group of players bc-pos, bc-lppos => (BCM) Players Positions - Alias for BCPlayers bc-prefab => (BCM) Prefab - Edit existing prefabs on the server bc-protect, protect => (BCM) Protect - Add or remove trader protection to an area bc-remove => (BCM) Remove - Removes the selected entities from the game by unloading them bc-removequest => (BCM) Remove Quests From Players - Removes an in progress quest from the player bc-setskill, setskill => (BCM) Set Skills On Players - Allows you to directly set skill levels on a player while they are online bc-sleeper => (BCM) Sleeper - Display and manipulate the sleeper volumes in prefabs bc-spawn => (BCM) Spawn - Spawns entities with definable targets and groups/classes and horde counts bc-task => (BCM) Task - Reports running subthread tasks bc-teleport, bc-move, move => (BCM) Teleport - Move target entity etc to a new location bc-test => (BCM) Test - Catchall command for testing new features bc-tile, tile => (BCM) Tile Entity - Perform actions on the tile entities (loot containers and doors) in the area bc-time => (BCM) Time - Provides server time, ticks, fps, clients, entities bc-trash => (BCM) Mem Trash - Runs Garbage Collection to try and free up Memory on the server bc-undo => (BCM) Undo - Reverts the previous world editing command bc-unlockall => (BCM) Unlock All - An alias for 'tile access' bc-version => (BCM) Versions - Information about the mods installed on the server bc-visitregion, visit => (BCM) Visit Region - Visits the region(s) given and reveals the map Link to comment Share on other sites More sharing options...
StompyNZ Posted December 28, 2016 Author Share Posted December 28, 2016 Testing Status for commands in A17 bc-admins - working bc-assets - working bc-block - untested bc-blockrpc - untested bc-chatcolor - working bc-chatmax - working bc-chatprefix - working bc-chunks - working bc-co - working bc-debuff - untested bc-debuffplayer - untested bc-entities - working - entityId, type, and position only bc-events - disabled bc-export - untested bc-geb - untested bc-getspawn - untested bc-give - working bc-givequest - working bc-go - working - mostly. Some types are still disabled bc-gpb - untested bc-gs - working bc-help - working bc-id - untested bc-import - partial tested, may not work for importing sleepers and block translations bc-loc - working bc-lp - working - skills and buffs not working bc-manager - untested bc-mute - working bc-party - working bc-playername - working bc-pdf - working bc-pos - working bc-prefab - working bc-remove - working bc-removequest - untested bc-setskill - untested, probably broken bc-sleeper - broken bc-spawn - working bc-task - working bc-teleport - working - doesnt appear to work on vehicles atm bc-tile - untested bc-time - working bc-trash - untested bc-undo - untested bc-unlockall - working bc-version - working bc-visitregion - working Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 .... Link to comment Share on other sites More sharing options...
Guppycur Posted December 31, 2016 Share Posted December 31, 2016 Awesome blossom. Link to comment Share on other sites More sharing options...
BeatKidz Posted December 31, 2016 Share Posted December 31, 2016 Great work. I wrote a command that has been EXTREMLY helpful for server admin work. Its just a simple "Who owns this" command for secure doors and chests So i can easily figure out who's chest i'm in. I took a look at coppies unlockall command to figure out the basics. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 Great work. I wrote a command that has been EXTREMLY helpful for server admin work. Its just a simple "Who owns this" command for secure doors and chests So i can easily figure out who's chest i'm in. I took a look at coppies unlockall command to figure out the basics. Yeah between Allocs, Coppis, and Server tools there are some nice examples of how to do a lot of things. Other bits took a fair bit of trail and error to see what worked. Finding the right place for different stats etc was a mission, bit I have most of it sorted now. I'm in the process of breaking it down into seperate model files for each bit so its modular and I can grab the bits I need for each command without having to duplicate code. The first useful command I'll be looking at after the purely infomational commands is a quest updated tracker (for Guppy). It will provide a list of quest changes over time, and can pop a log/console message out when changes are spotted. I'm thinking of having a heartbeat ticker that runs in the background and triggers the checks periodically for events that are tied to it. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 2, 2017 Author Share Posted January 2, 2017 Updated with new version and mod rename. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 2, 2017 Author Share Posted January 2, 2017 Mostly finished a new component (uploaded to source) that adds a timer that allows actions to be performed at set intervals. The system has a Heartbeat object that has a pulse and configurable beats per minute (new System.xml file in config) The system also has Synapses and Neurons. The Synapse defines 1 or more Neurons that will be fired at set intervals. Currently, the synapses can be adjusted in the config for enabled/disabled, and how many beats between each firing. I will be adjusting the code a bit so that which neurons are attached to a synapse is configurable as well. The default heartbeat is 60 bpm, and the first synapse I'm working on is the quest monitor for GuppyCur that pops a message into the log when a players quest list changes. The Neurons will require some c# coding, however, some of them will be able to make use of config files, such as the spawning ones. This is the basis of the system I will be using to create the dynamic spawning system that allows the default spawning system to be entirely replaced. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 3, 2017 Author Share Posted January 3, 2017 Mostly have the quest monitor working, but something isnt quite right when used on a fresh presistent data container, so will need to keep working on it. For a break I have made a command to return a list of all prefabs from the hub cell data in a single cell, or all cells, or filters by text. The version that searches the full list is very HDD intensive so takes about 15 seconds to run on my local machine, but since the data is static i will add a saved file that contains the data to reduce the subsequent lookups. https://docs.google.com/spreadsheets/d/1nqiw2A9Y2da5rYQlKDNMTwaAWT-xVChy2QsH2mROX1U/edit#gid=13099823 is a google doc with some examples of the data it gives you. ListHubCellData.cs is the code for anyone that is interested. I will make a new release with a compiled dll in a day or two once I get my questmonitor command working correctly. Link to comment Share on other sites More sharing options...
Guppycur Posted January 3, 2017 Share Posted January 3, 2017 What's up with those y coordinates. That's odd. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 3, 2017 Author Share Posted January 3, 2017 What's up with those y coordinates. That's odd. I'm clamping the height to make a flat world for prefab building <module name="clampOutput" type="ClampOutput"> <property name="sourceModule" value="scaleBiasOutput"/> <property name="bounds" value="1,1"/> <!-- <property name="bounds" value="-28,190"/>--> </module> If you look at the vanilla tab is has a lot more variation in the y co-ord Link to comment Share on other sites More sharing options...
StompyNZ Posted January 5, 2017 Author Share Posted January 5, 2017 Lot of changes uploaded to source. I'll tidy up a few things and Finish the List Game Objects commands and add a param to filter results and do the 1.1.0 release with a dll tomorrow. Managed get a memory efficient cache working for the hub cell data results, so only the first use after a server reboot will be slow, after that its less than 1 second even ruturning the entire 6000+ prefab list. I've unified most of the commands and added /options for affecting the output such as /log /chat /csv /nl /color /worldpos /csvpos and a few command specific ones (like /current for the hub cell data command) doing bc-lhcd /nl /chat isnt advised Link to comment Share on other sites More sharing options...
Guppycur Posted January 5, 2017 Share Posted January 5, 2017 Geesh... Link to comment Share on other sites More sharing options...
StompyNZ Posted January 5, 2017 Author Share Posted January 5, 2017 I think it might even be possible to add dynamic changes to various game objects then call the save method and save the xml back out to the server xml's. This has some real potential. I'm going to be playing with randomly generated archetypes and entities today to see whats possible there too. Link to comment Share on other sites More sharing options...
Guppycur Posted January 5, 2017 Share Posted January 5, 2017 Real Potential? That would be a literal game changer. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 7, 2017 Author Share Posted January 7, 2017 Updated to Release 1.2.0 - Download via first page for the zip Lots of stuff added. Main additions are: List Players - many variants to list the individual components returned by ListPlayersExtensive List game objects - commands to display the lists / details of the various game objects such as blocks/items, loot, entities, spawning, biomes, etc (not all commands have been finished, they all have the full list commands, some have the individual items and /details components) Added /options to allow for adding various addition options to commands, such as /log /chat /online /offline /color=FFFFFF, see the bc-help command for common options and individual help commands for specific options Added default options settings in the Commands.xml file which can be overridden on the command line Added a give/remove quest to/from player commands, so that you can change players quests remotely. Added a Heartbeat/Synapse/Neuron system that will allow for configurable functions that operate on a heartbeat timer. The first Synapse implemented is the Quest Monitor. It will send text to the log when a players quest list changes with the changed quest and its new status. If the logs have errors about the persistent data file from the v1.0.0 version then you will need to remove it (in the saves folder, BCMPersistentData.bin) Link to comment Share on other sites More sharing options...
Guppycur Posted January 7, 2017 Share Posted January 7, 2017 What's the heartbeat timer set to? Link to comment Share on other sites More sharing options...
StompyNZ Posted January 7, 2017 Author Share Posted January 7, 2017 What's the heartbeat timer set to? 60 BPM by default. It can be changed in the config System.xml Each Synapse has a setting for how often it fires as well, quest monitor is set to every 15 beats <?xml version="1.0" encoding="UTF-8" ?> <System> <Heartbeat isalive="true"/> <BPM rate="60"/> <Synapse name="questmonitor" enabled="true" beats="15"/> </System> Link to comment Share on other sites More sharing options...
Guppycur Posted January 7, 2017 Share Posted January 7, 2017 See the new vid? Block to entity. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 7, 2017 Author Share Posted January 7, 2017 See the new vid? Block to entity. Haven't really been keeping up with the vids, but I can guess how that could be done. Could probably do it with my mod but if they already have something in the works for it I will focus on other things for now Link to comment Share on other sites More sharing options...
StompyNZ Posted January 8, 2017 Author Share Posted January 8, 2017 A little demo of the Buff Entity Command [video=youtube_share;h0eDv8JIerw] Sorry about the long pauses, I really should work out why it does that and get it fixed ... probably doesnt help runnign a dedi, and having visual studio and a bunch of other stuff all running on the same machine Link to comment Share on other sites More sharing options...
Guppycur Posted January 9, 2017 Share Posted January 9, 2017 Do any of your commands give you the ability to determine which prefab you're standing closest to? ...let me back up. The ability to fix a prefab, by standing near it and getting that particular prefabs ID to spawn it in, would be cool. It's a lot of pieces though... getting the list of prefabs (done). Getting the coordinates of the one you're next to (can be done). Reimporting it (can be done). I'm sure I'm missing some pieces though, but it'd be nice to "fix" certain areas more easily. Link to comment Share on other sites More sharing options...
Gareee Posted January 9, 2017 Share Posted January 9, 2017 I'm wondering if your new spawning system will still work once the put the sleeper system in place. it sounds like they are replacing many wandering zombies with static ones that aren't trigger until you create an event in proximity to them. They might be making major hard coded changes to achieve the change. Link to comment Share on other sites More sharing options...
TSBX Posted January 9, 2017 Share Posted January 9, 2017 See the new vid? Block to entity. You talking about the resurrection zombie? If not, please elaborate. Link to comment Share on other sites More sharing options...
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