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FG28_Kodiak 10-07-2011 03:24 PM

Not at the moment but its no problem to integrate this. :rolleyes:

"Achieve air superiority and attack ground targets in C5, D4 and E3!"
in german
"Luftüberlegenheit erringen und Bodenziele in C5, D4 und E3 angreifen!"

FG28_Kodiak 10-07-2011 03:53 PM

So integrated:

latest version:
http://forum.1cpublishing.eu/showpos...8&postcount=41

first argument is from type Player, for this example i use the player from OnPlaceEnter(...), so the player sees Hallo if he is german and a english "Hello" he is not.

sendScreenMessageTo(player, "de", "Hallo", null);
sendChatMessageTo(player, "de", "Hallo", null);

sendScreenMessageTo(player, new string[] {"de"}, "Hello", null);
sendChatMessageTo(player, new string[] { "de" }, "Hello", null);

Ataros 10-07-2011 05:38 PM

Sounds like magic! :) Thank you!

Ataros 10-11-2011 06:12 PM

2 Attachment(s)
Hi, Kodiak!
I am facing some issues integrating your message system into my Steppe mission. We plan to put the mission up on R2 or R3 (Repkas) after the official patch is out an I hope you can help me to get it working. I am obviously making something wrong but can not get through it for 3 days already due to lack of basic knowledge.

I divided all the script into #region-s and commented the regions in which messages are available. I described the parts which are not working in comments. Please let me know if it is comfortable for you or you want me to paste the list of issues and parts of the script here on the forum.

In general the issue is that script works on a hosted server which I start ingame (and no one connected). So it sends messages to me as a host. But the script does not work on a dedicated server when I connect to it. The "NET settings" message creates so many errors that a game freezes and some lines of code are skipped like current109s++ in not calculated.

I attach also a server log with errors I get.
Thanks in advance for any advice.

FG28_Kodiak 10-11-2011 06:44 PM

Seems the problem is the
Timeout(12, () =>
may be the player is no longer valid after 12 sec, can you test it without the timeout or a shorter one?

Ataros 10-11-2011 06:50 PM

Quote:

Originally Posted by FG28_Kodiak (Post 347855)
Seems the problem is the
Timeout(12, () =>
may be the player is no longer valid after 12 sec, can you test it without the timeout or a shorter one?

Thank you I will check it tomorrow. Now servers are busy.

I am still sitting and waiting in my aircraft after 12 seconds, so both a player and an aircraft exist. Why can he be invalid?

PS. Sorry, maybe I did not explain it in detail.

Timeout(12, () => is related to
Code:

                                msgTooManyAircraft(player);
                                showTestMsg(player);

which works fine.

Code:

        Timeout(20, () =>
        {
            msgCurrentObjectives(player);            // current objectives
        });

also works.

The part which does not work is
Code:

        //// NET settings msg - do not work on dedicated server, works on hosted server for host at least
        //// prevents several lines of code from execution, e.g. current109s++ does not work

        //sendScreenMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes.", null);
        //sendScreenMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера.", null);
        //Timeout(7, () => // 2nd part
        //{
        //    sendScreenMessageTo(player, new string[] { "ru" }, "Please report on 1C Clifs of Dover forums if this helps reducing lag.", null);
        //    sendScreenMessageTo(player, "ru", "Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null);
        //});
        //sendChatMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes. Please report on 1C forums if this helps reducing lag.", null);
        //sendChatMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера. Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null);

Gives many errors if enabled.

And the complete code of OnTickGame sends messages only offline or on a hosted server to the host. Does not send messages to remote player on a dedicated server.

FG28_Kodiak 10-11-2011 07:14 PM

At the moment its only a possibility.

You get a "Object reference not set to an instance of an object" Error. Thats means the script would use a object wich is null, but at the moment i dont see why the player should be null at the moment OnPlaceEnter is active, so may be its null after 12 sec. At time i dont trust the memory management of a dedicated server ;)

Ataros 10-11-2011 07:19 PM

Edited the previous post a bit. The messages sent after 12 seconds are delivered.

FG28_Kodiak 10-12-2011 07:22 AM

GamePlay.gpRemotePlayers().Length <= 0 should be the bug (to silly btw) GamePlay.gpRemotePlayers().Length > 0 is the correct version.
Next time i should test my code on Multiplayer conditions before give it to the public. Shame on me.

latest version:
http://forum.1cpublishing.eu/showpos...8&postcount=41

Ataros 10-12-2011 07:47 AM

Thank you very much! You know mistakes are a pathway to future success.

So, the "NET message" in OnPlaceEnter will also work I hope. Will try it tonight hopefully.


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