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#1
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Quote:
I set the LOG on in my console.cmd file and LOGTIME on too before the mission starts console LOG on console LOGTIME on missLoad *.mis battle start This creates a log.txt file with times where you put the missions. |
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#2
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Nope timeout doesn't work as I hoped, I am assuming it gives a pause between commands in console.cmd
format is timeout <timeout in ms> <command name> [<params>] Typing in the dos box timeout 60.000 missLoad mission.miss Gives an error Command not found: missload mission.miss after 60 seconds, so the timeout is working with direct entry. using the following in console.cmd file missLoad 128Bobv1_3.mis battle start timeout 60.000 chat Mission changes in 1 minute ALL timeout 60.000 battle stop missLoad 128Bob.mis battle start Results in everything executing but no timeouts so it executes one line straight after the other. Frustrating or what, but then I am no IT programmer. |
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#3
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Hang fire until next patch this weekend, more info about server contained with it.
Anyway, In old versions there is no decimal in the timer number, just ms(miliseconds) Also you are better to drive files with the mission load parameters within it, then another timer to open next file. If you get clever you could possibly index through a list. For whats its worth, its not worth getting to hung up on it, Wildwillie is very capable of whipping up a nice little java server app, what he needs is data though from server operation logs. To be ideal though logs need documentation, ie players do a set sequence of stuff. bit painful, however important as tying the event with what actually happens allows correct programming of server controller. |
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#4
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Yeah, I know smokey, but I like to fiddle and get things working
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#5
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timeout 7200.00 f server.cmd does work I have 2 cmd's that keep loading each other right now ( 2 maps) will make it five later
__________________
Gigabyte Z68 Intel 2500K (@4.3 ghz)212 CM Cooler 8GB Ram EVGA 660SC (super clocked) 2GB Vram CORSAIR CMPSU-750TX 750W 64 GB SSD SATA II HD WIN7 UL 64BIT |
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#6
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How are you getting the mission to end/destroy before moving on to the next one. The battle stop command only, well, stops the battle. For instance, it will error out unless you destroy the mission if you have AI in it.
For instance IL246 uses (example) Quote:
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#7
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Yep, figured that too, now the next problem is when you start the next mission after using the battle stop command it gives errors of NOT Destroyed actor: then when the new mission starts a few AI are killed.
Each of these are in cmd files console LOG on console LOGTIME on f mission1.cmd missLoad 128Bobv1_5a.mis battle start timeout 420.000 f stop2.cmd battle stop timeout 10.000 f mission2.cmd missLoad volcanic.mis battle start timeout 420.000 f stop1.cmd ...and so on calling separate files, I put the battle stop delay in to see if it destroyed the previous mission but it didn't. So I get..... [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actor: moqyW86qCGd0YltMOFi.fZCsxE6e8lPaI0tc2cJ [14:10:00] NOT Destroyed actors = 19 and on start up of the next mission Server: Pilot G.50 () (AI) was killed. [14:10:05] Server: AI in a G.50 () collided with terrain. [14:10:05] Server: Pilot G.50 () (AI) was killed. [14:10:05] Server: AI in a G.50 () crashed. [14:10:08] Server: Pilot Hurricane (DH 5-20) () (AI) was killed. [14:10:08] Server: AI in a Hurricane (DH 5-20) () is no more. [14:10:10] Server: Pilot Hurricane (DH 5-20) () (AI) was killed. [14:10:10] Server: Hurricane (DH 5-20) () (AI) crashed. |
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#8
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one thing i am sure of is there will NO running a dedicated server off XP SP3 (used for testing) because i am getting to many errors that i dont when using win7
The server started rotating maps every 5 minutes instead of 2 hours the "actors: not being destroyed explains why when i spawned a one of the bases there was an AA gun shooting his mates and then me ...lol...leftover from the map before I cant believe that with all the functionality of the original IL2 dedicated server that they could put out a new MP server that is soooo ...neutered! S! p.s i have not yet found a way to get rid of the "actors"
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Gigabyte Z68 Intel 2500K (@4.3 ghz)212 CM Cooler 8GB Ram EVGA 660SC (super clocked) 2GB Vram CORSAIR CMPSU-750TX 750W 64 GB SSD SATA II HD WIN7 UL 64BIT |
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#9
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Quote:
http://forum.1cpublishing.eu/showthread.php?t=21518 Probably you should load a mission with a script destroying all bots to clear the server of bots (or restart the server). Just guessing )) Maybe people with C++ knowledge can answer how to create such a script based on the info in that topic. |
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