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ThunderDodge

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Everything posted by ThunderDodge

  1. Same Problem. I can connect but many players that are playing on my server, cant connect. We tried it with use-steam-networking 0-1
  2. I want to give some messages to the player like: "Restart in x seconds, Minutes, Hours" That isn't possible with a external script. I would do it external, wjich is pretty easy, but then i don't have the messages. I mean, such a small script, wouldn't do much to server performance. Some other solution would be, you have set restarting times, like 3am, 6am, 12am, 2pm, 4pm.... But i want to make it lua side, just because i always did that on my modification's in modable games.
  3. Hey, i would like to know why 'deferredCallback' does not work on serverside stuff ( "server.lua" ). I'd like to add my autorestart script, wich initializes, but 'deferredCallback' returns always '0'. The Script just works fine, when i attach it to a Player() or Entity(). I already thought about a Object in the world, wich i can attach script to, that makes some serverside calculations. But thats not a smart solution. Does anyone know how to do it on the right way? I came up with some suggestion's for the Scripting-API: [serverside - Server functions] Galaxy():getSectos() --returns table with all sectors [posX,posY,Seed] Galaxy():getSector( seed or pos ) -- returns a specified Sector, to attach scripts to it. Server():think() -- executes every x seconds ( depends on server tickrate ) Server():getUserGroup( player ) -- returns the name of the player's user group ( Moderator, Administrator... ) Server():userGroupInfo( name ) -- returns table of privileges of the user group ( commands and stuff ) Server():getPlayerPing( player ) -- returns the ping of the given player [Player functions] Player():ping() - get the players ping [Entity functions] Entity():setPos( x, y, z ) Entity():getPos() -- Returns Vector or table with coordinates Entity():moveToSector( sector info (coordinates) ) -- Moves the entity in a different sector, that already exists Enity():setAngles( Angle vector ) Entity():getAngles() -- gets the angles of the entity If im wrong with something, please tell me. Thanks
  4. Hey JoJoxX, try to open this port range in your firewall: 27000-27003 TCP/UDP Then start your server with following script ( server.bat ): bin\AvorionServer.exe --galaxy-name MyGalaxy --server-name MyServer --admin you --port 27000 --max-players 10 --public 1 --use-steam-networking 1 pause If this don't work, feel free to contact me.
  5. @Kane type: /run Entity():addScript("lib/entitydbg.lua") in chat. ( only works with moderator rights )
  6. I dont want to share some of my scripts with publicity, it would be better the server sends the files to the client, wich is currently connecting. Scripts then lay in your memory ready for use.
  7. Another idea is, that you can request a portable shipyard from a fraction. It takes some time until in warps right next to you ( 1 minute ). You can now edit your Ship without finding a repair -/ shiptyard. You cant request a portable ship, when you're in a fight or recently were in one. This would bring us a little more reality to the game. But you can still go find a stationary yard -/ repair dock, wich is still less expensive than the portable ones. ( partable station = the current edit system price's ) Another thing: If you have a clan-base you can recruit portable repair station's or yards, or even build your own repair station's in your base. The Suggested feature: I mean, lets assume you're in a fight and cant back to a repair-dock to repair yourself. How would you repair yourself then? The Block's wont just go back in place after some time, that would be unrealstic and i wouldn't like it. ( like in Robocraft ) So what do you think about my suggestion?
  8. Thank you for this helpful post! Thats all i need to know.
  9. Sorry i missposted... http://www.avorion.net/forum/index.php?topic=797.msg3635#msg3635
  10. Yeah, i'd like to mod too. But i cant get my files getting loaded, or i dont know how to call my function in the file. its something with "invokeClientFunction( Player( index ), "myFunction, myargs )". Let's assume i have my file in: data/scripts/player Script: if onServer() then return end package.path = package.path .. ";data/scripts/player/?.lua" --require ("randomext") --require ("utility") --require ("stringutility") function writeText() displayChatMessage("You just ran ur script! YAY", "Script", 0) end Now i tried running my script with following entry in the chatbox: /run invokeClientFunction( Player( 1 ), "writeText" ) returns = nothing Final questions ( i want to start scripting... ): How to we run Files -/ Function's Can one file be shared. So it be Client & Server at same? When we want to use other files function, do we need to "require" it? - My suggestions ( if possible ) - We have Server, Client & a Shared folder. Each file in this get auto-detected and imported to the game to his group ( Server, Client or Shared ). Lua scripts should get Autorefreshed. ( much easier to develop then ) We can create global function just by defining them with "local" or nothing for global ( local function blah() ), so we can call it from each file we want without 'package.path = package.path .. ";data/scripts/player/?.lua" '. Or is it already possible??? I really dont get into this scripting logic for the game. I've already scripted for some games, but this is something new to me. #### Another guy who asked almost the same #### http://www.avorion.net/forum/index.php/topic,777.0.html
  11. Yep, i put it on my dedicated server. No, the guys dont have the script -/ mod installed. So, client lua files don't get synced with the client? >:(
  12. We just running our server with +13 players. It's stable atm, but when you have 2 pirate wars at different sectors, things getting laggy.
  13. Tried to install it on my Server, people cant the the interaction.
  14. did you set steam-networking to 0? We experience lags when we have wars against pirates. ~12 Players.
  15. We getting this error with 6 players too. How do i get a server console via Windows? Does anyone know?
  16. Linux ( currently running on ) : Intel Core i7-2600 HDD2x HDD 1,5 TB SATA HDD1x SSD 240 GB SATA RAM2x RAM 8192 MB DDR 1Gig Network We wil move to: Intel Xeon E5-1650V2 HDD2x HDD 2,0 TB SATA Enterprise RAM8x RAM 16384 MB DDR3 ECC reg. 1Gig Network Logs will come
  17. I have a big server with ~ 26 Players and sometimes the server says in console: Warning can't keep up. skipping 6-300 frames then the server begins to lag and crash after a time. Please fix this. I dont know what causes the problem. It seems to occur, when many players travel to further sectors.
  18. Hey guys, we are "Imperial-Galaxy's" alias ( Gmod - Immortal-Gaming ), and we're happy to announce, that our server has just got online. We looking forward to present you very special custom scripts & mods as soon the game allow -/ is "really" ready for it. The Game itself if a very stable product, and we really enjoy it, but we like to share massive MP gameplay with you guys. ---- What we are planning ---- ( All these things are up to the possibilities of the game ) Clan-System ( if there's a GUI lib ) Clan Wars - Sector takeover PVP System Metheor Storms ( if possible - scriptable ) Environment System - Money, paychecks and stuff Job System - ( Galaxy Police and more... ) EXP System Noob Protect system Teleportation for claimed sectors and much more... But also we will set up a Forum for you guys very soon. IG will host 2 types of servers: DE & EU For now we will make a international server, because there ain't much people playing this game yet. ---- Server Details ---- Connect-IP: 5.9.24.237 Name: Imperial-Galaxy's https://discord.gg/UEZjxJV If you have any suggestion for the server, don't hesitate to let us know. We're awaiting you guys, and have fun playing on our server :)
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