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SylenThunder

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Everything posted by SylenThunder

  1. Straight answer..... Here's what I get from my console. >webpermission list Defined web function permissions: Level: Web function 2000: web.map 0: webapi.getlandclaims 0: webapi.getplayersonline 0: webapi.getplayerslocation 0: webapi.getplayersinventory 1000: webapi.getstats Alloc, the wiki page could really use a lot more detail.
  2. Hey, no problem. Glad you figured it out. =)
  3. Could you post the server log? The image you posted previously is barely legible, and the log will tell us if there's anything going wrong, along with your settings.
  4. If you're using 8080 for console, and 8081 for telnet, your map is on 8082. It's always going to be console +2.
  5. Those commands don't work on dedicated servers I'm running the Linux dedi with two RandomGen MP servers and giveself works fine as long as you set the permissions for it. I haven't tried the weather yet, mainly because there hasn't been a need to. We get quite a bit of it. Must have the following in your admins.xml <permission cmd="giveself" permission_level="1" /> <permission cmd="giveselfxp" permission_level="1" /> Then your admins and mods can use the command.
  6. It's taking forever to load the chunks again, or something similar. Every time I set coords, they end up falling forever and having to use the teleport twice. Either that or I set up a landing pad of Hay and raise the teleport point by 20-30 meters. It's causing an issue with the /home command from the server manager as well, although that seems to be double-edged. There's the issue loading the chunks, and when using /sethome, it's like it sets the altitude 2-4m below where you actually are. Also, at the quote of me saying "Does this mean it's possible? " was in response to you saying that 64-bit isn't "supported" on the Linux dedi. I was asking if it was possible to use 64-bit even if it's not technically supported. I might be interested in poking around with that if it is.
  7. He's stated recently that this is "a spare time project". It's not something he gets paid to maintain. The update will come when it comes. Until then, either stay on 11.2, or run without the mod.
  8. I downloaded the initial link, and was going through the code to make changes when I noticed this.... <recipe name="Ammunition Nation II Book" count="1" scrapable="False" craft_time="60" craft_exp_gain="2" learn_exp_gain="20" > <ingredient name="paper" count="100" grid="0, 0" /> <ingredient name="5.45x39mm_Bullet" count="1" grid="-2, -2" /> <ingredient name="5.56x45mm_NATO" count="1" grid="-1, -2" /> <ingredient name="5.7x28ذ¼ذ¼_Bullet" count="1" grid="0, -2" /> <ingredient name="7.62x51mm_NATO" count="1" grid="1, -2" /> <ingredient name="7.62x39mm_Bullet" count="1" grid="2, -2" /> <ingredient name="8.6أ—70mm_Bullet" count="1" grid="-2, -1" /> <ingredient name="bulletTipMold" count="1" grid="-1, -1" /> <ingredient name="bulletCasingMold" count="1" grid="0, -1" /> </recipe> I'm assuming that the code got corrupted while downloading or extracting, but that means I have to manually go through the rest of it to check it. From what I can see, I believe it should look like this.... <recipe name="Ammunition Nation II Book" count="1" scrapable="False" craft_time="60" craft_exp_gain="2" learn_exp_gain="20" > <ingredient name="paper" count="100" grid="0, 0" /> <ingredient name="5.45x39mm_Bullet" count="1" grid="-2, -2" /> <ingredient name="5.56x45mm_NATO" count="1" grid="-1, -2" /> <ingredient name="5.7x28mm_Bullet" count="1" grid="0, -2" /> <ingredient name="7.62x51mm_NATO" count="1" grid="1, -2" /> <ingredient name="7.62x39mm_Bullet" count="1" grid="2, -2" /> <ingredient name="8.6x70mm_Bullet" count="1" grid="-2, -1" /> <ingredient name="bulletTipMold" count="1" grid="-1, -1" /> <ingredient name="bulletCasingMold" count="1" grid="0, -1" /> </recipe> Can you verify this is true before I go tinkering around with the rest of it? Thanks.
  9. haha thanks. I keep all these threads open all the time and just grabbed the wrong tab I guess. LOL
  10. Just FYI, I ran updatescripts and it does exactly what I expect, and tells me I need to update the engine to build 576370. Unfortunately, when I run updateengine, it shows "Engine is already at the newest build (local:480993, remote: 1)." Going to try manually downloading it from Steam now.
  11. Yes it works, no it doesn't change your map. You may want to run the mapping script with no one on the server if you plan to use that feature though.
  12. I was thinking it looked vaguely like java code. I did say I was a noob Looked kinda like java, and the file is .js.... That worked flawlessley! Thanks. Looking at it though, I think I'll set the timer to 120000 for now. My server has the resources to spare for now, but if someone is looking at the map remotely, I don't want to flood my outbound connection too much.
  13. Ok, I am certain I posted this yesterday or the day before, but it's gone now, and the post isn't even showing in my history. >.< Is there a way to have the mapping site tool perform a "reload tiles" at a set interval? I poked around a bit, but I only know the very basics of java and this is way out of my reach. I just want to have it auto-reload the tiles without completely refreshing the web page. A coded interval would be nice, and it seems like it should be relatively simple to create the function, I just can't figure out the code.
  14. Any idea why sometimes the map tool works fine, while other times it won't actually show who's online or update their location? It will generate the mapped area just fine though. Typically resetting the server resolves it, but sometimes it just seems to be hit or miss. I'm running your dedi build on Linux and use Chrome as my main browser. Seems to happen in IE just the same though.
  15. I haven't tested this, but..... Assuming they aren't using "god" mode, theoretically, it should plant them at ground level at those coordinates. I haven't actually tried it though, and not sure if the system would recognize using it with only two coordinates given. Best thing is to just go to said location and use LP to see your coords.
  16. Yeah, only connections at the time were myself and one other player on the local LAN. I didn't see any other IP's checking it, but I'll look at that if it happens again. Seems to be a bit less the last couple of days, but we've been building more than exploring also. Also, glad to see that you have an update for 10.2 out already. Will be updating shortly
  17. Yeah, even manually via telnet it wasn't actioning. Re-installed the dll files and rebooted the machine. Now it's working fine. Was really odd though. Another question, after a long period of the server being up, it seems like the web map gets really slow. Overall RAM and CPU usage are fine on the PC. Is there anything I can do to prevent that from happening? Currently I'm auto-restarting the server nightly with the manager software, but if we do a lot of exploring it can really bog the page down for some reason.
  18. Since I updated to 10.1 and got the latest patch for these server fixes, the teleport functions either doesn't work, or is taking forever to work. I'm also using the Server Manager by FrontRunnerTek with the slash commands. So if I use /home it takes me to the set coordinates. It was fine with a10, but on a10.1 it's just not functioning for me. Gets a bit annoying to try it, then give up and go somewhere else, only to suddenly be teleported home 5 minutes later. I tried creating another one, which took a few minutes, and then threw me into a big blue nothingness and killed me. Since my bag spawned at the coords I was trying to get to, it's at least partially right, but I'm assuming it put me nowhere near the height I had put into it.
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