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dwarfmaster1974

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Posts posted by dwarfmaster1974

  1. 7 minutes ago, Deadsimon said:

    is there any documentation on this webapi, as i cant seem to find much about it that isnt CSM or catalyst.

    Hi @Deadsimon,

     

    I also searched for any docs, but I haven't found a full one. So I tried a little around and wrote it down in this thread/post:

    Maybe this can help you.

  2. Howdy @Robcat DeGaul,

     

    thank you for your input.

     

    Regarding the color, the solution is quite simple. In the file `/Config/XUi/windows.xml` you will find the following 2 lines:

    <text_outline depth="1" x="49" y="-49" distance="2" size="50,50" text_color="255,255,255" shadow_color="0,0,0" text="●" font_size="3"/>
    <text_outline depth="1" x="30" y="-33" distance="2" size="50,50" text_color="255,255,255" shadow_color="0,0,0" text="○" font_size="40"/>


    The first line is the dot in the middle, and the second line is the surrounding circle. There, you can change the attribute `text_color` to your favorite color.
    To find the appropriate color code I always use this page here: https://encycolorpedia.de/, but if it should be the color red it should look like this: `text_color="255,0,0"` and for example for lime it would be `text_color="0,255,0"`. 


    As for the exchange of the characters, you have to try a little bit. The respective attribute `text` exchanges the content from dot to e.g. '+' and with `font_size` you can change the size in pixels. Maybe you have to adjust the attributes x and y a little bit.
    Of course, you can also do something like `text="( )"`, there are no restrictions.

     

    I hope this helps you ;)

  3. Hi @Pennywise86,

     

    the idea is great, and I come to it also immediately many other ideas, but there is also a little bit of criticism.

    You just add the zombies, items and buff and do not delete existing, which leads to errors at the start because, for example, `zombieMoe` is double.

     

    There are 2 possibilities from my point of view.

     

    Examples:

     

    1. delete before adding:

    <remove xpath="/entityclasses/entity_class[@name='zombieMoe']"/>

    After that, add like you did it now.

     

    2. set

    <set xpath="/entityclasses/entity_class[@name='zombieMoe']">
       <property .../>
    </set>

     

     

  4. Hi @HYper,


    after a little research, I think I found it.

    In the file `windows.xml` make the following change:

    `<rect>` becomes `<rect controller="HUDStatBar" stat_type="VehicleHealth" visible="{#!statvisible}">`

    This means that when a vehicle health is displayed, the crosshair is hidden and this is only displayed when you are sitting and driving on the vehicle ;)

     

    I have also customized this on Github. So a new download would do as well.

     

    Best regards

  5. Hi all,

     

    this is actually more an attempt or a suggestion than a really finished mod.

    Because in principle I find (especially with a 4K screen) the target crosses in the game much too small and sometimes barely visible.
    May of course be due to my advanced age, but especially with larger hordes, I just do not see the thing.

    For my part, of course, I would like to see here possibly reignite a discussion that has already been held 1000 times, that the game (like so many other games) offers a configuration for something like this.

     

    Anyway. Here is the download: github.com - dwarfmaster-crosshair

     

    Solved is in principle quite simple. The old target cross is switched off as far as it goes, and the new one is just a correctly positioned character at the end ;)

    A20.6_2022-10-01_18-48-25.jpg

    A20.6_2022-10-01_18-48-31.jpg

    A20.6_2022-10-01_18-48-58.jpg

    A20.6_2022-09-30_20-17-48.jpg

    A20.6_2022-09-30_20-18-01.jpg

    A20.6_2022-10-01_16-17-39.jpg

  6. Hello all,

    here is a mod, which is not an extension of the game, but is intended as a help for the admins / modders among you.

    It does nothing else than display all icons of the game.

     

    Here is the download:

    https://github.com/OmitLeChuck/ui_game_symbols

     

    To open the window just type the command `xui open ui_game_symbols`.

     

    A20.5_2022-08-15_17-26-52.thumb.jpg.2e05daf8f862e20590a24d8926a18da3.jpg

     

     

     

     

     

     

     

     

     

     

     

     

     

    Have fun with it

  7. A block that can be crafted by the player (very expensive) and provides just about all the resources you need. However, these resources can only be mined with the axes provided for this purpose.

     

    With all other tools, you can destroy the block, but not harvest anything.

    When the block is dismantled, you get it back and have to reposition it to harvest. This is so that you can't harvest endlessly with one mouse button held down.

    The speed of the axes is increased and XP is greatly reduced.

     

    Installation
    copy the folder in to your Mods-folder (local or server-side) - restart - ready

     

    Modders
    Of course, you can still change some of the mod, such as adding more resources and even more axes.

     

    Download

    https://github.com/OmitLeChuck/ressource_block

     

    Screens

    ressourseblock001.thumb.png.adb475fcd80d61dd5339a112bd94bfdb.png

    ressourseblock005.png

    ressourseblock004.png

    ressourseblock003.png

    ressourseblock002.png

  8. Hi @doughphunghus,

     

    I find the idea with the display of the names (Hide HP Bar But Show Name) really great.

     

    I downloaded it right away and tried it once.

     

    The display works, but I found the alignment of the text (left) not so nice and then tested a little how I can make it nicer.

     

    Here is my result (only windows.xml):

    <remove xpath="/windows/window[@name='windowTargetBar']"/>
    <append xpath="/windows">
    	<window name="windowTargetBar" controller="TargetBar" visibility="always">
    		<rect pos="-200,-85" width="400" height="36">
    			<sprite depth="1" name="border" color="0,0,0,0" type="sliced" width="400" globalopacity="false" />
    			<filledsprite depth="2" name="BarContent" type="filled" color="0,0,0,0" width="400" fill="{fill}" globalopacity="false" />
    			<label depth="3" name="TextContent" pos="200,-4" font_size="15" color="255,200,200" justify="center" pivot="center" text="{name}" height="30" />
    			<label depth="5" name="MinionCount" pos="482,-13" font_size="30" color="0,0,0,0" justify="left" pivot="topleft" text="x{minioncount}" height="30" effect="Outline8" effect_color="0,0,0,255" effect_distance="2,2" />
    		</rect>
    	</window>
    </append>

     

    It will look like this in the game (sorry i play german ;) )

    show_zombiename.thumb.png.01a57ced4e187de23e438d849d5564e4.png

     

    I have made other adjustments to the UI, but here it is only about the display of the name, and that works.

     

    Then one more hint. The xui.xml does not need to be adjusted at all. The windowTargetBar is already included in the compass group.

     

    Greetings :)

  9. Hi @ktrain,

     

    the download represent a basic config. So every value is set to default. Even the logo and the links.

     

    You can manipulate the config.json to your needs ;)

     

    My Demo additionally just contents the statistics and some contents in the information area and of course live playing data like my server-map and zones ;)

     

    How to set up is described in the readme.md on github.

     

    Greetings

  10. Hello all,

     

    I have tried a little, because I find it exciting to see what is happening on the server.

    I mean, who has killed which zombies or animals and with what.

     

    So the idea was to show this also on the live map.
    The result is another JSON file that can be filled to display this data. (stats.json)

    But I'm not sure if this could be interesting for you, because the filling and gathering of the data is of course not that easy, and you need a little technical experience.

     

    Therefore, the question here, whether I should include this in the current module and if so how, because by default there is no data.

    So you see what I mean, you can look at the live map of my server, where I test from time to time.

     

    http://der-heimat-hafen.de

     

    Just click on 'Statistik' in the left menu to get an impression of what I'm talking about. (mostly german, sorry) .... and of course it is a draft version 😇

     

    I would be happy about your feedback, but of course I also take your questions.

     

    Greetings

  11. Hi all,

     

    I created a tiny XML - Mod to enable a ranking with names (Captain, Sergeant, ...) and wanted to add some abilities to these rank like unlocking recipes. So I build a buffs like this:

    <buff name="buffLevel04" name_key="buffLevel04Name" remove_on_death="false" icon="server_favorite" icon_color="255,170,69">
        <display_value_key value="Unteroffizier"/>
        <display_value value="Unteroffizier"/>
        <effect_group>
            <passive_effect name="RecipeTagUnlocked" tags="modAugerSilencer,cowHelmet"/>
        </effect_group>
    </buff>
    and one of the regarding recipe looks like that:
    
    <recipe name="cowHelmet" count="1" craft_time="120" craft_area="homeHarbourMachine" tags="learnable">
        <ingredient name="resourceRawDiamond" count="1"/>
        <ingredient name="resourceLeather" count="500"/>
    </recipe>

     

    The Item(Modifier) looks like this:

    <item_modifier name="cowHelmet" installable_tags="head" modifier_tags="dye" blocked_tags="noMods,clothing" type="attachment">
    	<property name="CustomIcon" value="decoCowSkull"/>
    	<property name="Stacknumber" value="1"/>
    	<property name="DescriptionKey" value="cowHelmetDesc"/>
    	<property name="Group" value="Mods"/>
    	<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
    	<property name="EconomicValue" value="440"/>
    	<property name="UnlockedBy" value="buffLevel04,buffLevel05,buffLevel06,buffLevel07,buffLevel08,buffLevel09,buffLevel10"/>
    	<effect_group tiered="false">
    		<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab" parent_transform="Head" local_offset="-0.44,0,0.04" local_rotation="0,0,90">
    			<requirement name="!IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfEquipStart" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab">
    			<requirement name="IsFPV"/>
    		</triggered_effect>
    		<triggered_effect trigger="onSelfEquipStop" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab"/>
    	</effect_group>
    	<effect_group tiered="false">
    		<passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/>
    		<passive_effect name="PhysicalDamageResist" operation="base_add" value="1"/>
    		<passive_effect name="HypothermalResist" operation="base_add" value="10.5,13.2"/>
    		<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
    		<passive_effect name="ElementalDamageResist" operation="base_add" value="1" tags="heat,electrical"/>
    		<passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1"/>
    		<passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1"/>
    	</effect_group>
    </item_modifier>

     

    But when I execute, i.e. 'buff buffLevel04' the recipes are still locked 😢

     

    What is missing?

    Any Ideas?

     

    PS: The item recipes should be unlocked even in higher levels/ranks, so that's why the UnlockedBy attribute is so long 😉

  12. Hi @Shebuk,

     

    no problem. I think we can find the issue you are facing.

     

    Some questions to investigate:

    * Do you have any additional JavaScript added to your map?

    * which browser and version are you using?

    * could you send me a direct message with your config.json file? So that i can reproduce in my dev environment?

    * are there any error messages when you open the dev console? (in Chrome 'F12' and tab 'console')?

     

    We are around the world of JavaScript and that is sometimes a tiny pain in the ... 😇

  13. Hi @Shebuk,

     

    I guess that it could depend on the configured rights you have.

    There are two rights to set up in the webpermissions.xml for that:

    <permission module="webapi.viewallclaims" permission_level="2000"/>
    <permission module="webapi.getlandclaims" permission_level="2000"/>

     

    You can check the correct permission if you just call the api like this:

    http://[IP-ADRESS:PORT]/api/getlandclaims.

    This should normally output something like that in your browser:
     

    {
        claimsize: 50,
        claimowners: [{
                steamid: "EOS_0056df54654kjdhgkjdfhgk5465dsdg2",
                claimactive: true,
                playername: null,
                claims: [{
                        x: 1747,
                        y: 28,
                        z: 1698
                    }, {
                        x: 1747,
                        y: 13,
                        z: 1342
                    }
                ]
            }
        ]
    }

     

    Hopefully that helps 😇

  14. Hi @Kazina,

     

    Reset-Zones are normally only then present if you are using any kind of Server-Manager like CSMM/CPM or Server-Tools etc. 

    The logic behind that is just to delete the Region-Files where all the SaveGameData for the environment is saved. These files are located in your SaveGameFolder/MapName/GameName/Region and the format is i.e. r.0.-1.7rg.

    If you don't use a Server-Manager or something else, you do not need to configure that part, and you can leave the zones file empty.

     

    Concering the traders, you could find the positions of the traders in the prefab.xml of your used map in your World-Directory.

    Just open that file with notepad or similiar > search for trader, and you will find lines like:

    <decoration type="model" name="trader_rekt" position="1420,38,3269" rotation="2" />

    so you could add this information to your taders.json like this:

    {
    	"name": "Rekt",
    	"x": "1420",
    	"z": "3269"
    }

     

    Hopefully that helps ;)

  15. Hi @HillBilly Bones,

     

    Quote

    but how to translate all the text to English?

    there are two things to do ... first you have to look in the file 'data/config.json' and there all the fields named 'name' and nearly at the end there is a little translation object.

     

    Example:

    "defaultlinks": {
      "map": {
        "name": "Karte",
        "permission": "web.map"
    },

    becomes:

    "defaultlinks": {
      "map": {
        "name": "Map",
        "permission": "web.map"
    },

     

    Second, watch the file: 'data/info.html' ... it is just HTML and you could fill it with simple HTML. If you are familiar with it, you can use Bootstrap formatting and the icons from Font-Awseome here. The info.html is the information shown, when the user is clicking on the 'Informationen' link in the menu.

     

    Example-Content:

    <h1>Rules</h1>
    <ul>
      <li>First rule of the Fight Club is. Never talk about the Fight Club</li>
    </ul>
    
    <h1>Teleports</h1>
    <ul>
      <li>/hop - to somewhere</li>
      <li>/jump - to somewhere else</li>
      <li>/home - guess ;)</li>
    </ul>

     

    For the use of Boostrap and Font-Awesome look at the example 'info.html' I provided with the mod 😉

     

    Please also watch the README.md file under https://github.com/OmitLeChuck/7D2D_Allocs_WebAndMapRendering_dwarfmaster_flavour#readme there I hopefully described everything.

    Let me know if I have forgotten something.

     

    Have fun 😇

  16. Hi all,

     

    this is my first mod, which came to live after I presented my own map ( http://der-heimat-hafen.de ) in between a '7 Days to die' discussion on discord.

     

    So please be nice to me, I am just a newbie on that.

     

    You can Download the Mod at: github.com - Allocs WebAndMapRendering dwarfmaster flavour 

     

    Please have a look at the README.md for an overview of the features and configuration.

     

    If there are any questions left, do not hesitate to contact me 😇

     

    Have fun.

     

    Here a tiny a preview of my Map
    hh-web-map.thumb.png.c2c90e4a6e40161db85e44fcb0a555fa.png

  17. Hi @doughphunghus,

     

    sorry for the late answer.

     

    These are all mods that are not 100% server side. This is my only restriction on my server to have only server side, so that the users do not have to install stuff on their side.

    The 'texture-trick' i have already tested, but sadly it does not load the current image, it shows only the image the client grabbed at startup/login to the server.

     

    I think I had to select the cheap version with posting the scores to the chat ... 😢

     

    Thank you😇

  18. Hello all,

     

    Since yesterday, I get this error message when starting my server:
     

    https://pastebin.com/HsCcHHkz

     

    This always happens when I do a reboot.
    Reboot means that I shut down the server with the 'shutdown' command via API call and then a validation with LinuxGSM validate.

    The strange thing is that I haven't changed anything on the server for a few days. So no new mods or adjustments to the existing mods.

    I only get it to run when I revalidate, and then only for 2 or third times.

     

    Version is: 

    Game version: Alpha 20 (b238) Compatibility Version: Alpha 20
    

     

    I run the server on Ubuntu 20.4 with linuxGSM.

     

    What can I do?

    Thanks in advance for help

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