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dwarfmaster1974

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Everything posted by dwarfmaster1974

  1. Hi @HillBilly Bones, 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 😇
  2. 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
  3. 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😇
  4. HI @Beelzybub, sorry for the late answer. I find out myself that a dll is corrupted. Since deleting it, everything works fine. Thank you 😇
  5. Anyone, any idea? Right now I am using the solution with the output in the chat and this is more like the cheap version from Costco 😇 Thanks in advance
  6. 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
  7. following idea. I have written my own bloodmoonspawner (bash script) that can send one or more commands at the end of the bloodmoon. The idea is now, at the beginning of the bloodmoon all player zombie kills to save and at the end of the bloodmonn as a scoreboard output. Logically, with a placement. The first three places then also receive gifts. How or where can I save the data for the output, that I can display them in game. The display I would want to realize with cpm and the opening of a window and not in chat. Only the data make me problems. Can I possibly read json data or similar, or perhaps adapt an XML, which keeps this data and provides without reboot? I would be very happy about ideas about this.
  8. @poly and @Cranberry Monster both ideas very good, but there is still a missing thing there. What happens when the block is going to be destroyed, i.e. by a zombie attack or friendly fire? So the only thing that might be work is that you can only 'place' one of these blocks and after placement the recipe is locked ... i would guess with: <passive_effect name="RecipeTagUnlocked" operation="base_set" level="0" value="0" tags="onetimeplacementblock"/> So the question is how to make this possible? I don't know how to activate an effect on a block placement / destroy ... have any ideas?
  9. No. Not really. The block can be created with some smallEnginges and a bunch of electricParts. My hope was that there is a way to activate a buff that restricts the crafting of a new block or something like that, but I don't have any clue how to do that.😅
  10. Perfect! This is working fine 😇 Thx for your very quick answer!
  11. Hello all, I have a strange problem on my WebMap. I made the following settings in the webpermissions.xml: <permissions> <permission module="webapi.getlog" permission_level="0"/> <permission module="webapi.executeconsolecommand" permission_level="0"/> <permission module="webapi.viewallplayers" permission_level="0"/> <permission module="webapi.viewallclaims" permission_level="0"/> <permission module="webapi.getplayerinventory" permission_level="0"/> <permission module="web.map" permission_level="2000"/> <permission module="webapi.getstats" permission_level="2000"/> <permission module="webapi.getplayersonline" permission_level="2000"/> <permission module="webapi.getplayerslocation" permission_level="2000"/> <permission module="webapi.getlandclaims" permission_level="2000"/> <permission module="webapi.gethostilelocation" permission_level="2000"/> <permission module="webapi.getanimalslocation" permission_level="2000"/> </permissions> i also get all the data delivered from the corresponding endpoints, but the endpoint getplayerslocation always returns an empty array, even if players are online. Have I set something wrong?
  12. Hello all, I want to create a very special block that brings certain properties of a workbench or forge. It is also already finished and works as it should. However, to prevent this block from being mass-produced, I would like to make this block uncraftable once it has been crafted. Means since it would be nice if you had an idea how I could prevent a further crafting or just the number of allowable blocks of this type to 1 or another amount can be set. Thx in advance 😇
  13. Hi @Mistwraith, thank you for your feedback. The problem we want to solve here is mainly the fact that we want to control timed elements within the prefab. For example, we want to turn lights on or off at certain times. The same with roller shutter doors, which should open when a certain time is reached, but of course should also close. This worked quite well in A19 with an endless power source that we provided as a MOD. Or is it possible to control timers in a20 differently, or just not at all ...
  14. Hello all, we are building a blood moon base on our server. This should of course be secure, which we can achieve without problems with a trader - protection. But it would be super mega cool if also time-controlled, a few things could happen. Unfortunately, the timers currently in the game are all designed for a day but not for a weekday incl. time. The goal would be to get a timer that pulls up the train bridges on time for the blood moon and sounds the alarm and not every day at 10 pm but only every 7 days at 10 pm. Do you have any idea how this could be done? I would be very happy to hear from you. 😇
  15. Hello all, I have a fairly busy server and also use a server manager for ports and stuff. So far, so good. Unfortunately, I miss a few functions in this server manager, but can not extend it myself because this is mainly closed source. Which is perfectly ok. But now the question. If I want to create my own server manager, what would I need for it? I have seen that in the main C# is needed for it and that certainly in connection with Visual Studio. This shouldn't really be a problem in principle, but unfortunately I have no idea how to get started. Is there somewhere a tutorial or documentation for this or other information that would help me to realize this? If someone can give me some smart hints, that would be great. Thank you in advance.
  16. Hi ErrorNull, My players on the server I run love your mod. The amount of variations that comes with the 'new' zombies are great. Also, the names are hilarious. Of course, we want to bring your zombies back for A20 as well, but I have the same problem with the short breaks as described above. I have this issue both locally and on my test server, but can't narrow it down because I don't get an error message or anything. If I take the enZombies out, everything runs as usual again. Maybe you have some great advice on where I need to look to discover the issue. The server itself has a lot of mods, where a large part is self-written (only server-side (XML) so no one has to install anything).
  17. Hi, I have that old XML code in a quest: <objective type="Craft" id="woodFrameBlockVariantHelper" value="6" phase="1"/> <objective type="BlockPlace" id="woodFrameBlock" value="3" phase="2"/> <objective type="BlockUpgrade" id="woodFrameBlock" value="3" phase="2"/> <objective type="BlockPlace" id="woodPlate" value="1" phase="3"/> <objective type="BlockPlace" id="woodFrameHalf" value="1" phase="3"/> But now these blocks are not existing anymore in A20. Question is, how I can place a shape from i.e. the `woodPlate` in my quests? Any ideas 😇
  18. Thank you for your feedback. I finally managed to solve it. The problem is not that you are not allowed to extend blocks, but the class 'Workstation' needs a few more windows with an appropriate suffix. If these windows are not present, the error shown above comes. I'll also post the final working XML later for those interested, once I've cleaned everything up.
  19. Hi @khzmusik, no, not really 😁. I come from Germany, but a nice turkey and the other delicacies I could also take well now. 😋 I run together with another admin the 'Nachtwache II' what makes me currently very much fun. There we are planning a somewhat larger prefab and there Martin would fit in very well with his new buddies. Thanks for the links to the UMA which will help me a lot. Unfortunately, the link to the wearables is no longer available. https://7daystodie.com/forums/showthread.php?52099-Bad-Company/page3 Is there anywhere else I can look at a list for this?
  20. Hi ... that was exactly the right hint. Now I can also set the trader in the game via the debug menu. It works wonderfully, by the way. 😇 I will follow your advice for the server later and use the SpawnBlocks. But at this point I am not yet, the plan is a somewhat larger market with a variety of different traders with different goods. But one more question. Is there a program / software with which I can create such characters, or is it just dabbling in the XML file (archetypes)?
  21. Hi @SylenThunder, I have, as probably already expected, found out for myself how it works. But thanks for your feedback. 😇 ... and you are of course right, that it makes no sense, as I have constructed the paths. 🙃
  22. Hello @khzmusik, I wanted to use the automechanic trader and was also happy that it could work. However, it does not work so well for me with placing him. I wanted to place the trader via the debug menu / spawn menu inside the game, but he does not appear there. Do I have to pay attention to something special? I have used the current version from the gitlab cloned.
  23. Hello survivors, in principle, I have something very simple in mind. I want to create a block that you can open like a workstation, which then only opens a window where an image is displayed. This image, then, contains something like information within the game, such as a certain event. The images come from an external server, which I can then exchange depending on the date. I have seen that with the images in this mod and tried to adapt this. (Snufkin-LootboxAddon) https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021November20/tree/main/Snufkin_Weapons_Xpansion_LootboxAddon_A19_2021November20 This is what I have so far: blocks.xml <append xpath="/blocks"> <block name="orb-1"> <property name="Extends" value="stainlessSteelPillar100Cap"/> <property name="CustomIcon" value="stainlessSteelPillar100Cap"/> <property name="DescriptionKey" value="orb-1-desc"/> <property name="Class" value="Workstation"/> <property name="Path" value="solid"/> <property name="ImposterExchange" value="imposterBlock" param1="143"/> <property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/> <property name="OpenSound" value="open_workbench"/> <property name="CloseSound" value="close_workbench"/> </block> </append> windows.xml <append xpath="/windows"> <window name="orb-1" anchor="CenterCenter" depth="11"> <texture depth="11" pivot="center" width="1842" height="1036" texture="@http://nw-2.de/orb-1.png"/> </window> </append> xui.xml <append xpath="/xui/ruleset"> <window_group name="workstation_orb-1" controller="XUiC_WorkstationWindowGroup"> <window name="orb-1"/> </window_group> </append> The block also shows that I can use it, but it does not open. At startup, the message in the attachment comes up. Can you tell me what I am doing wrong or what is still missing? I would be really happy about that.
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