Jump to content

dwarfmaster1974

Members
  • Posts

    89
  • Joined

  • Last visited

Everything posted by dwarfmaster1974

  1. Thank you @SylenThunder, I am already in that Discord Server, but mostly for questions regarding XML changes in my own mods. I will try to ask there. Maybe there are more details for me than I have right now ... πŸ˜‡
  2. Hello Survivors, i hope I am in the right place/category here. I'm just thinking about making my own little admin interface, so I can administer my server a little easier. At the moment, I have very, very much solved via bash console scripts. So establish a connection via telnet and then possibly trigger commands automated via cron jobs or even simply manual bash input in between an ssh-connection. Works in principle and very much is covered by it. For example, I have the reset of reset zones, mines as well as obsolete claims and distribute gifts and reboots regulated. It takes an incredible amount of work off my hands. Long story short. Now I'm thinking about doing more with the API, but unfortunately I can't find a detailed documentation where all possibilities are listed in detail. The plan is in the final stage to have a user interface that I would also possibly be operable with the cell phone. The backend of example Server-Tools and also Botman and CSMM unfortunately do not offer everything I would like to have, and therefore I want to build something myself. Mainly with cURL / PHP ... Gladly, then also available for everyone. But before I start, I want to estimate what is possible and if it is worth it. For this, a documentation or a detailed tutorial would be really helpful. Of course, if there are other ways to communicate with the server than via the API, please let me know.
  3. The referring was the right hint. After referring it to "attPerception" everything is working like a charm and no crashes anymore ... Here is the final and working progression.xml : <configs> <append xpath="/progression/perks"> <perk name="perkDonor" parent="attPerception" desc_key="perkDonorDesc" long_desc_key="perkDonorDesc"> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="purpleBox"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="redBox"/> </effect_group> </perk> </append> </configs> Thanks to all for your patient help! πŸ˜‡
  4. Ok. What do you mean? I don't get it. Should I change ' base_skill_point_cost="0" ', and if so, to what value? OK. I don't get that either? What should I do ? Do you have a tiny Example for me? ... sorry for being such a noob πŸ™ƒ
  5. I have now adjusted everything and tidied up a little. The perk also runs very well, and only the recipes that are supposed to be unlocked are unlocked. BUT it is still the case that when I open the skills, the client crashes. Also, on other computers under other (steam) users. I just had it tested by others. Unfortunately, there was no outputput.log for any of them, which could have provided information about the reason. So I had to proceed iteratively and cut back piece by piece. It took a while, but the crash only occurred when I added the progression.xml. <configs> <append xpath="/progression/perks"> <perk name="perkDonor" max_level="1" base_skill_point_cost="0" desc_key="perkDonorDesc" long_desc_key="perkDonorDesc"> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="purpleBox"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="redBox"/> </effect_group> </perk> </append> </configs> What could be the reason? I am in despair 😡 Even the red and the purpleBox are existing items, and they are working well in between the LootMachine
  6. Yes, we have. These items are from an external Lootbox-Mod and have no technical names or ID. You were absolutely right, when you say that this is a bad idea ... but in that case. Not my fault πŸ˜… Here is the log: https://pastebin.com/YRhzHEM8 I can't see anything obvious here. Every Mod is loaded and there are no Warnings, Errors or Exceptions.
  7. Hi @bdubyah, thank you for this answer ... I tried this, but now, every time I want to open the skill menu, the client crashes back to windows. This is what I have done to the buffs.xml: <append xpath="/buffs"> <buff name="buffDonor" name_key="buffDonorKey" icon="ui_game_symbol_diamond" icon_color="0,128,0"> <!-- hidden="true" remove_on_death="false" --> <display_value_key value="Donor"/> <display_value value="Donor"/> <stack_type value="ignore"/> <duration value="0"/> <effect_group> <passive_effect name="PerkLevel" operation="base_add" value="1" tags="perkDonor"/> </effect_group> </buff> </append> and that to the progression.xml: <append xpath="/progression/perks"> <perk name="perkDonor" max_level="1" base_skill_point_cost="0" desc_key="perkDonorDesc" long_desc_key="perkDonorDesc"> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="LVL4 Purple LootBox"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1" value="1" tags="LVL3 Red LootBox"/> </effect_group> </perk> </append> and here the recipes.xml: <append xpath="/recipes"> <recipe name="LVL3 Red LootBox" count="1" craft_area="LootboxMachine" craft_time="0" tags="learnable,perkDonor"> <ingredient name="Green Ticket" count="0"/> <ingredient name="Yellow Ticket" count="0"/> <ingredient name="Red Ticket" count="1"/> <ingredient name="Purple Ticket" count="0"/> </recipe> <recipe name="LVL4 Purple LootBox" count="1" craft_area="LootboxMachine" craft_time="0" tags="learnable,perkDonor"> <ingredient name="Green Ticket" count="0"/> <ingredient name="Yellow Ticket" count="0"/> <ingredient name="Red Ticket" count="0"/> <ingredient name="Purple Ticket" count="1"/> </recipe> </append> I am very sure that there is no overlap with other mods. But unfortunately I have no idea why it crashes every time. Help😒 please ...
  8. Hi @Gazz, thank you for your answer. What exactly do you mean with: Is there a way to implement macros or something like that? I am a really NewBee on modding 7d2d, so any help or hint will be very very nice.
  9. Thank you @meganoth for this hint. Here is what if have done: buffs.xml <append xpath="/buffs"> <buff name="Donor" name_key="Donor" icon="ui_game_symbol_diamond" icon_color="0,128,0"> <!-- hidden="true" remove_on_death="false" --> <display_value_key value="Donor"/> <display_value value="Donor"/> <stack_type value="ignore"/> <duration value="0"/> <effect_group> <triggered_effect trigger="onSelfBuffStart" name="AttributeLevel" tags="perkDonor" operation="base_add" value="1"/> <triggered_effect trigger="onSelfBuffRemove" name="AttributeLevel" tags="perkDonor" operation="base_add" value="0"/> </effect_group> </buff> </append> and in progression.xml i implemented that: <configs> <append xpath="/progression/perks"> <perk name="perkDonor" max_level="1" base_skill_point_cost="0" desc_key="perkDonor" long_desc_key="perkDonor"/> </append> </configs> and in recipes.xml i wrote this: <recipe name="LVL4 Purple LootBox" count="1" craft_area="LootboxMachine" craft_time="0" tags="learnable,perkDonor"> <ingredient name="Green Ticket" count="0"/> <ingredient name="Yellow Ticket" count="0"/> <ingredient name="Red Ticket" count="0"/> <ingredient name="Purple Ticket" count="1"/> </recipe> and the regarding items in the items.xml are looking like this: <item name="LVL4 Purple LootBox"> <property name="Extends" value="LVL1 Green LootBox"/> <property name="CustomIcon" value="cntMunitionsBox"/> <property name="CustomIconTint" value="128,0,128"/> <property name="UnlockedBy" value="perkDonor"/> <property class="Action0"> <property name="QuestGiven" value="purplelootbox"/> </property> </item> The expectation now would have been that the items can be produced when the BUFF is activated. With a deactivated BUFF, they cannot. Unfortunately, this is not the case, the items cannot be produced in this way. Excuse me for asking such a stupid question, but I don't understand the BUFF/PERKS/etc. system at all. Is there a hint as to what I am doing wrong here?
  10. Hello survivors, we want to introduce permanent players on our server. These players should then also have the opportunity to do special things. Whether it is certain recipes or that they get better loot because of certain skills. And of course also reserved slots, so that they can always play. We want to be able to assign this status and have ended up with BUFF DEBUFF. Assigning the BUFF to the player via timed bash script is no problem, but how can I activate certain skills with that BUFF? Do you have an example for me of how a BUFF > PERK/SKILL could look? Because I can't get it to work, and I haven't found anything, yet, that could serve as an example or template.
  11. Hello survivors, there are a lot of variables you can use in the different XMLs from the folder XUi. For example : {playerdeaths} but also {passengers|once}. Is there a list or documentation somewhere for which variables these all are and how they work? ... and another question is, what kind of variables in what form can be used there to possibly display them to the player in the UI. So, for example, system variables or thus data from calculated information. The idea would be there, for example a display that says when the next horde night would be in real time ... so in hours and minutes. Can you help me there, that would be great!
  12. Hello survivors, we have on our server, as you know, the possibility to send commands via chat. Examples: - /home - /market - /shop - /visit - ... I am almost sure you know this.😏 Now the question. πŸ‘‰ Is it possible to trigger these commands by a button, which is attached to a button on the chat window? Of course, it would be even better if you had a radial menu extension for the command /home. That would be really ingenious. I have looked at the folder XUi and also the files in there, but so far I have not found a way to realize this. Does anyone have an idea how I could best start there, or at all? We already have a few changes, all of which have also been very successful, but you can never have it nice enough.πŸ˜‡
  13. Hello survivors, there are writable signs and also writable boxes. But it would be wonderful if you could also write on other things, such as plates or all kinds of the arrowHelper's. My attempts to extend the 'playerSignWood1x1', for example, have unfortunately always failed. Does anyone have an idea or, better still, an example of how something like this could be realized?
  14. I got a little help from another Admin, who had the same problem as I have. He told me to do it that way i described above, but the first zombie in the List is just a dummy in the Localization file ... so the code is looking like that: <objective type="ZombieKill" id="quest-soldaten,zombieSoldier,zombieSoldierFeral,zombieSoldierRadiated" value="6" phase="1"/> and the Localization entry is looking like this: Key,File,Type,UsedInMainMenu,NoTranslate,german,Context / Alternate quest-soldaten,,,,,"Soldaten" and what should I say? It is working like a charm. πŸ₯° If I kill any of the entities in the List, the counter for the quest is incrementing. Hopefully this solution helps anyone than only me πŸ˜‡
  15. Hi together, I'm currently in the process of creating a few quests. They should be fun, of course, but still easy to understand. Because there are some zombies in different variations (Normal, Feral, Radiated) it is difficult to create quests that could be called 'Kill 3 Soldiers'. An explicit zombie name or a specific variant must always be given. It is not the aim that only the zombies you need for the quests spawn, but that the players should search the map for the appropriate zombies. I have already tried this, but it does not work. <objective type="ZombieKill" id="zombieSoldier,zombieSoldierFeral,zombieSoldierRadiated" value="6" phase="1"/> Is there another possibility that I haven't found yet?
  16. Hello survivors, is it possible to make recipes so that, for example, a recipe is only unlocked when I have a certain level or a certain amount of XP. NOT perk or learnable things. That will not fit my target. My idea would be to make ammunition cheaper for an easier start on our server. The higher you go in the level, the more expensive it will be. Is that possible?
  17. Hello khzmusik, currently, this is already possible in some places. For example, in the XUi, where I can also integrate logos from external URLs. Also, it is possible to load the crafting and login screens externally. They're even only so. It must be an external URL. Therefore, the thought that this could work also with the items or other things. Maybe I'm also completely wrong in these cases.
  18. Oh, ehm sorry for that ... I will switch to the right place then.
  19. Hi survivors, we want to bring a little more color and variety into the game for our server and are currently adjusting a few things. This includes of course new items, recipes and blocks. But we want to make it as easy as possible to get started, and many players are often discouraged from having to install mods. That's why we want to do everything with server-side mods. But here's the rub. The display options are often limited, although it would be cool if you could use your own item icons or paintings. So the question is whether it is possible to do this in an XML definition. Example: <configs> <append xpath="/items"> <item name="MultiMegaAxtThingi"> <property name="DescriptionKey" value="MultiMegaAxtThingi"/> <property name="CustomIcon" value="@http://our-web-server/item-icons/MultiMegaAxtThingi.png"/> ... ... ... Does this make sense or is it possible to do something like this, or is the only way through a client mod? I am really looking forward to an answer.
  20. Hello survivors, new players are always registering on my server. Of course, this is also perfectly ok. It's just that many then play a few rounds and when they have all through they disappear again. That is also still ok. But now my real question. The players build of course bases and set claims, etc.. The server rules say that after 30 days of inactivity, these bases are deleted or the claims expire. How can I delete these bases automatically by script or command? Is that possible somehow, or do I still have to do it manually? Would be great if this could be done with a garbage script, that would save a lot of time.
  21. After several hours of intensive research and many cups of coffee and cigarettes, i found the error. It was not a mod and not the 'Prefabs' or anything in the 'Saves' directory. It was simply a rather stupid and not immediately recognizable configuration in the serverconfig.xml. <property name="ZombieBMMove" value="5"/> Anyone who has ever set up a 7D2D server will recognize the problem immediately. 5 simply does not exist; only values from 0 to 4 are permissible. I feel very very small and stupid right now, but thank you to all who have helped to find the error.
  22. So. What I've done. * Deleted prefabs * Saves deleted * Changed map to Navezgane * deleted all mods * Steam validate done * restarted about 200 times ... Error still occurs. This is despite the fact that not a single customized file exists anymore ... except the serveradmin.xml so that I can debug. Only the server throws errors. Not a single error message in the client. What am I missing? I'm going to set up a completely naked new server and see what happens.
  23. OK... I deleted the mod and also the ConfigDumps folder in the saves. Error still happens. I then searched for 'Aggro' in all mods and removed them as well ... same result. The error still occurs. Any other ideas? I myself am absolutely at a loss and on the verge of madness.
Γ—
Γ—
  • Create New...