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SilentAngel
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Rookie One.pl
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SilentAngel
- Captain
- Posts: 239
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ooh ty very much!! I will have a look! actually I've made a little 3rd part application to read player list from status and fill some cvars with slots player names, ip and I've implemented it with some scripting to link slot numbers to $player elements..but this is not good cause I would like to make this only via scripting or only via programming..You could also look at the unofficial 1.12 patch, they have injected the piece of code to retrieve player names in script IIRC.
well ty m8
5th map crash
Hi all.
I have a spearhead server and I run 9 maps each one with his own mod.
When I've added the last map (Omaha) I found the server started to crash when the 5th map is finished. I tought it could be caused by the 5th map mod (The Hunt) so I tried to move this map at the very beginning of the maplist but when testing I discovered the problem was not in The Hunt mod because it was running good and not crash the server but again when the 5th map (that now is Malta) finished the server continue crashing. I load the script for each map using this script that is executed in DMprecache.scr.
The strange fact is that this issue started when added obj_team3 (Omaha) map. But it has apparently no sense that a map can cause the crash of the server when another map is finished...Also I'm not running variables that does affect the entire game (game.var) in Omaha scr. The only script that contains game.vars is messaging.scr but this works good since I started the server and never been edited and once is executed when the server starts then it's no longer executed (even if you read exec global/messaging.scr above) cause it's only executed when a game.var is == NIL and when executed once the script sets this value to 1...
I don't find a reason of this crash. What do you think about this?
I have a spearhead server and I run 9 maps each one with his own mod.
When I've added the last map (Omaha) I found the server started to crash when the 5th map is finished. I tought it could be caused by the 5th map mod (The Hunt) so I tried to move this map at the very beginning of the maplist but when testing I discovered the problem was not in The Hunt mod because it was running good and not crash the server but again when the 5th map (that now is Malta) finished the server continue crashing. I load the script for each map using this script that is executed in DMprecache.scr.
Code: Select all
main:
local.map = getcvar(mapname)
switch(local.map)
{
case "dm/MP_Stadt_DM":
println ("LOADING SCRIPT FOR MAP: dm/MP_Stadt_DM")
thread Stadt
break
case "obj/MP_Ardennes_TOW":
println ("LOADING SCRIPT FOR MAP: onj/MP_Ardennes_TOW")
thread Ardennes
break
case "obj/MP_Berlin_TOW":
println ("LOADING SCRIPT FOR MAP: obj/MP_Berlin_TOW")
thread Berlin
break
case "dm/mohdm5":
println ("LOADING SCRIPT FOR MAP: dm/mohdm5")
thread mohdm5
break
case "dm/mohdm2":
println ("LOADING SCRIPT FOR MAP: dm/mohdm2")
thread mohdm2
break
case "obj/MP_Flughafen_TOW":
println ("LOADING SCRIPT FOR MAP: obj/MP_Flughafen_TOW")
thread Flughafen
break
case "dm/MP_Malta_DM":
println ("LOADING SCRIPT FOR MAP: dm/MP_Malta_DM")
thread Malta
break
case "obj/MP_Druckkammern_TOW":
println ("LOADING SCRIPT FOR MAP: obj/MP_Druckkammern_TOW")
thread Druckkammern
break
case "obj/obj_team1":
println ("LOADING SCRIPT FOR MAP: obj/obj_team1")
thread obj_team1
break
case "obj/obj_team4":
println ("LOADING SCRIPT FOR MAP: obj/obj_team4")
thread obj_team4
break
case "obj/obj_team3":
println ("LOADING SCRIPT FOR MAP: obj/obj_team3")
thread obj_team3
break
default:
println ("ERROR WHILE LOADING SCRIPT FOR MAP: " + local.map)
break
}
exec global/messaging.scr
end
Stadt:
//here we add all addons and objects to the map
waitexec global/Addon_Stadt.scr
end
Ardennes:
//here we add all addons and objects to the map
waitexec global/Addon_Ardennes.scr
end
Berlin:
//here we add all addons and objects to the map
waitexec global/Addon_Berlin.scr
end
mohdm5:
//here we add all addons and objects to the map
waitexec global/Addon_mohdm5.scr
end
mohdm2:
//here we add all addons and objects to the map
waitexec global/Addon_mohdm2.scr
end
Flughafen:
//here we add all addons and objects to the map
waitexec global/Addon_Flughafen.scr
end
Malta:
//here we add all addons and objects to the map
waitexec global/Addon_Malta.scr
end
Druckkammern:
//here we add all addons and objects to the map
waitexec global/Addon_Druckkammern.scr
end
obj_team1:
//here we add all addons and objects to the map
waitexec global/Addon_The_Hunt.scr
end
obj_team4:
//here we add all addons and objects to the map
waitexec global/Addon_obj_team4.scr
end
obj_team3:
//here we add all addons and objects to the map
waitexec global/Addon_obj_team3.scr
endI don't find a reason of this crash. What do you think about this?
I've found that the map causing crash is malta..
Here is what console log says:
I don't post the full logfile cause it's a lot big! lol
What's this error??
Here is what console log says:
Code: Select all
Cvar_Set2: com_errorMessage Info_SetValueForKey: oversize infostring
********************
ERROR: Info_SetValueForKey: oversize infostring
********************
----- Server Shutdown -----
==== ShutdownGame ====
Cvar_Set2: session 2
Cvar_Set2: g_scoreboardpicover
Cvar_Set2: bosshealth 0
Cvar_Set2: g_scoreboardpicover
Cvar_Set2: sv_running 0
---------------------------What's this error??
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$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
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- Location: Belgium
- Contact:
What about .entnum? I thought that covered it.
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
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Rookie One.pl
- Site Admin
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SilentAngel
- Captain
- Posts: 239
- Joined: Wed Mar 12, 2008 8:27 pm
Yes I've found it casually when trying to find a way to turn slot to player arr index..$oldier Of Ra wrote:What about .entnum? I thought that covered it.
I would like to know 1 more thing guys. Don't want to start another thread for this. I'm just curious!
I've read that STWH is done renaming maps..or something like this. is it right? Doesn't moh check the checksum of the map??!
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Rookie One.pl
- Site Admin
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It sends a checksum which is baked into the BSP file's header, so the only good it's for is to check if client and server are really running the same map. Security checks using that would be insanely naive.
One of the many ways to achieve STWH (I personally did it another way when I was researching the subject) is to edit the BSP file in a certain way, but for obvious reasons I will not disclose them.
One of the many ways to achieve STWH (I personally did it another way when I was researching the subject) is to edit the BSP file in a certain way, but for obvious reasons I will not disclose them.
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SilentAngel
- Captain
- Posts: 239
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Object facing angle
Hi I made a surveillance camera, but I do not know how to rotate it to look at an origin. I tried the function lookat but it didn't work (it is a script_object).
How do you set a script_object facing angle to rotate it? By the way how do I get an entity coords and rotation in separate variables? Thanks in advance
How do you set a script_object facing angle to rotate it? By the way how do I get an entity coords and rotation in separate variables? Thanks in advance
Hi JV and thanks. My question was wrong. I wanted to ask how could I get this angle, so i could rotate the camera (script_object) to make it look like it is pointing to the script_origin. I think it can be done by a mathematical formulae, but I don't know it. Anyone know how I could work this out? sorry for bad English
Yes it's possible to derive a formula. It won't be really easy though, to give you an idea have a look at the wikipedia article on the subject.
http://en.wikipedia.org/wiki/Euler_angles
Fortunately you can probably get away with using the built-in function angles_pointat. See its documentation here http://gronnevik.se/rjukan/uploads/Main ... asses.html (search for "angles_pointat").
http://en.wikipedia.org/wiki/Euler_angles
Fortunately you can probably get away with using the built-in function angles_pointat. See its documentation here http://gronnevik.se/rjukan/uploads/Main ... asses.html (search for "angles_pointat").


