Nexgen Server Controller
- [rev]rato.skt
- Adept
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Re: Nexgen Server Controller
hi man,
Excellent work, can put support for 2 versions of country flag, CountryFlags3 and CountryFlags32c ?
Excellent work, can put support for 2 versions of country flag, CountryFlags3 and CountryFlags32c ?
Brazilian Server:
Alma Negra - 34.95.189.187:7777
Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
Alma Negra - 34.95.189.187:7777
Classic - madruga.utbr.cf:7777
Duel - x1.utbr.cf:6666
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Re: Nexgen Server Controller
i use this and that work :
ServerPackages=CountryFlags32c
ServerPackages=IpToCountry_AOL
ServerPackages=SmartSB110e
ServerActors=ipToCountry.LinkActor
the ccountry flags are on nexgen.
ServerPackages=CountryFlags32c
ServerPackages=IpToCountry_AOL
ServerPackages=SmartSB110e
ServerActors=ipToCountry.LinkActor
the ccountry flags are on nexgen.
Last edited by Letylove49 on Sun Sep 25, 2022 7:54 am, edited 2 times in total.
Re: Nexgen Server Controller
CountryFlags32d[rev]rato.skt wrote: ↑Sat Sep 24, 2022 5:19 pm hi man,
Excellent work, can put support for 2 versions of country flag, CountryFlags3 and CountryFlags32c ?
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Re: Nexgen Server Controller
Countryflags32eQue wrote: ↑Sun Sep 25, 2022 12:35 amCountryFlags32d[rev]rato.skt wrote: ↑Sat Sep 24, 2022 5:19 pm hi man,
Excellent work, can put support for 2 versions of country flag, CountryFlags3 and CountryFlags32c ?
Re: Nexgen Server Controller
I run again into this because I missed some broadcast messages.
Is the chain of MessageMutators, starting with
GameInfo.MessageMutator
, processed until the last link even if one of the mutators fails in above sense? (I suspect not because of the missing broadcast message.)"If Origin not in center it be not in center." --Buggie
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Re: Nexgen Server Controller
i don't know if that can help you but i past the foonction mutatorBroadcastMessage( of Nexgen112N
Code: Select all
/***************************************************************************************************
*
* $DESCRIPTION Hooked into the message mutator chain so commands can be detected. This function
* is called if a message is send to player. Spectators that use say (not teamsay)
* seem to be calling this function instead of mutatorTeamMessage.
* $PARAM sender The actor that has send the message.
* $PARAM receiver Pawn receiving the message.
* $PARAM msg The message that is to be send.
* $PARAM bBeep Whether or not to make a beep sound once received.
* $PARAM type Type of the message that is to be send.
* $RETURN True if the message should be send, false if it should be suppressed.
* $OVERRIDE
*
**************************************************************************************************/
function bool mutatorBroadcastMessage(Actor sender, Pawn receiver, out coerce string msg,
optional bool bBeep, out optional name type) {
local PlayerReplicationInfo senderPRI;
local bool bIsCommand;
local NexgenClient client;
local bool bIsSpecMessage;
local int index;
local PlayerPawn P;
local NexgenClientCore rpci;
local string temp1, temp2;
local bool bSend;
// Suppress default player join / leave messages.
if (sender == level.game && right(msg, len(level.game.leftMessage)) ~= level.game.leftMessage ||
sender == level.game && right(msg, len(level.game.enteredMessage)) ~= level.game.enteredMessage) {
return false;
}
// Get sender player replication info.
if (sender != none && sender.isA('Pawn')) {
senderPRI = Pawn(sender).playerReplicationInfo;
}
// Check if we're dealing with a spectator chat message.
bIsSpecMessage = senderPRI != none && sender.isA('Spectator') &&
left(msg, len(senderPRI.playerName) + 1) ~= (senderPRI.playerName $ ":");
// check for hacks
client = getClient(sender);
if (SenderPRI != none && (Type == 'CriticalEvent' || InStr(msg,"WMessageHack") >= 0)) {
if (client != none && !client.hasRight(client.R_Moderate) && (!isBanned(client, temp1, temp2, senderPri.playerName))) {
rpci = NexgenClientCore(client.getController(class'NexgenClientCore'.default.ctrlID));
serverAutoBanPlayer(client.playerNum, client.playerName, client.sConf.BP_Forever, 0, "****WMessageHack Detected****");
return false;
}
}
// Check for commands.
if (bIsSpecMessage && sender == receiver) {
bIsCommand = handleMsgCommand(PlayerPawn(sender), mid(msg, len(senderPRI.playerName) + 1));
}
// Check if spectator is muted.
if (bIsSpecMessage) {
client = getClient(sender);
// check if the message is from a non initialised client, and not the IRC bot, stops banned players spamming
if( client == none && !sender.IsA('MessagingSpectator') && Pawn(sender).PlayerReplicationInfo.PlayerName != "player")
return false;
if (client != none && client.isMuted() ||
sConf.matchModeActivated && sConf.muteSpectatorsDuringMatch &&
gInf.gameState == gInf.GS_Playing &&
!client.hasRight(client.R_MatchAdmin) && !client.hasRight(client.R_Moderate)) {
// Spectator is muted, block the message.
if (sender == receiver) {
if (bIsCommand) {
return true;
} else {
client.showMsg(lng.mutedReminderMsg);
}
}
return false;
}
}
// Write message to the log.
if (bIsSpecMessage && sender == receiver) {
nscLog(msg, LT_Say);
} else if (!bIsSpecMessage && receiver != none && receiver.nextPawn == none) {
if (senderPRI == none) {
nscLog(msg, LT_Message);
} else {
nscLog(senderPRI.playerName $ ": " $ msg, LT_Message);
}
}
if (sender != none && sender.isA('Pawn')) {
if ((bBeep) && (!bIsSpecMessage))
P.PlayBeepSound ();
}
// Notify plugins.
while (index < arrayCount(plugins) && plugins[index] != none) {
bSend = plugins[index].mutatorBroadcastMessage(sender, receiver, msg, bBeep, type);
if (!bSend) return false;
index++;
}
// Allow other message mutators to do their job.
if (nextMessageMutator != none) {
return nextMessageMutator.mutatorBroadcastMessage(sender, receiver, msg, bBeep, type);
} else {
return true;
}
}
- KillRoy1972
- Experienced
- Posts: 84
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Re: Nexgen Server Controller
Maybe just a silly question, But how do I turn of the 'boing' hitsound all together?
Re: Nexgen Server Controller
Hitsounds are coming from another mod possibly FragNewNet.KillRoy1972 wrote: ↑Mon Jan 29, 2024 4:57 pm Maybe just a silly question, But how do I turn of the 'boing' hitsound all together?
If so you can change / set them in console while logged onto server.
Console > hitsounds 0 [enter]
There are 3 different ones I think.
Hitsounds 1 , 2 , 3
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- KillRoy1972
- Experienced
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- Joined: Mon Oct 15, 2018 10:37 pm
Re: Nexgen Server Controller
Thanks! I'm using the 'UGH!' sound now.Que wrote: ↑Mon Jan 29, 2024 7:15 pmHitsounds are coming from another mod possibly FragNewNet.KillRoy1972 wrote: ↑Mon Jan 29, 2024 4:57 pm Maybe just a silly question, But how do I turn of the 'boing' hitsound all together?
If so you can change / set them in console while logged onto server.
Console > hitsounds 0 [enter]
There are 3 different ones I think.
Hitsounds 1 , 2 , 3
Re: Nexgen Server Controller
there are 9 of themQue wrote: ↑Mon Jan 29, 2024 7:15 pmHitsounds are coming from another mod possibly FragNewNet.KillRoy1972 wrote: ↑Mon Jan 29, 2024 4:57 pm Maybe just a silly question, But how do I turn of the 'boing' hitsound all together?
If so you can change / set them in console while logged onto server.
Console > hitsounds 0 [enter]
There are 3 different ones I think.
Hitsounds 1 , 2 , 3
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Re: Nexgen Server Controller
Barbie wrote: ↑Tue Nov 21, 2023 9:26 pmI run again into this because I missed some broadcast messages.
Is the chain of MessageMutators, starting withGameInfo.MessageMutator
, processed until the last link even if one of the mutators fails in above sense? (I suspect not because of the missing broadcast message.)
Code: Select all
/***************************************************************************************************
*
* $DESCRIPTION Displays a new message on the screen.
* $PARAM pri Information about the player that is related with this message.
* $PARAM msg String containing the message to be displayed.
* $PARAM msgType Type of the message.
* $OVERRIDE
*
**************************************************************************************************/
simulated function message(PlayerReplicationInfo pri, coerce string msg, name msgType) {
local bool bHandleByOriginalHUD;
// Check class responsible for this message.
bHandleByOriginalHUD = msgType == 'CriticalEvent' || msgType == 'MonsterCriticalEvent' ||
client != none && !client.bUseNexgenMessageHUD;
// Handle message.
if (bHandleByOriginalHUD) {
if (originalHUD != none) originalHUD.message(pri, msg, msgType);
} else {
addMessage(msg, msgType, pri, none);
}
}
Re: Nexgen Server Controller
Probably reason: variable "P" is used in line 95 without initialisation.
"If Origin not in center it be not in center." --Buggie