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StaticNova
Joined: 05 Nov 2007 Posts: 84
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Posted: Mon Nov 05, 2007 4:20 pm Post subject: Weird script warning. |
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Code: | ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: Nali thesunspire.Nali2 (Function UnrealShare.Nali.Killed:001A) Accessed None
ScriptWarning: Nali thesunspire.Nali0 (Function UnrealShare.Nali.Killed:001A) Accessed None
ScriptWarning: Nali thesunspire.Nali1 (Function UnrealShare.Nali.Killed:001A) Accessed None
ScriptWarning: RS thesunspire.RS12 (Function Static.RS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: RS thesunspire.RS10 (Function Static.RS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None
ScriptWarning: For 192.168.1.4:1176 in state Login: DS thesunspire.DS2 (Function Static.DS.AltFiring.ProjectileFire:010B) Accessed None |
anyone having a idea what this is?.. yes its my own build of weapon... but i just dont know what this one does. |
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Hyper
Joined: 24 Jan 2004 Posts: 1227 Location: Middelburg, The Netherlands
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Posted: Mon Nov 05, 2007 10:51 pm Post subject: |
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Hm, it does not like anything I've had before: Accessed none errors with an IP address in it. _________________ Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk |
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Mon Nov 05, 2007 11:31 pm Post subject: |
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The newest Nephthys releases have a 'LogWithIP' feature that attaches an IP address to scriptwarnings and critical errors if they were produced because of an action of a connected player. It's an investigative feature for administrators in case it could be useful. You can read a little more about it in the Nephthys manual, and should be able to disable it if it's not wanted.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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StaticNova
Joined: 05 Nov 2007 Posts: 84
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Posted: Tue Nov 06, 2007 3:57 pm Post subject: |
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Ok, Thank you. |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Tue Nov 06, 2007 9:56 pm Post subject: |
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Me and Red started a project for a way to avoid Scriptwarnings. It works simple till now. There are some commands you need to put in your ini. Further i promised to not tell anyone anything about it. _________________
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Wed Nov 07, 2007 12:17 am Post subject: |
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Are you refering to adding "Suppress=" entries in the [Core.System] section to block specific log types from printing? If so, I don't see why that has to be a secret, and it already has been discussed openly elsewhere.
The proper way to avoid scriptwarnings is to fix the code that causes them. Using log type suppress entries is only a workaround and the bugged code may still flag in the engine and be a hint of a potential critical problem.
If your project will involve fixing lines of Epic code that cause a scriptwarning then you have work cut out.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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Shivaxi
Joined: 13 Nov 2006 Posts: 75 Location: Behind U!!!
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Posted: Wed Nov 07, 2007 10:03 pm Post subject: |
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Zombie wrote: | The newest Nephthys releases have a 'LogWithIP' feature that attaches an IP address to scriptwarnings and critical errors if they were produced because of an action of a connected player. It's an investigative feature for administrators in case it could be useful. You can read a little more about it in the Nephthys manual, and should be able to disable it if it's not wanted.
-Zombie |
what is the latest Nepthys? 1.3 right? _________________
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Wed Nov 07, 2007 11:43 pm Post subject: |
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At this date that latest is v1.4a130. It's available from Zora's website.
http://zzora.altervista.org/Nephthys.html
The new version is in an alpha phase (not a beta or RC) so it's mainly for those who want to participate in testing the newest features or changes to give feedback. These releases can be subject to changes that could still be experimental.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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StaticNova
Joined: 05 Nov 2007 Posts: 84
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Posted: Mon Nov 12, 2007 8:26 pm Post subject: |
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I have a questions, to avoid guns being dropped from Monsters that use a gun, how do i do? and is there a way to "keep" scores and stuff even if the server gets shut down?
Oh, and be sure to visit my server which is kinda open daily <.< "StaticNova's coop server" |
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Shivaxi
Joined: 13 Nov 2006 Posts: 75 Location: Behind U!!!
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Posted: Tue Nov 13, 2007 12:25 am Post subject: |
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The no gun dropping from monsters i dont believe is possible unless someone makes a mutator...but to keep scores even when the server gets shut down i recommend using Xcoop (u do run a coop server right?)
Xcoop is an awsome coop game type...and it keeps ur scores even when server gets shut down :)
www.freewebs.com/unrealpcube
If u wanna test it out u can always try one of my servers...all 3 of my servers run Xcoop :)
Da Noodle is the starting name for all 3 servers _________________
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Tue Nov 13, 2007 5:10 am Post subject: |
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You can stop weapons from being dropped or thrown by setting the 'bCanThrow' property of it false. You can do that using an admin command, an AutoRunCommand, or a new mutator depending when the weapons are spawned in the level. That will even stop players from being able to throw weapon set that way too. If you want players to be able to throw a weapon but a scriptedpawn not to then that the behavior would need to be designed into a mutator or custom weapons.
Preserving after shutdown:
What about storing collected inventory of players too? It would make sense to store collected inventory as well if it's the goal of administrators to preserve a server cycle state or continuous session of play for players. IMO, if both aren't preserved I think it would be good to just maintain a stable server with 24/7 uptime.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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StaticNova
Joined: 05 Nov 2007 Posts: 84
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Posted: Tue Nov 13, 2007 2:36 pm Post subject: |
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how do i really write it in Autoruncommand? |
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Zombie
Joined: 27 Jan 2004 Posts: 295
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Posted: Tue Nov 13, 2007 9:59 pm Post subject: |
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To disable dropping or throwing of all weapons (without quotes) -
AutoRunCommand:
"set weapon bcanthrow false"
Player console admin command:
"admin set weapon bcanthrow false"
Now if you only want disable for specific weapons just replace "weapon" with the class name that it's for.
-Zombie _________________ GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11) |
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mental-HunteR
Joined: 05 May 2006 Posts: 363 Location: The Netherlands
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Posted: Wed Nov 14, 2007 8:04 pm Post subject: |
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I have a simple awnser on your simple question, download InventoryBank, i use it on my server, and everyone who plays there loves it. _________________
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KSAProdozul
Joined: 11 Aug 2005 Posts: 170 Location: In between Here and the There but close by Nowhere
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Posted: Tue Dec 04, 2007 4:21 am Post subject: |
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i dont know i think pcube has something hidden inside xcoop shiv.
wow its been awhile _________________
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