Hyper.nl Unreal Services Forum Index Hyper.nl Unreal Services
The forum of Hyper.nl Unreal Services and the semi-offical resource for Winged Unicorn's Unreal mods
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Disable weapon throwing and...

 
Post new topic   Reply to topic    Hyper.nl Unreal Services Forum Index -> HelpDesk
View previous topic :: View next topic  
Author Message
srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Wed Mar 16, 2005 10:21 pm    Post subject: Disable weapon throwing and... Reply with quote

OK 3 questions for you guys...
First a little background info for you which may help.
Im running Jcoop4 gametype

1) I want to disable players throwing weapons.

2)I would like the monsters "names" to be displayed NOT just their health.

3)I Don't want the server log overwritten everytime the server is restarted. I want the log appended to.

Here's my current command line>>>>>>>>>
unreal.exe nyleve?game=JCoop4.JCoopGame?mutator=jTool3.psiMut,DZMapM.DZMapMutator?difficulty=3 -server INI=server.ini -LOG=serlog1.log

All help is good help
Thanks
Back to top
View user's profile Send private message
Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Wed Mar 16, 2005 10:44 pm    Post subject: Re: Disable weapon throwing and... Reply with quote

srbassalot wrote:
OK 3 questions for you guys...
First a little background info for you which may help.
Im running Jcoop4 gametype

1) I want to disable players throwing weapons.

>> The command for this is: "set weapon bcanthrow false". Execute this et every level start for it to work. I do it with MCoop2, you can probably do it with DZMapM

2)I would like the monsters "names" to be displayed NOT just their health.

>> You'll need a new HUD for that as far as I know.

3)I Don't want the server log overwritten everytime the server is restarted. I want the log appended to.

>> Not possible I think. But you can save the log with a batch file:

Code:

@echo off
echo.
echo De server is started at %date% %time%.
echo.
ren server.log old.log
NAMEDATE /Z:"Y-m-d H-M-S" "old.log"
:crashed
Unreal.exe <Unreal command line options>
rename server.log servercrash.log
NAMEDATE /Z:"Y-m-d H-M-S" "servercrash.log"
echo.
echo The server crashed and restarted at %date% %time%.
echo.
goto crashed

The NAMEDATE is an external tool to rename files to time and dates. Search for NAMEDATE.EXE.

Here's my current command line>>>>>>>>>
unreal.exe nyleve?game=JCoop4.JCoopGame?mutator=jTool3.psiMut,DZMapM.DZMapMutator?difficulty=3 -server INI=server.ini -LOG=serlog1.log

All help is good help
Thanks

_________________
Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk
Back to top
View user's profile Send private message Visit poster's website
srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Thu Mar 17, 2005 1:10 am    Post subject: Reply with quote

In reference to your log reply..........

I can't get that to work, are you sure your syntax is correct?
Did some lines get moved to the wrong lines?

And as far as restarting the server goes do I use this to start it?
OR is this suppose to "self-execute" after a crash. Because I don't see how.

Thanks..
Back to top
View user's profile Send private message
Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Mar 17, 2005 9:35 am    Post subject: Reply with quote

OR is this suppose to "self-execute" after a crash. Because I don't see how.

>> Yes, that's how it works. Put the text in a .bat file in your system folder together with NAMEDATE.EXE. Then add your unreal command line options, save it and start it. It will start Unreal and restart it we Unreal exits. Manually exit your Unreal server to test.


Ok, i'll comment each line:


@echo off >> Cemoves certain DOS messages
echo.
echo De server is started at %date% %time%. >> only tells when the server started
echo.
ren server.log old.log >> renames the log file instead the server froze or manually restarted. Be sure you use the correct log name here.
NAMEDATE /Z:"Y-m-d H-M-S" "old.log" >> adds the date and time to the logfile.
:crashed >> In case of a crash...
Unreal.exe <Unreal command line options> >> (re)start Unreal
rename server.log servercrash.log >> rename server log
NAMEDATE /Z:"Y-m-d H-M-S" "servercrash.log" >> add date and time to the log
echo.
echo The server crashed and restarted at %date% %time%. >> displays a message that the server crashed
echo.
goto crashed >> go to the :crashed line

This script works because I copied it from the script I use myself. I only translated the text output from Dutch to English.
_________________
Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk
Back to top
View user's profile Send private message Visit poster's website
srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Thu Mar 17, 2005 2:32 pm    Post subject: Reply with quote

OK I figured it out I did have a syntax error in there.
I also added the switch "Y" to the lines
NAMEDATE /YZ:"m-d-Y H-M-S" "old.log"
and
NAMEDATE /YZ:"m-d-Y H-M-S" "servercrash.log"
Without using the "Y" switch in name.exe the server will NOT restart by itself because it will hang on line>>>>>>>>>>>
NAMEDATE /Z:"m-d-Y H-M-S" "servercrash.log
Awaiting a Yes/No/Quit response.

It also needs a "wait" command in there before unreal.exe, I'm still working on that one..heh

That's a GREAT tip though Hyper THANKS
I love the way it names them by dates and times for easy archiving...it rocks buddy.

">> You'll need a new HUD for that as far as I know."

Is that something you are using Hyper?
If so, care to share?

Thanks
Back to top
View user's profile Send private message
Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Mar 17, 2005 4:17 pm    Post subject: Reply with quote

srbassalot wrote:
OK I figured it out I did have a syntax error in there.
I also added the switch "Y" to the lines
NAMEDATE /YZ:"m-d-Y H-M-S" "old.log"
and
NAMEDATE /YZ:"m-d-Y H-M-S" "servercrash.log"
Without using the "Y" switch in name.exe the server will NOT restart by itself because it will hang on line>>>>>>>>>>>
NAMEDATE /Z:"m-d-Y H-M-S" "servercrash.log
Awaiting a Yes/No/Quit response.

It also needs a "wait" command in there before unreal.exe, I'm still working on that one..heh

That's a GREAT tip though Hyper THANKS
I love the way it names them by dates and times for easy archiving...it rocks buddy.

">> You'll need a new HUD for that as far as I know."

Is that something you are using Hyper?
If so, care to share?

Thanks


No, i'm using the HUD provided by the game type.
_________________
Alter your reality...forever.
Hyper.nl Unreal Services
unreal://hypercoop.tk
Back to top
View user's profile Send private message Visit poster's website
srbassalot



Joined: 16 Sep 2004
Posts: 229
Location: Earth

PostPosted: Fri Mar 18, 2005 4:18 am    Post subject: Reply with quote

OK thanks for the help

Here's the proper syntax for the wait command.
It needs to be in there if you are going to use the "Y" switch.
It gives Unreal time to close before starting back up.

Code:
start /wait Unreal.exe <Unreal command line options>
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Hyper.nl Unreal Services Forum Index -> HelpDesk All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group