| Lua for AC server | |
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+6blabla4198 Nirude |HP| TheKiller samsattF Sveark 10 posters |
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Park
Messages : 272 Joined/Date d'inscription : 2011-11-04
Gema stats farthest jump:
| Subject: Re: Lua for AC server Mon Feb 11, 2013 4:30 pm | |
| sounds nice lets do it that way | |
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UKnowMe?
Messages : 51 Joined/Date d'inscription : 2012-10-08 Location/Localisation : Germany
Gema stats farthest jump:
| Subject: Re: Lua for AC server Tue Feb 12, 2013 4:04 am | |
| I have here a piece of code: - Code:
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setnextmode(endmap[3]) setnextmap(endmap[1]) endmap is a table - Code:
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{ mapname, 0, gamemode } So this should work if nobody votes for /gonext, but it doesn't. | |
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Park
Messages : 272 Joined/Date d'inscription : 2011-11-04
Gema stats farthest jump:
| Subject: Re: Lua for AC server Tue Feb 12, 2013 4:24 am | |
| Abstelle von 13: GM_CTG !? | |
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Sveark
Messages : 124 Joined/Date d'inscription : 2011-05-02 Age : 30 Location/Localisation : Russia
| Subject: Re: Lua for AC server Sun Feb 17, 2013 3:48 am | |
| Version 1.5 has been released! New constants: remove map errors and upload map errors (API: Constants) New functions:isediting isalive isinwater isunderwater getteamkills setteamkills rereadcfgs callhandler getwaterlevel callgenerator tmr.after tmr.vacantid New handlers:onPlayerPingUpdate onPlayerStateUpdate (B) onPlayerBanThresholdReach (B) onPlayerKickThresholdReach (B) onConfigReread onConfigRereadAfter onPlayerRemoveMapAfter onPlayerPreconnect onPlayerSwitchEditing New generators:yieldNumberOfPlayers onPlayerRemoveMap 1 function has had extended list of arguments:mapisok (string mapname [= current map's name]) [!] 2 handlers have been remade:onPlayerSendMap (string map_name, integer sender_cn, integer revision, integer mapsize, integer cfgsize, integer cfgsizegz, integer upload_error) onPlayerSendMapAfter (string map_name, integer sender_cn, integer revision, integer mapsize, integer cfgsize, integer cfgsizegz, integer upload_error) [!] 1 handler has become generator:onPlayerSendMap [!] 1 handler has lost its ability to block action: (as it's better not to ommit packets) onServerProcess Other changes:- Fixed /setnext command executing;
- Fixed occasional disconnects and segfaults (error 11);
- Fixed clienthasflag and tmr.create functions;
- include function is now able to include *.lua and *.luac files (as well as *.inc files).
Notes:
- No Lua mod's function entails a handler execution. Exceptions: logline (onLogLine); luanotice (onLuaNotice); callhandler (any handler); callgenerator (any generator/handler)
- [!] denotes that the change may entail script modification.
Last edited by Sveark on Sun Feb 17, 2013 7:14 am; edited 2 times in total | |
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Baruch
Messages : 105 Joined/Date d'inscription : 2012-08-04 Age : 32 Location/Localisation : France
Gema stats farthest jump:
| Subject: Re: Lua for AC server Sun Feb 17, 2013 3:57 am | |
| Yay ! | |
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Park
Messages : 272 Joined/Date d'inscription : 2011-11-04
Gema stats farthest jump:
| Subject: Re: Lua for AC server Sun Feb 17, 2013 6:52 am | |
| nice, thanks: what came new to mapisok(mapname) ?
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Sveark
Messages : 124 Joined/Date d'inscription : 2011-05-02 Age : 30 Location/Localisation : Russia
| Subject: Re: Lua for AC server Sun Feb 17, 2013 6:59 am | |
| Its argument now refers to current map's name by deafult (if not set) | |
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Park
Messages : 272 Joined/Date d'inscription : 2011-11-04
Gema stats farthest jump:
| Subject: Re: Lua for AC server Sun Feb 17, 2013 7:09 am | |
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Sveark
Messages : 124 Joined/Date d'inscription : 2011-05-02 Age : 30 Location/Localisation : Russia
| Subject: Re: Lua for AC server Thu Mar 07, 2013 2:04 am | |
| Fixed Win32 binaries. Lua 1.5 modded server couldn't run on Windows... Changing compiler from MSVC to MinGW32 solved the problem... | |
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gear4
Messages : 28 Joined/Date d'inscription : 2013-04-03 Age : 27 Location/Localisation : English
Gema stats farthest jump:
| Subject: Re: Lua for AC server Wed Apr 03, 2013 4:01 am | |
| Can I request "getaccuracy" ? I used it in my previous mod of this for my Lua framework thingy. If not, thanks anyway! I just don't like to mod the source each and every time a release is made. [EDIT] Another thing, could you make it continue if win32_release exists ? it's annoying to CD to the directory, "del" it, then come back to the command line and type "make mingw" all over again [EDIT 2] I can't compile this on Linux for Linux, I get this error (list): - Code:
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/usr/bin/ld: error: lua.o:1:2: invalid character /usr/bin/ld: error: lua.o:1:2: syntax error, unexpected $end /usr/bin/ld: error: lua.o: not an object or archive /usr/lib/gcc/x86_64-linux-gnu/4.6/../../../x86_64-linux-gnu/crt1.o(.text+0x20): error: undefined reference to 'main'
Last edited by gear4 on Wed Apr 03, 2013 5:30 am; edited 2 times in total | |
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Sveark
Messages : 124 Joined/Date d'inscription : 2011-05-02 Age : 30 Location/Localisation : Russia
| Subject: Re: Lua for AC server Wed Apr 03, 2013 5:21 am | |
| Hi, gear4. Everything you mentioned is implementable and will be implemented in the next version (1.6).
But I don't understand why it doesn't compile for you... | |
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gear4
Messages : 28 Joined/Date d'inscription : 2013-04-03 Age : 27 Location/Localisation : English
Gema stats farthest jump:
| Subject: Re: Lua for AC server Wed Apr 03, 2013 5:30 am | |
| Hey Sveark, I fixed the Lua error by deleting src/lua/*.o - modify the last like Makefile.linux so that it reads this: - Code:
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rm -f $(OBJECTS) $(LANES_OBJECTS) $(TARGET) src/lua/*.o And yes, I know it's implementable, I have it currently | |
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Baruch
Messages : 105 Joined/Date d'inscription : 2012-08-04 Age : 32 Location/Localisation : France
Gema stats farthest jump:
| Subject: Re: Lua for AC server Thu Apr 18, 2013 11:27 am | |
| I think that when you return PLUGIN_BLOCK in onPlayerSayText handler, what player said isn't stored into demo file. Maybe you could add an option or a function to control that ? :3 | |
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Park
Messages : 272 Joined/Date d'inscription : 2011-11-04
Gema stats farthest jump:
| Subject: Re: Lua for AC server Thu Apr 18, 2013 12:05 pm | |
| ofc not, after you return pluginblock the server basicly ignores the call (totally and in any way) | |
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UKnowMe?
Messages : 51 Joined/Date d'inscription : 2012-10-08 Location/Localisation : Germany
Gema stats farthest jump:
| Subject: Re: Lua for AC server Thu Apr 25, 2013 1:46 pm | |
| Sveark, your website is down? Anyway, would it be possible to create a "dummy" gamemode, where you can set everything on your own (teambased, roundbased, etc.) to create custom gamemodes? | |
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Park
Messages : 272 Joined/Date d'inscription : 2011-11-04
Gema stats farthest jump:
| Subject: Re: Lua for AC server Thu Apr 25, 2013 1:48 pm | |
| Tuerknauf, afaik GMs are mainly handled client side. indeed his site is down. still got my backup, but you know that. | |
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UKnowMe?
Messages : 51 Joined/Date d'inscription : 2012-10-08 Location/Localisation : Germany
Gema stats farthest jump:
| Subject: Re: Lua for AC server Fri Apr 26, 2013 11:13 am | |
| And what would happen if you COULD create a new gamemode with ID -2? What would the client do? | |
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Park
Messages : 272 Joined/Date d'inscription : 2011-11-04
Gema stats farthest jump:
| Subject: Re: Lua for AC server Fri Apr 26, 2013 11:20 am | |
| crap around, try sending: changemap (-2, blamap, 20) no idea. | |
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