That would be why me and bacon couldn't use it? LOL
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That would be why me and bacon couldn't use it? LOL
Lol poor gameservers users...
I see this app on the {ITS} server all the time, nice project keep it up. :)
Lol wut? This works on gameservers.
I've noticed a couple of things so far:
1) Using the events (event_join, event_tk too possibly?) causes the server log to stop. I noticed this after I tried looking up the latest logs for the weekend. To make sure I erased my 'haloserver.log' file and restarted the server (so it would automatically create the file). The first two lines of the server log are recorded ('log opened' and the 'settings' line showing what map was loaded + gametype. Whenever someone joins the server it records them entering the server and being assigned to a team (JOIN SUCCESS and TEAMS JOIN) , but after that the server stops recording (since I guess this is where 'event_join' is trigered. The messages are displayed w/o a problem for the new player. Maybe i'm doing something wrong, but these are the commands i'm using:
Code:
;-------- eventids - join --------
event_join 'wait 10000;say $n "{ITS} Clan - Dallas, TX (equipped w/ SAPP 0.4 - http://xhalo.co.cc/ )"'
event_join 'wait 11000;say $n "Press F2 for rules/custom map details"'
event_join 'wait 20000;say $n "Auto Kick - AFK for more than 10 minutes"'
event_join 'wait 20050;say $n "Auto Kick - Ping consistently higher than 500"''
Edit: Okay, after some more testing (trying shorter messages, less messages, etc) , it seems that part of the issue is my fault. The haloserver log command didn't like there being more than one event_join command line. I had to rewrite the lines in the following manner:
Unfortunately I had to leave out other two lines about getting auto kicked into the event_join command above since the server would only show part of the third line and then cut off. As for gaps in the server logging, those still happen each time someone joins. I'll have to wait till another time to see whether the log file will remain active when multiple people enter the server.Code:
event_join 'wait 10000;say $n "{ITS} Clan - Dallas, TX (equipped w/ SAPP 0.4 - http://xhalo.co.cc/ )";say $n "Press F2 for rules/custom map details"'
;-----
2) The other problem I noticed might be related (or could just be a coincidence) , but at random times if someone joins it causes everyone else to get kicked out of the server (they see a 'network connection lost' message). The person who joined stays on the server though. I'm wondering if it's related to the way I'm using the event_join command (i'm assuming the server executes all for instances at the same time the moment the person joins ?)
I'd check the logs to see the names that have triggered those events, but unfortunately I didn't notice the first problem until a short while ago. =( If there's any other information I can provide, let me know though. Thanks.
First issue wasn't related to event_join but to wait command. Executing commands that were logging something(sv_kick, sv_ban, sv_say)from non-haloceded thread was sometimes causing server to crash. So before executing any command it was disabling log and restoring its state again when execution completed. So, when you executed 4 wait commands at one time, logging system got disabled.
I fixed it now, log is disabled only for commands mentioned above.(but't not for rcon nor console).
When it comes to second issue, hmm, maybe try to disable antihalofp - it's enabled by default and let me know if it still happens.
Thanks for finding these problems.
ok, i am having a issue with the admin add feature, can i add a directory in the files manually out of the game? if so, what format would i do to do this. maybe a example from the admin list directory if possible. would it be like
name cdhash ip? or name cdhash
other then that problem i have, i love the application
When you add an admin in game it creates a folder called 'SAPP' inside the halo folder. Inside that folder is a file called users.txt , which is your admin list. The list inside text file has the following format:
:0:playercdhashhere:0:
:1:anothercdhashhere:0:
:2:yetanotherhash:0:
and so on..
You would then restart your server and that's it. To check, go into your server and user the 'admins index' command to make sure they display correctly. You can further check by issuing a command via the ingame chat (ie. \sv_map bloodgulch ctf or /sv_map bloodgulch ctf if you used the ' cmdstart / ' option ).
ok, so if i understand you, in the user.txt file it should look like this maybe
:0:jables mycdhash:0:
or :0:jablesmycdhash:0:
cause in game, i get adminadd function can not be executed at this time. and what i do is like this rcon pass adminadd 1 00.00.00.00 is that wrong? of course 00.00.00.00 is not my ip, but as an example, i used it.
You can't put your name in the file. It has to be
:indexnumber:cdhash:0:
eg.
:0:3016d129a545bd09dd3bc57a2e413afc:0:
:1:dd3ba357a2eg1a3afc54eg4a3g4g444a:0:
As for using the command with the IP, Termy's homepage doesn't say anything about using a single ip. You might have to specify a range of ips instead:
According to the example provided on the homepage it would be something like this:
rcon rconpass adminadd 3 54.0.0.0/24 56.11.0.0/16
In this example he is adding the player whose player index number is '3' and is allowing them to operate on two different ip ranges 54.0.0.0/24 (the ips between 54.0.0.0 and 54.0.0.24 ) and 56.11.0.0.16 (the ips between 56.11.0.0 and 56.11.0.16). I haven't delved too much into networking but I do believe that's how it would break down. Maybe someone w/ more experience than me can back me up or refute my post.
As far as i'm concerned though, using your CD Hash is good enough for the sake of security. Unless someone comes up with a way of spoofing your cd key hash (or unless they get ahold of your product key somehow) then you should be safe.