Jump to content

fjamieson

Member
  • Posts

    95
  • Joined

  • Last visited

Everything posted by fjamieson

  1. Running into the same thing. Anyone found a solution or know what changed to cause the issue?
  2. Dark, Curious at to what you ended up doing BEC is a pain!! Care to share? Thx
  3. From some log file 'tailing', I found that if you removed the MultiHome= from the commandline things work. By default we use "MultiHome=$[Service.IpAddress]" where $[Service.IpAddress] corresponds to the internal IP address of the server, because it gets NAT'd by the firewall. When the EGS client runs it looks for the server on what is in the commandline, verbatim... so "TheIsland?MultiHome=192.168.1.100?Port=7777....etc" Because it cannot use 192.168.1.100.. things fail Proof of this can be found in \Program Files\Epic Games\ARKSurvivalEvolved\ShooterGame\Saved\Logs\ShooterGame.log Not sure what the Ark devs changed between 311.94 and 311.99...but it broke things..
  4. LFA The config contains a reference to "server.pvp true" on line 319. From everything I have researched this is no longer a valid option. You only have server.pve true/false. Tested this using WebRCON and other RCON tools. server.pvp - returns nothing server.pve - returns the current value "False" or "True" Regards,
  5. Dennis, If I use SourceRCON as a stand alone script.. no issues, but using the Scheduled Tasks / Console/RCON Command option, I get a Task error.. have submitted a ticket. Using the script from the Workshop Browser section of help.tcadmin.com.. it all works... Thx
  6. DennisHermannsen, You say this was fixed in the latest release of TCAdmin. I am using 2.0.142 and still having issues with Ark and RCON. The script I referenced above no longer works, neither does using the built in RCON option. Sending RCON messages from an external RCON source works... Any suggestions?
  7. cody0520, I use After Created and After Reinstalled.
  8. I do not have one set, but can connect fine with Dart. Would be nice to know though!! ?
  9. I second the "Somewhere in between ", too may things can go wrong is you don't know what you are doing. Makes it harder to troubleshoot and then people hold you responsible if things break!!
  10. New scripts: DayZ_CS_......txt files are install/ininstall scripts for mods that have the Tag: Mod in them DayZ_S_...txt - files are install/uninstall scripts for mods that are SERVER ONLY, that have a Tag: Server in them DayZ_VarReset.txt - is called on creation and reinstall to initialize the variables needed. Found that if you don't do this.. things get a little screwy When a user runs a Workshop install/uninstall I call both the DayZ_CS and DayZ_S scripts (install or uninstall as needed). Yes, they can be rolled into one, but makes for a long script and a pain in troubleshooting. Will work on a combined script at some point! The only caveat is that some authors/devs Tag their mods "Mod,Server" which is not good... no real way around this as it is hard to tell what is a client/server mod and what is server only. DayZ_CS_Install.txt DayZ_CS_Uninstall.txt DayZ_S_Install.txt DayZ_S_Uninstall.txt DayZ_VarReset.txt
  11. Rislem, The change should be: if (mods.find(';') != -1) : ThisService.Variables["Mods"]=mods + ":" + String.Format("@{0}", ModName) else : if len(mods) > 0 : ThisService.Variables["Mods"]=mods + ";" + String.Format("@{0}", ModName) else : ThisService.Variables["Mods"]=mods + String.Format("@{0}", ModName) The reason I added them to the start is to ensure people read the documentation and check their commandline after installation and do not blindly add mods and then wonder why they have issues. I know it is a pain....
  12. I have updated the scripts. Will post updated ones soon Have separate scripts to handle mods tagged as 'mod' and 'server' , so that they update to the appropriate commandline options. problem being some mod authors/dev tag their mods incorrectly in the Steam Workshop. Mods that go client and server should be tagged as "Mod" and server ONLY as 'Server, but they are tagging the client/server mods as 'Mod,Server' which complicates things. Also, have a separate script that sets the variables on Install/Reinstall. They are not initialized by default.. learned this the hard way. Will also update the 'in-script' comments/documentation.
  13. DennisMidjord, Thanks for the clarification. Just wanted to make sure I was not loosing my mind.. I got the 'file/folder' .. but was not sure if I was missing something...
  14. Updated to 2.0.138.0. drag and drop not working for me. Is this only in MVC?
  15. I have had very limited success with ARK and RCON. Did manage to write a script (I think it was Luis that helped), that allows you to send a message. This works well. C:\TCAFiles\Users\SourceRcon.exe %ThisService_IpAddress% %ThisService_RConPort% %ThisService_RConPassword% "broadcast %ThisService_BroadcastMessage%" >NULL (Note.. you need a message variable and sourcercon.exe) Also found RCON for ARK on the Google App store .. works well too. However, still battling to get ARK and TCAdmin to work together so that you can actually schedule other things. With that said, I am also not sure how many actual commands are available/usable via RCON. There seems to be a difference of opinion from what I have read doing some research.. Any thoughts, ideas, and/or help getting this working would be appreciated.
  16. I have several 7 Days servers running. I am not seeing any CPU/RAM/Player information in the Game Services view from the admin interface. When I go to the individual server and do a Current Stats and Activity, the system queries and returns information without any issues. But I am not seeing any information in the graphs :-( Query Proto: Half Live 2 New Any one else have this issue or any ideas how to resolve this? Thanks in advance
  17. Khurune, I have a few scripts that will create the necessary 'profile' folder folders for Trader and Community Online tools. They are currently set as 'Actions' menu items in our setup. They do not install the mods. Not sure if this is what you are looking for, but will gladly share what I have created.
  18. These scripts are based off of the example scripts on the TCAdmin Wiki page (https://help.tcadmin.com/Workshop_Browser) for Arma 3. With a little help from Luis (Thanks a bunch), I have made the following scripts for DayZ. DayZ_WS_Install.txt - for the post install operations DayZ_WS_Uninstall.txt for the post uninstall operations. I have added comments to explain some of my logic... Also added some additional checking which, honestly should not be needed, but users will be users and can get 'delete' happy when things don't work!! There is still one thing I need to finish (may be someone where can help): :-) On the Uninstall script: currently I do not delete the .bikey file because there is a chance the user has installed several mods written by the same developer and they all use the same .bikey file name. So, I need to figure out a way to parse the @<mod folder>/keys folders after the Uninstall' and verify that all the .bikey files for the remaining mods are in place (copy missing file if necessary). If there are any suggestion to improve the efficiency of the code, please let me know.. I am finally getting back into 'programming' after a 20 year absence from it. Hope you find them useful PS: Also have Ark and Conan Exiles scripts. The Ark script is only a GameUserSttings.ini file update. Will post if anyone is interested. DayZ_WS_Install.txt DayZ_WS_Uninstall.txt
  19. Numpty, Thanks for the info. When you say "after server stopped", the server instance or physical server? If server instance, potentially I could have 20 copies of BEC running, using resources and no way to track it!! :-( Thx
  20. @numpty, Busy trying to figure out the BEC stuff.. 2 questions: 1) I see it is launched using a 'START', but when I look at the running processes on the server I cannot find it, any ideas where it hides? 2) When the server is stopped, does BEC close or does it stay running? Thanks again for all your continued help and contributions to the forums.
  21. Thanks alexr03. I will give that a try.... if it does not work.. will open a ticket to Luis!
  22. Okay.. finally getting ready to dive in to the MVC templates :-) When installing Visual Studio Community 2017 Edition, what options do I need to install. Trying to avoid using up all the disk space on my laptop :-) There are a bunch of options: Windows (3), Web & Cloud (7), Mobile & Gaming (5) and Other Toolsets (3) Any advice would be greatly appreciated. Regards
  23. Thanks. So if I understand this correctly.. a Java version of Minecraft that supports the C++ Minecraft clients!! Interesting!! Will give it a spin Thanks again
  24. Dennis, Thanks for the post... lots of kool stuff there!!! Have you been able to figure out anything for Minecraft (Bedrock) as far as console access goes?
  25. Thanks... that is what I ended up doing... Was trying to find a 'service' variable that would give the info... in case we changed the Port number... one less thing to have to remember to change!
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use