[MOD] BasilMod::MotD

Place for sharing your game modifications for Life is Feudal: Your Own

Zhalls
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Re: [MOD] BasilMod::MotD

Post by Zhalls » 07 Jan 2016, 17:02

Custodian wrote:
Xhodan wrote:So when I go to exec the file in the command console. I get an error saying the motd.cs file is missing from BasilMod/motd/motd.cs

You have placed mod files into wrong directory, or misspelled the name of folders. Make sure you place files into server, which you will start.

Server side installation documentation describes 4 steps:
Spoiler


Your help file is sort of misleading. You will need to change it so people don't make the same mistake as this guy did, (just as I did as well).

The help file currently says:

"1) Place these 2 files (config.cs and motd.cs.dso) in "BasilMod/motd" folder of server root."

You should change it to say:

"1) Place these 2 files (config.cs and motd.cs.dso) from the "BasilMod/motd" folder, and place them into your server root folder."


This will save people a lot of time trying to interpret what that sentence is trying to convey. It's not easy to understand.

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 07 Jan 2016, 18:32

Zhalls wrote:The help file currently says:

"1) Place these 2 files (config.cs and motd.cs.dso) in "BasilMod/motd" folder of server root."

You should change it to say:

"1) Place these 2 files (config.cs and motd.cs.dso) from the "BasilMod/motd" folder, and place them into your server root folder."


Your sentence is incorrect.

You should create folder "Life is Feudal Your Own Dedicated Server\BasilMod\MotD\" and place files there.

Full path of the file should be:
Life is Feudal Your Own Dedicated Server\BasilMod\MotD\motd.cs.dso


Zhalls
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Re: [MOD] BasilMod::MotD

Post by Zhalls » 07 Jan 2016, 20:46

Custodian wrote:
Zhalls wrote:The help file currently says:

"1) Place these 2 files (config.cs and motd.cs.dso) in "BasilMod/motd" folder of server root."

You should change it to say:

"1) Place these 2 files (config.cs and motd.cs.dso) from the "BasilMod/motd" folder, and place them into your server root folder."


Your sentence is incorrect.

You should create folder "Life is Feudal Your Own Dedicated Server\BasilMod\MotD\" and place files there.

Full path of the file should be:
Life is Feudal Your Own Dedicated Server\BasilMod\MotD\motd.cs.dso


Weird, that's what I thought you meant at first, but they dont work like that because the server spits out the "can't find motd.cs" and the only way to correct this is to place the two files directly into the server root folder as described in my message. Wont work any other way unless your pack purports some other protocol that redirects them. I only installed the standalone, not the whole pack.


EDIT: unless the redirect is case sensitive, which is why motd doen't work, but MotD does.

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 07 Jan 2016, 20:51

Zhalls wrote:dont work like that because the server spits out the "can't find motd.cs"

make sure you add
Code: Select all
exec("BasilMod/motd/motd.cs");
to your main.cs.

Zhalls wrote:EDIT: unless the redirect is case sensitive, which is why motd doen't work, but MotD does.

This depends on your hostring provider. Default(steam release) server running on windows is case insensitive.


Zhalls
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Re: [MOD] BasilMod::MotD

Post by Zhalls » 07 Jan 2016, 20:54

Custodian wrote:
Zhalls wrote:This depends on your hostring provider. Default(steam release) server running on windows is case insensitive.


Then there we go. Your provided help file has them listed in lower case. You'll need to correct that. Thanks for the clarification!

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 07 Jan 2016, 21:24

Zhalls wrote:Then there we go. Your provided help file has them listed in lower case. You'll need to correct that.

I doubt. As I said, case does not matter.
If your hosting provider changes default server behaviour, you should be aware of that. All mods are designed to work with official steam release of the server.


Ozersk
 
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Re: [MOD] BasilMod::MotD

Post by Ozersk » 12 Jan 2016, 05:01

Custodian, It is possible to make a message in global chat? Very useful... ;)
Image

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 12 Jan 2016, 06:01

Ozersk wrote:Custodian, It is possible to make a message in global chat? Very useful... ;)

With server-side only mod it is not possible (I dont know a way to do it).


Cogollops
 
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Re: [MOD] BasilMod::MotD

Post by Cogollops » 30 Jan 2016, 18:42

Please reupload file motd.cs.dso or motd.cs

Can't load file!
Image

Image

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 30 Jan 2016, 18:52

Cogollops wrote:Please reupload file motd.cs.dso or motd.cs
Can't load file!

Follow link from the installation instruction at first post. Mod files available via dropbox.


Frankenshtine
 
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Re: [MOD] BasilMod::MotD

Post by Frankenshtine » 26 May 2016, 15:24

Timed messages is ok, but if I want, for example, give an automated warning to players about night is coming, and in 24h is not fit exactly whole number of ingame days - timed messages will not be useful because night will come in different time from server restarts (if server restarts randomly or in fixed real time).
So, is it possible to add another type of MotD, bound to ingame time?

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 26 May 2016, 18:27

Frankenshtine wrote:So, is it possible to add another type of MotD, bound to ingame time?

Timetable for scheduled messaged based on ingame time will be added in next version of the mod.


Seregaman
 
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Re: [MOD] BasilMod::MotD

Post by Seregaman » 17 Jun 2016, 19:41

Мое почтение! Подскажите пожалуйста, что надо сделать, что бы в чате отображалась Кириллица?!

My regards! Please tell me what to do, to be displayed in the chat Cyrillic ?!
P.S. Sorry for my English

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 17 Jun 2016, 19:49

Seregaman wrote:My regards! Please tell me what to do, to be displayed in the chat Cyrillic ?!

Save your config.cs file in utf-8 encoding.
Spoiler


Seregaman
 
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Re: [MOD] BasilMod::MotD

Post by Seregaman » 17 Jun 2016, 20:04

Thank you very-very much!!!

Spoiler


Seregaman
 
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Re: [MOD] BasilMod::MotD

Post by Seregaman » 17 Jun 2016, 20:52

My regards! Is it possisible to edit settings for global chat?
Spoiler

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 18 Jun 2016, 09:36

Seregaman wrote:My regards! Is it possisible to edit settings for global chat?

Please, be more specific what do you mean?
Spoiler


Seregaman
 
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Re: [MOD] BasilMod::MotD

Post by Seregaman » 18 Jun 2016, 11:59

Make the same settings in both system and local chat.
Spoiler

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 18 Jun 2016, 22:55

Seregaman wrote:Make the same settings in both system and local chat.

I dont understand what do you want. If you would like to display message at global chat, this is not possible with this server-side only mod.
Spoiler


BladeRavinger
 
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Re: [MOD] BasilMod::MotD

Post by BladeRavinger » 26 Jun 2016, 08:54

Hey Fella, i keep getting the no motd.cs file error, and it would seem the DL dosent contain a motd.cs, mistake?

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 26 Jun 2016, 09:07

BladeRavinger wrote:Hey Fella, i keep getting the no motd.cs file error,

You haven't completed the installation process.
BladeRavinger wrote: and it would seem the DL dosent contain a motd.cs, mistake?

No.
basilmod-motd-t14543/page10/#p61683


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Re: [MOD] BasilMod::MotD

Post by BladeRavinger » 27 Jun 2016, 23:10

Custodian wrote:
BladeRavinger wrote:Hey Fella, i keep getting the no motd.cs file error,

You haven't completed the installation process.
BladeRavinger wrote: and it would seem the DL dosent contain a motd.cs, mistake?

No.
basilmod-motd-t14543/page10/#p61683


it keeps returning "file dosen't exist"

il make sure my command is pointing to the correct dir, but im sure i havent made a mistake

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Re: [MOD] BasilMod::MotD

Post by Custodian » 27 Jun 2016, 23:14

BladeRavinger wrote:it keeps returning "file dosen't exist"

Verify, that you have installed mod to your server, and you entering command at server console. This is not ctrl+~ console at LiF:Yo game client.


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Re: [MOD] BasilMod::MotD

Post by BladeRavinger » 28 Jun 2016, 00:52

Custodian wrote:
BladeRavinger wrote:it keeps returning "file dosen't exist"

Verify, that you have installed mod to your server, and you entering command at server console. This is not ctrl+~ console at LiF:Yo game client.


Hmmm dont have access to that panel, had to remove the mod and re-add it, there may have been an issue with the initial upload, its working now, thank you


Ozzie88
 
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Re: [MOD] BasilMod::MotD

Post by Ozzie88 » 05 Jul 2016, 18:15

Hi There mate,

Im trying to add the mod but striking a few problems. (im noob)

I have installed it correctly (have done a few times) but i dont see the messages come up. i have read what other people have had problems with and tried resolving but not been able to do so.

I think it could be that im not too sure where to put it in the main.cs file?

could you provide a screen shot of where to put it the exec code and also a screen shot of the config.cs too?

Thanks greatly and keep up the great work!

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 05 Jul 2016, 18:32

Ozzie88 wrote:I think it could be that im not too sure where to put it in the main.cs file?

At the end of main.cs file, after all default content.
Spoiler


Ozzie88 wrote:and also a screen shot of the config.cs too?

Example config.cs file is available for download with the mod, follow the download link at head post.


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Re: [MOD] BasilMod::MotD

Post by Ozzie88 » 05 Jul 2016, 18:54

Great Got it working Now :Yahoo!:

Next problem > My server rules are not showing in any chat. I set it to show in system chat. what could cause this issue? :Search:

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 05 Jul 2016, 22:58

Ozzie88 wrote: My server rules are not showing in any chat. I set it to show in system chat. what could cause this issue?

Your configuration is wrong, or config.cs contain syntax errors after your edits.
You may want to use example config.cs and check how it works.


K475u
 
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Re: [MOD] BasilMod::MotD

Post by K475u » 06 Jul 2016, 03:01

hey some wierd stuff going on

installed MoTD on my Testserver included exec.. Command in main.cs Server Loades it everything iss fine.

Installed MotD on my Live Server Same way..

Server dont Load it from my main.cs

Code: Select all
// Process command line arguments
exec("core/parseArgs.cs");
exec("BasilMod/pack/pack.cs");
exec("BasilMod/gmannounce/gmannounce.cs");
exec("BasilMod/ravens/ravens.cs");
exec("BasilMod/chats/chats.cs");
exec("fix/playersave.cs");



// Parse the executable arguments with the standard
// function from core/main.cs
defaultParseArgs();

function compileFiles(%pattern)

   %path = filePath(%pattern);

   %saveDSO    = $Scripts::OverrideDSOPath;
   %saveIgnore = $Scripts::ignoreDSOs;
   
   $Scripts::OverrideDSOPath  = %path;
   $Scripts::ignoreDSOs       = false;
   %mainCsFile = "main.cs";//makeFullPath("main.cs");
   %localConfigFile = "config_local.cs";
   %ddctdConfigFile = "ddctd_config.cs";

   for (%file = findFirstFileMultiExpr(%pattern); %file !$= ""; %file = findNextFileMultiExpr(%pattern))
   {
      // we don't want to try and compile the primary main.cs
      if(%mainCsFile !$= %file && %localConfigFile !$= %file && %ddctdConfigFile !$= %file)     
         compile(%file, true);
   }

   $Scripts::OverrideDSOPath  = %saveDSO;
   $Scripts::ignoreDSOs       = %saveIgnore;
}

if($compileAll)
{
   echo(" --- Compiling all files ---");
   compileFiles("*.cs");
   compileFiles("*.gui");
   compileFiles("*.ts"); 
   echo(" --- Exiting after compile ---");
   quit();
}
else
{
   exec("scripts/root.cs");
}
exec("BasilMod/MotD/motd.cs");


my main.cs
Other Mods work well and if i load the mod via Server Console

exec("BasilMod/MotD/motd.cs");

its loaded and works.

my motD config.cs

Code: Select all
/*
   BasilMod::motd mod
   2015 Basil Semuonov
   

   Configure messages for MotD greetings when player joins server.
   Add periodic messages to be sended by the server to the players.
   
   Current version (standalone BasilMod::motd) limits message length to 230 letters.
   
   Example:

   Add message to be shown when player joins server.
   BasilMod::motd_registerWelcome(
      true,      //Show message in "System" channel. Message is shown if value is "true".
      false,      //Show message in "Local" channel. Message is shown if value is "true".
      "message"   //Message text to be shown. Message support default coloring.
   );
   
   Add periodic message to be shown to players.
   BasilMod::motd_registerPeriodic(
      1,          //Interval of message display, in minutes.
      false,      //Show message in "System" channel. Message is shown if value is "true".
      true,      //Show message in "Local" channel. Message is shown if value is "true".
      "message"   //Message text to be shown. Message support default coloring.
   );
*/

//Delay in seconds after player spawn before sending messages
$BasilMod::motd::welcome_delay = 60;

//Example setup of greetings messages, and samples for messages with timeouts
//Welcome Massage System & Local Chanel
BasilMod::motd_registerWelcome(false, true, "Willkommen in der <spush><color:EE8607>Ruhmeshalle<spop>");
BasilMod::motd_registerWelcome(false, true, "Unseren TS³ findet ihr unter <spush><color:07ACEE>ts3.ruhmeshalle.de<spop>");
BasilMod::motd_registerWelcome(false, true, "<color:EE1A07>Die Server Regeln findet Ihr im Forum!");
BasilMod::motd_registerWelcome(false, true, "<color:158B1B>Der Server startet jeden Morgen um 5:00 Uhr neu!");
//Zeitgesteuerte Anzeigen 1=true->Systemn & 2=true->Local
BasilMod::motd_registerPeriodic(180, false, true, "<spush><color:07ACEE>Der Tägliche Server Neustart findet um 5:00 Uhr Morgens statt.<spop>");

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Custodian
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Re: [MOD] BasilMod::MotD

Post by Custodian » 06 Jul 2016, 06:08

K475u wrote:hey some wierd stuff going on

installed MoTD on my Testserver included exec.. Command in main.cs Server Loades it everything iss fine.

Server dont Load it from my main.cs

Please read mods description carefully.

Why you had added all other mods exec lines to the begin of the main.cs file?
Each mod cleary says, that you must add mod loading exec lines to the end of main.cs.

Check mod directory name, and make sure that command you are entering in the console is the same as in the main.cs file.
If you think everything is correct, search latest server log for "motd" and check for loading errors around, or share your server latest log with me.

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