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SSGM, previously SSAOW, Version 2.0 [message #267637] Wed, 20 June 2007 23:56 Go to next message
Whitedragon is currently offline  Whitedragon
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Server Side Game Manager, SSAOW's new name. I felt that a new name was needed since it isn't, and hasn't been for a while, just an AOW mod.

This is a major feature version including many new things, such as CTF mode and a plugin system.

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Version 2.0:
- New: Renamed to SSGM(Server Side Game Manager).
- New: Ported to scripts 3.4.1.
- New: Major code overhaul, reorganization, and optimization.
- New: Added support for modifications, both standalone and PKG. Some features, such as crates and drop weapons, will automatically be disabled when the server is running a mod.
- New: Added new setting "EnableInfiniteAmmo" which gives all infantry weapons, except C4 and beacons, infinite ammo.
- New: Extra information has been added to vehicle kill messages, including the driver/owner of the vehicle and the last amount of damage done to the vehicle before it was killed.
- New: Vehicle and beacon purchases will now be logged. See the "LogVehiclePurchases" and "LogPowerupPurchases" settings.
- New: Extra ingame kill messages have been added for when a player kills theirself or is killed by a base defense, harvester, or tiberium. See the "EnableExtraKillMessages" setting.
- New: Added logging for C4 detonations and disarms under the "_C4" log header. Controlled by the "LogC4" setting.
- New: Added setting "LogBeacons" to control beacon logging. Previously it was always enabled.
- New: Vehicle purchase auto-binding has been added. When a player buys a vehicle and is the first person to enter it, it will be automatically bound to them.
- New: Vehicle wreckage revive auto-binding has been added. When a vehicle wreck is revived it will be automatically bound to either the person who repaired it the most or to its previous owner if revived within 30 seconds of the vehicle dying.
- New: A new plugin system has been added which lets users load a list of .dll/.so files into the FDS. See the "Plugin" section of ssgm.ini for more information.
- New: Capture The Flag mode has been added. See the "GameMode" setting.
- New: The version of SSGM, scripts.dll, and bhs.dll will now be outputted to the ssgm_version.ini file on startup.
- New: A section has been added to ssgm.ini to list the acceptable sniping characters for the sniping modes.
- New: The translated preset name and translated current weapon for both objects has been added to the end of the gamelog killed events.
- New: Player and vehicle kill messages will now include if C4 or a beacon was used to kill the player/vehicle. The kill messages will read "(Timed C4, Remote C4, Proximity C4, or Beacon)" instead of the usual "(Preset/Currently held weapon)".
- BugFix: AI bots will no longer crash the server.
- BugFix: Harvesters will now properly spawn in the infantry only game mode.
- BugFix: Fixed a bug where crates would use the wrong model when "AllowVehCrates" was set to 1.
- BugFix: Fixed a bug that caused vehicle wreckages to sometimes have no health bar.
- Change: Many settings have been renamed, removed, or merged with other settings:
All settings dealing with logging are now properly prefixed with "Log".
"LogVehicleCreate" has been superseded by "LogVehiclePurchases" and was removed. This means that the "_VEHICLE"
log header is no longer used.
"LogHarvesterDeath" has been merged with "LogVehicleKills".
- Change: Disabled characters and vehicles will now be completely unpurchasable.
- Change: Non sniper characters will now be replaced with sniper characters in the PT menu when running in the sniping modes.
- Change: Locked vehicles will no longer take on the team of their owner. Friendly players will still be unable to damage them, however.

Version 2.0 CTF Changes from SSCTF 1.3:
- New: Added command "!captures" which shows the capture limit and the amount of times each team has captured the flag.
The same keyboard shortcut(VehBind/Home) that triggers "!bind" in AOW mode will instead trigger "!captures" in CTF mode.
- New: Added command "!flaginfo" which shows the location of each team's flag.
The same keyboard shortcut(VehBL/Insert) that triggers "!bl" in AOW mode will instead trigger "!flaginfo" in CTF mode.
- New: Setting "ShowFriendlyFlagRadar" has been added which toggles whether friendly flags will appear on the radar.
- New: Setting "ShowEnemyFlagRadar" has been added which toggles whether enemy flags will appear on the radar.
Players will need bhs.dll to see this.
- New: A new class system has been added. The class systems allows you to have multiple sets of pedestal positions per map with one being randomly chosen each game.
- New: Reverse CTF mode has been added. In Reverse CTF the flags are reversed, meaning that the GDI flag is in the Nod base and the Nod flag is in the GDI base. The objective is to take the enemy flag from your base and run it to your pedestal in the enemy base.
Reverse CTF uses the class system and is therefore random, meaning that even when it is enabled not all games will be reversed.
Reverse CTF can be toggled on or off through the "EnableReverseCTF" setting.
- Change: Players will no longer receive money or points for stealing, picking up, or returning the flag, or killing the flag carrier.
- Change: Various settings have been renamed or moved.



I suggest any server running any version of SSAOW or SSCTF upgrade to this release.

Note: This was refered to as SSAOW 1.6 before the project was renamed.


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[Updated on: Thu, 21 June 2007 00:15]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267639 is a reply to message #267637] Thu, 21 June 2007 00:02 Go to previous messageGo to next message
reborn is currently offline  reborn
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First post. Razz

Thankyou Whitedragon. I appreciate your time and persistance with this. The plugin manager should really change things and help other developers too.
It's great that you still do this for everyone else. Top man. Big Ups In Love



Re: SSGM, previously SSAOW, Version 2.0 [message #267647 is a reply to message #267637] Thu, 21 June 2007 00:23 Go to previous messageGo to next message
cmatt42 is currently offline  cmatt42
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I'm not a server owner, but excellent.

Re: SSGM, previously SSAOW, Version 2.0 [message #267649 is a reply to message #267637] Thu, 21 June 2007 00:27 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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so its the new ssaow right?
Re: SSGM, previously SSAOW, Version 2.0 [message #267652 is a reply to message #267637] Thu, 21 June 2007 00:33 Go to previous messageGo to next message
Hex is currently offline  Hex
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yes

The plugin system is sweet!


goztow wrote on Tue, 11 May 2010 08:00

If we had to ban all who ever cheated or ever created a cheat (obj3cts and such) then I don't think there would be many members left here (sad fact).


reborn wrote on Fri, 29 January 2010 23:37

std is for pro's. Razz

[Updated on: Thu, 21 June 2007 00:35]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267654 is a reply to message #267637] Thu, 21 June 2007 00:36 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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wow all that work i did on my scripts and mods now they make this -_- ffs...........
Re: SSGM, previously SSAOW, Version 2.0 [message #267655 is a reply to message #267649] Thu, 21 June 2007 00:36 Go to previous messageGo to next message
reborn is currently offline  reborn
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joe937465 wrote on Thu, 21 June 2007 03:27

so its the new ssaow right?


You could think of it like that, but you'd be wrong really. It is SSCTF, SSAOW etc etc in one .dll with soft coded options in .ini files to change game modes and other settings.

It allows for allot more community group development. Whether or not this will ever get used I do not know, but the option is there now.

It's pretty awesome in my opinion. Thumbs Up

joe937465 wrote on Thu, 21 June 2007 03:36

wow all that work i did on my scripts and mods now they make this -_- ffs...........



All the work you did? Razz

TBH the changes you made are minor compared to what some will have to do if they want to port there code.
You will find SSGM familiar to SSAOW 1.5 in most respects. And the code can easily be applied to this. Albeit a few changes will have to be made.



[Updated on: Thu, 21 June 2007 00:38]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267656 is a reply to message #267637] Thu, 21 June 2007 00:47 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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no the scripts u did do a lot i just had to copy and paste and put names its mainly the objects files im talking about

i was editing a already made objects file before the guy quiet i was editing it and adding new things and making them better and i have no idea how to start from scratch >.< >.< >.< >.< >.<
and the scripts i guess i would just have to find where everything at

[Updated on: Thu, 21 June 2007 00:49]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267659 is a reply to message #267637] Thu, 21 June 2007 00:55 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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Your old objects file should still work. Just rename it to objects.gm.

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[Updated on: Thu, 21 June 2007 00:56]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267660 is a reply to message #267637] Thu, 21 June 2007 00:55 Go to previous messageGo to next message
reborn is currently offline  reborn
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Indeed, it would be extremely helpful to have a list of presets changes from ssaow 1.5 to SSGM, i.e if any scripts have been added to a preset.
Many people will be in a similar position, and if nothing much has changed from the last objects.aow to the objects.gm file then it would be far easier to modify your old objects.aow file so it is updated to the new standard.

Any chance of this Whitedragon?



Re: SSGM, previously SSAOW, Version 2.0 [message #267661 is a reply to message #267637] Thu, 21 June 2007 01:01 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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the sciprtss that u made reborn i noticed some of the shit in the gm source are not there could i just copy and paste the whole selection? incluidng the default stuff that was in the old ssaow?
Re: SSGM, previously SSAOW, Version 2.0 [message #267662 is a reply to message #267637] Thu, 21 June 2007 01:01 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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There aren't actually any required changes to the objects file. I made sure that any script attaching and any preset changes were done in scripts.dll so people could use their old objects file. The only changes to the one included here is that I cleaned it up by removing some unneeded scripts.

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Re: SSGM, previously SSAOW, Version 2.0 [message #267663 is a reply to message #267637] Thu, 21 June 2007 01:02 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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If you can, stay away from editing the SSGM source itself. Instead put your mods in a plugin.

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Re: SSGM, previously SSAOW, Version 2.0 [message #267665 is a reply to message #267637] Thu, 21 June 2007 01:06 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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so i dont have to do anything to the objects file?

also how the hell do i work on a pluging? LOL!!!
Re: SSGM, previously SSAOW, Version 2.0 [message #267666 is a reply to message #267663] Thu, 21 June 2007 01:08 Go to previous messageGo to next message
reborn is currently offline  reborn
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Thanks for clearing that up Whitedragon, thats a real nice effort =]

And joe.. the code i changed in ssaow 1.5 for you is also present in ssgm, you just havn't found it yet.

But take WhiteDragon's advice, build any mods into a plugin. This is the way foward and will be much easier for people to share that way. There is an example plugin included, it should be quite easy to create a small plugin with the changes you wanted. It wil lalso make things clearer for other people viewing your source code.




[Updated on: Thu, 21 June 2007 01:09]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267667 is a reply to message #267637] Thu, 21 June 2007 01:10 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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Take a look at Plugin Example Source.zip.

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Re: SSGM, previously SSAOW, Version 2.0 [message #267668 is a reply to message #267637] Thu, 21 June 2007 01:11 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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ok so the changes reborn gave me i put them in plugin section instead of the normal souce files correct?
Re: SSGM, previously SSAOW, Version 2.0 [message #267669 is a reply to message #267637] Thu, 21 June 2007 01:17 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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What kind of changes are these?

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Re: SSGM, previously SSAOW, Version 2.0 [message #267670 is a reply to message #267637] Thu, 21 June 2007 01:19 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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not sure!! what they are called.......reborn?
Re: SSGM, previously SSAOW, Version 2.0 [message #267671 is a reply to message #267637] Thu, 21 June 2007 01:25 Go to previous messageGo to next message
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There's a few additions to the chat hook.
Also I showed him how to add a couple of lines to m00_grant_powerup::killed to create an explosion if the preset is a hotwire/tech, I don't know whether he included that or not.
The crate manager you created too I altered slightly so that it didn't destroy the object if there was one in the last 180 seconds.

But pretty much just a bunch of additions to the existing chat hook.



Re: SSGM, previously SSAOW, Version 2.0 [message #267672 is a reply to message #267637] Thu, 21 June 2007 01:30 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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For the chat stuff you can just stick it into the plugin's chat hook.
For the crate changes you'd need to copy and paste the entire crate script(MDB_SSGM_Crate) from SSGM into the plugin and then add your changes to it.
For the killed explosion you could make a new script in the plugin and attach it to players via an object creation hook similar to how MDB_SSGM_Player is attached.


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Re: SSGM, previously SSAOW, Version 2.0 [message #267673 is a reply to message #267672] Thu, 21 June 2007 01:34 Go to previous messageGo to next message
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Whitedragon wrote on Thu, 21 June 2007 03:30

For the chat stuff you can just stick it into the plugin's chat hook.


ok i could figure that out



Quote:


For the crate changes you'd need to copy and paste the entire crate script(MDB_SSGM_Crate) from SSGM into the plugin and then add your changes to it.



huh? whole new script? or editing somthing in plugins?

Quote:


For the killed explosion you could make a new script in the plugin and attach it to players via an object creation hook similar to how MDB_SSGM_Player is attached.

[/quote]
ty but i didn add the explosion Wink
Re: SSGM, previously SSAOW, Version 2.0 [message #267674 is a reply to message #267637] Thu, 21 June 2007 01:36 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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Make 2 new files, gmcrate.cpp and gmcrate.h, and add them to the plugin project. Then copy all the parts of the MDB_SSGM_Crate script from SSGM's gmcrate.cpp and gmcrate.h.

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Re: SSGM, previously SSAOW, Version 2.0 [message #267677 is a reply to message #267673] Thu, 21 June 2007 01:42 Go to previous messageGo to next message
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joe937465 wrote on Thu, 21 June 2007 04:34


huh? whole new script? or editing somthing in plugins?



he means search for "MDB_SSGM_Crate" in the ssgm source code and copy the whole thing, including the registrant and header stuff, then place it in the plugin source code. Then make the change.

However you didn't actually ask for the change, I forgot I left it in there when I was testing the crate changes. Which BTW I forgot to mention the crate changes...

I also changed the Nod and GDI random character array to add for more presets, then changed the random integer code for the character crate so that it also had a chance of choosing those added presets.

The change to the crate manager stuff only means that if you change the spawn delay time on the crate to less then 180 seconds it will actually work. At the monet ssaow 1.5 is hard coded to prevent that from happening. Meaning if you want to change the spawn delay on the crate it can only be over 180 seconds. I removed the limitation.



[Updated on: Thu, 21 June 2007 01:44]

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Re: SSGM, previously SSAOW, Version 2.0 [message #267678 is a reply to message #267637] Thu, 21 June 2007 01:49 Go to previous messageGo to previous message
_SSnipe_ is currently offline  _SSnipe_
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ok do i copy everything in the gmcrates.ccp into the one in the projects source or jsut these 2 parts

MDB_SSGM_Crate::Created or the MDB_SSGM_Crate::Custom

and if those 2 then do i edit ANYTHING the in normal source files?
because from what i see im editing those parts but not the parts where u type what the random char crate gives but im dumb so ya Very Happy

[Updated on: Thu, 21 June 2007 02:19]

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