Reviving Royal Roulette

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chco
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Re: Reviving Royal Roulette

Post by chco » 17 Mar 2019, 10:42

Uhhh.. if I run a stand-alone server.. I need the server-script settings ? I need them for Royal and Elite as well and I'm pretty sure I need some for Royal Roulette :p
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chco
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Re: Reviving Royal Roulette

Post by chco » 17 Mar 2019, 12:08

Extracted your .gbx .. and found what I needed :-) Server is running :p Except for some settings I do not have yet it kinda works :p
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weerwolf
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Re: Reviving Royal Roulette

Post by weerwolf » 17 Mar 2019, 15:39

The titlepack is stored in your /Packs folder.
in the matchsettings the only thing u config is
<title>RoyalRoulette@weerwolf</title>
which holds everything

And how t F did u extract the pack - its supposed to give some protection again looting custom work inside
at least back then

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chco
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Re: Reviving Royal Roulette

Post by chco » 17 Mar 2019, 16:07

Hey I'm Sen-Sai.. nothing hides from me :-)
But with a stand-alone server I needed to know the name of your script as well and I need a settings script so Maniacontrol can take care of the setting instead of the default settings (esc->manager server).
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weerwolf
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Re: Reviving Royal Roulette

Post by weerwolf » 17 Mar 2019, 16:34

I do not have these extra settings specified in my matchfile, it takes it from the script as i understood.
But in case u do need that

Code: Select all

<setting name="S_DynamicPointLimitFactor" type="integer" value="30"/>
<setting name="S_RouletteDebug" type="boolean" value="0"/>
<setting name="S_RouletteDebugNumber" type="integer" value="0"/>
<setting name="S_JackpotDebug" type="boolean" value="0"/>
Please note that these are higly subject to changes so and are not communicated in updates, u might find this
troublesome for keeping the server up to date in a good way.

For now the script resides within the titlepack in under / Shootmania
So if u do need that

Code: Select all

<script_name>ShootMania\RoyalRoulette.Script.txt</script_name>

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chco
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Joined: 24 Dec 2012, 09:11

Re: Reviving Royal Roulette

Post by chco » 17 Mar 2019, 18:29

Thanks!
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chco
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Re: Reviving Royal Roulette

Post by chco » 19 Mar 2019, 20:08

Do update some of my plug-ins for Royal Roulette..
Usually when a person loses all armours there is a callback telling me what weapon killed was used.
Have you added new names/numbers for weapons ?

Also .. in Royal there is a RoyalRoundWinner callback. Is it also fired in RoyalRoulette ? Same as SM_SCORES end BEGINMAP ?
e.g. I check for a callback SM_SCORES. Within there's a section that will be call EndMap so I know a map is finished (I don't do this always, useally on the callback endmap). I then write stuff to the database, but it is not triggered in RoyalRoulette ?
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weerwolf
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Re: Reviving Royal Roulette

Post by weerwolf » 20 Mar 2019, 01:01

Don't know, never got into callbacks before.
The only thing i could do is to compare from what is in my adapted script from mp3, and
what is in the latest github version of royal pro
Which shows:

Code: Select all

XmlRpc::Royal_RoundWinner(RoundWinnerPlayer);

Code: Select all

XmlRpc::RegisterCallback(C_Callback_Royal_RoundWinner, """
* Name: {{{C_Callback_Royal_RoundWinner}}}
* Type: CallbackArray
* Description: Callback sent at the end of the round with the login of the winner.
* Data:
	- Version >=2.0.0:
	```
	[
		"{
			"login": "PlayerLogin" //< Login of the player who won the round
		}"
	]
	```
""");
And as for the weapons, it was never coded to be included in callback for the same reason.

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chco
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Joined: 24 Dec 2012, 09:11

Re: Reviving Royal Roulette

Post by chco » 27 Mar 2019, 20:52

I've been dinging a bit further and that actually would seem to be the problem.
A lot of new callback were introduced and the old ones deprecated.
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