Hi guys i need some help. When i tried to run the serverperkshost.exe on my server2003 i will get anCould you tell us the error that is shown? Are you sure the database configuration is properly setup?
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Hi guys i need some help. When i tried to run the serverperkshost.exe on my server2003 i will get anCould you tell us the error that is shown? Are you sure the database configuration is properly setup?
Could you tell us the error that is shown? Are you sure the database configuration is properly setup?
Sorry mate I can't exactly help myself but I know this may be helpful for others who may read this. I don't use a database due to it having some communication problems I think it was. I save all the data into it's own file so easily editable if needed to.Of course, both servers can retrieve the perks
I think it has something to do with the connection timed out sort of thing.
And there is no error, the perks simply aren't being loaded for a period of time after map change...
Any way to keep the connection between the server and database constant?
I don't see a setting there that allows me to set the connection time to > 60 seconds or infinite
Oh i forgot about the error message
here it is: "This application has failed to start because the application configuration is incorrect"
Sorry mate I can't exactly help myself but I know this may be helpful for others who may read this. I don't use a database due to it having some communication problems I think it was. I save all the data into it's own file so easily editable if needed to.
Hey,
When it will be possible to have ServerPerks Database On LINUX platform?
ore would it be eser to use MysqL Database for Perks ?
And how to make ServerPerksStats.ini convert to data.ini ?
server KF-BioticsLab.rom?game=KFmod.KFGameTypet?VACSecured=true?MaxPlayers=6?Mutator=ServerPerksV4.ServerPerksMut? ini=KillingFloor.ini multihome=217.163.26.167 port=7707 log=Gameservers.log -nohomedir
server KF-BioticsLab.rom?game=KFmod.KFGameTypet?VACSecured=true?MaxPlayers=6?Mutator=ServerPerksV4.ServerPerks ini=KillingFloor.ini multihome=217.163.26.167 port=7707 log=Gameservers.log
-nohomedir
I actually like the idea of this using a MySQL database but will this cause slight lag because of a constant connection from server to external database?
Hi Marco,
I have been working on a lot of perks and weapons. I am using this mut for stats and perk selection. Everything is working great but one small detail. I would really like to fix it so i can release this mutator im working on.
When you first join and select a perk, it gives you the proper loadout of weapons. This is working on the 20+ perks and 50+ weapons im using. But when changing perks it never changes the weapon loadout. e.g.
Im berserker with Katana. I die or switch perks at the end of the round. When i spawn or switch to commando perk, i dont get the weapons for commando, i keep the weapons loadout from Berzerker.
How can i make it so the weapons loadout switches along with the perks? So when i switch from berzerker to commando, i get the weapons for commando instead of keeping the berzerker weapons? How does that function work? Where is this function?
Thanks in advance!
20+ perks and 50+ weapons
else if(Sender == b_Ready)
{
if ( PC.Level.NetMode == NM_Standalone || !PC.PlayerReplicationInfo.bReadyToPlay )
{
//Set Ready
PC.ServerRestartPlayer();
PC.PlayerReplicationInfo.bReadyToPlay = True;
if ( PC.Level.GRI.bMatchHasBegun )
PC.ClientCloseMenu(true, false);
b_Ready.Caption = UnreadyString;
}
else
{
// Spectate map while waiting for players to get ready
LobbyMenu(PageOwner).bAllowClose = true;
PC.ClientCloseMenu(true, false);
}
}
else if(Sender == b_UnReady)
// Display enemy health bars
static function SpecialHUDInfo(KFPlayerReplicationInfo KFPRI, Canvas C)
{
local KFMonster KFEnemy;
local HUDKillingFloor HKF;
local float MaxDistanceSquared;
if ( KFPRI.ClientVeteranSkillLevel > 0 )
{
HKF = HUDKillingFloor(C.ViewPort.Actor.myHUD);
if ( HKF == none || C.ViewPort.Actor.Pawn == none )
return;
switch ( KFPRI.ClientVeteranSkillLevel )
{
case 1:
MaxDistanceSquared = 25600; // 20% (160 units)
break;
case 2:
MaxDistanceSquared = 102400; // 40% (320 units)
break;
case 3:
MaxDistanceSquared = 230400; // 60% (480 units)
break;
case 4:
MaxDistanceSquared = 409600; // 80% (640 units)
break;
case 5:
case 6:
MaxDistanceSquared = 640000; // 100% (800 units)
break;
default:
MaxDistanceSquared = 640000; // 100% (800 units)
break;
}
foreach C.ViewPort.Actor.DynamicActors(class'KFMonster',KFEnemy)
{
if ( KFEnemy.Health > 0 && !KFEnemy.Cloaked() && VSizeSquared(KFEnemy.Location - C.ViewPort.Actor.Pawn.Location) < MaxDistanceSquared )
{
HKF.DrawHealthBar(C, KFEnemy, KFEnemy.Health, KFEnemy.HealthMax , 50.0);
}
}
}
}
static function bool ShowStalkers(KFPlayerReplicationInfo KFPRI)
{
return true;
}
static function float GetStalkerViewDistanceMulti(KFPlayerReplicationInfo KFPRI)
{
switch ( KFPRI.ClientVeteranSkillLevel )
{
case 0:
return 0.0625; // 25%
case 1:
return 0.25; // 50%
case 2:
return 0.36; // 60%
case 3:
return 0.49; // 70%
case 4:
return 0.64; // 80%
}
return 1.0; // 100% of Standard Distance(800 units or 16 meters)
}
Right what I want to do is change the Footer to not allow you to spectate once you've clicked ready but to UNREADY instead.
I've found inside SRLobbyFooter.uc
Code:else if(Sender == b_Ready) { if ( PC.Level.NetMode == NM_Standalone || !PC.PlayerReplicationInfo.bReadyToPlay ) { //Set Ready PC.ServerRestartPlayer(); PC.PlayerReplicationInfo.bReadyToPlay = True; if ( PC.Level.GRI.bMatchHasBegun ) PC.ClientCloseMenu(true, false); b_Ready.Caption = UnreadyString; } else { // Spectate map while waiting for players to get ready LobbyMenu(PageOwner).bAllowClose = true; PC.ClientCloseMenu(true, false); } }
How would I change to unready instead (for the spectator bit and not replace the b_Ready section)? I know it will have
I think. Any help?Code:else if(Sender == b_UnReady)
else if(Sender == b_Ready)
{
if ( PC.Level.NetMode == NM_Standalone || !PC.PlayerReplicationInfo.bReadyToPlay )
{
//Set Ready
PC.ServerRestartPlayer();
PC.PlayerReplicationInfo.bReadyToPlay = True;
if ( PC.Level.GRI.bMatchHasBegun )
PC.ClientCloseMenu(true, false);
b_Ready.Caption = UnreadyString;
}
else
{ //Set UnReady
PC.ServerRestartPlayer();
PC.PlayerReplicationInfo.bReadyToPlay = False;
if ( PC.Level.GRI.bMatchHasBegun )
PC.ClientCloseMenu(true, false);
b_Ready.Caption = ReadyString;
}
}