Barotrauma
Multiplayer crew manager
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ColdDead 9 NOV 2022 a las 15:03
Chat Command not Work?
Lua is installed Client and Server Side + CsForBarotrauma why i not work? https://i.imgur.com/bSXMOXp.jpeg
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Mostrando 1-15 de 17 comentarios
Akronyhm 10 NOV 2022 a las 9:18 
Is the server running the Lua executable?
ColdDead 10 NOV 2022 a las 9:36 
Publicado originalmente por Akronyhm:
Is the server running the Lua executable?
Yes
Akronyhm 10 NOV 2022 a las 11:25 
Curious - might be a potential mod confict, or maybe some other mod is breaking the LUA/CS execution.

Could you try disabling all other mods except lua/cs and mcm and start a new campaign, see if that fixes it?
ColdDead 10 NOV 2022 a las 13:21 
It Fix it, should i post the mod preset? Or what you need to find whats the problem is?
ColdDead 10 NOV 2022 a las 13:36 
nvm now i load the preset an is working, no clue whats changed
ColdDead 10 NOV 2022 a las 14:02 
https://i.imgur.com/MUdDaPV.jpeg And my campangen char is gone, how set i a waypoint for the costum job?
Akronyhm 11 NOV 2022 a las 9:11 
The only time i've experienced the mod not responding to the mcm chat command is when the entire LUA/CS mod-tree has died due to some broken mod

Maybe your load-order changed? or if some mod were broken it might've been updated/fixed

As for the custom job - this might not be supported in some cases... What custom job was your character?
ColdDead 11 NOV 2022 a las 14:41 
And is "work" for a littel time and now i have this problem :/ https://i.imgur.com/e4u1vYB.png
https://i.imgur.com/yj6VEwQ.png
Última edición por ColdDead; 11 NOV 2022 a las 14:41
Akronyhm 12 NOV 2022 a las 2:53 
Have you attempted to disable to the mod?

That MIGHT restore your character ( but you might lose all progress ), because the regular spawning logic will kick back in...

I think the reason why this issue occurs is because as the serverside portion of this mod is creating dummy clients to enable the "switching" behaviour - It makes some assumptions, first is that the "player character" is a human, and that there is a spawnpoint for your preferred job...

If, for instance, the custom "Clown" job above hooks in to the assistant's spawnpoint, it is impossible for MCM server to know this without explicitly writing a scenario for it

I promised i'd look into it, and i will, but i can make no guarantees that i will be able to fix it...
at the very best i might be able to create an interface for patch-mods to hook into

Stand by
Akronyhm 12 NOV 2022 a las 5:18 
Possible solution could be to offer the server a fail-over... that is, if no appropriate spawn point for the clients preferred job exists - simply spawn at a random assistant spawn point...

This would mean that if no inventory data for the character has been saved, they'd spawn with a typical assitant inventory instead :/

Not perfect, but maybe good enough - It is likely that this would solve any further "alien races" imcompatibilities as well
ColdDead 14 NOV 2022 a las 5:12 
Publicado originalmente por Akronyhm:
Have you attempted to disable to the mod?

That MIGHT restore your character ( but you might lose all progress ), because the regular spawning logic will kick back in...

I think the reason why this issue occurs is because as the serverside portion of this mod is creating dummy clients to enable the "switching" behaviour - It makes some assumptions, first is that the "player character" is a human, and that there is a spawnpoint for your preferred job...

If, for instance, the custom "Clown" job above hooks in to the assistant's spawnpoint, it is impossible for MCM server to know this without explicitly writing a scenario for it

I promised i'd look into it, and i will, but i can make no guarantees that i will be able to fix it...
at the very best i might be able to create an interface for patch-mods to hook into

Stand by
With deactivating the mod I have things again, I'm looking forward to the December update
ColdDead 14 NOV 2022 a las 5:13 
Publicado originalmente por Akronyhm:
Possible solution could be to offer the server a fail-over... that is, if no appropriate spawn point for the clients preferred job exists - simply spawn at a random assistant spawn point...

This would mean that if no inventory data for the character has been saved, they'd spawn with a typical assitant inventory instead :/

Not perfect, but maybe good enough - It is likely that this would solve any further "alien races" imcompatibilities as well
I hope the inventory system doesn't cause any problems
Akronyhm 14 NOV 2022 a las 8:53 
Publicado originalmente por ColdDead:
I hope the inventory system doesn't cause any problems

The only issue i can forsee right now would be when new clients connect and you attempt to create their first character - Other than that i think regular Barotrauma code helps maintain current inventory and stuff
Última edición por Akronyhm; 14 NOV 2022 a las 8:53
ColdDead 14 NOV 2022 a las 9:19 
Will you write them down here when you install it so I can test it?
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