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Server Mods

Posted: Tue Sep 08, 2009 6:33 pm
by myers73
I was wondering how server mods work, not as in +123, but how GMRZ modded their ffa no force server so that force doesnt work.

I know that it has something to do with messing with push and damage values via lua.

Will someone please enlighten me on how this works and how to do it, and all the values that can be modified, ie can health be modified? thanks.

Re: Server Mods

Posted: Tue Sep 08, 2009 6:38 pm
by [RDH]Zerted
The v1.3 patch allows you to run Lua code at the start of any map. See its documentation to find out how. I'm just assuming they did it that way. I don't know for sure...

Re: Server Mods

Posted: Tue Sep 08, 2009 6:42 pm
by myers73
k, using SetClassProperty you can give a class a certain health right?

Re: Server Mods

Posted: Tue Sep 08, 2009 6:43 pm
by Maveritchell
[RDH]Zerted wrote:The v1.3 patch allows you to run Lua code at the start of any map. See its documentation to find out how. I'm just assuming they did it that way. I don't know for sure...
All they did was rewrite sections of the stock mission.lvl and drop that into the server's folder, I believe.

Re: Server Mods

Posted: Tue Sep 08, 2009 7:28 pm
by MetalcoreRancor
We did not modify the mission.lvl and we did not use 1.3 patch.

The method of which we modify our FFA server is not to be disclosed, and was actually bought in an agreement with the creator so we are the sole owners of it.

That's all I can say.

Re: Server Mods

Posted: Tue Sep 08, 2009 7:33 pm
by myers73
Maveritchell wrote:
[RDH]Zerted wrote:The v1.3 patch allows you to run Lua code at the start of any map. See its documentation to find out how. I'm just assuming they did it that way. I don't know for sure...
All they did was rewrite sections of the stock mission.lvl and drop that into the server's folder, I believe.
Rancor, can you confirm this please? thanks.

EDIT: sry accidentally deleted old post

What I want to do with this is create a hard core mode for BF2, but you dont have to d/l anything, but rather its a server mod that significantly lowers the health. But I can do it the normal way of a side mod, but then its single player mostly and this was meant to be multiplayer.

Re: Server Mods

Posted: Tue Sep 08, 2009 7:51 pm
by Teancum
MetalcoreRancor wrote:We did not modify the mission.lvl and we did not use 1.3 patch.

The method of which we modify our FFA server is not to be disclosed, and was actually bought in an agreement with the creator so we are the sole owners of it.

That's all I can say.
Bought? If it wasn't from Pandemic then #1 you got ripped off, and #2 that's illegal per the EULA

Re: Server Mods

Posted: Tue Sep 08, 2009 7:58 pm
by myers73
Well, i have been told all that I can by rancor:
1. its not dont by editing the mission.lvl
2. its not new side.lvls
3. it is possible, so please help me figure this out, one it is very intriguing to me, and two, it would be a great multiplayer server mod.

Re: Server Mods

Posted: Tue Sep 08, 2009 8:40 pm
by Teancum
There's lots of ways to do it that would all work. If you just want the force off you can do the LUA trick Zerted mentioned.

Re: Server Mods

Posted: Tue Sep 08, 2009 9:06 pm
by [RDH]Zerted
Yes, you can use SetClassProperty to change the MaxHealth ODF property. If that causes problems for the people in the server, just damage every unit when it spawns instead.

I thought the map's script from mission.lvl was one of the files the game checked. If your script doesn't match the server's hash (or whatever they use), then you can't join the server.

Since they paid for something, I can only guess that it mods the server to mess with the hash checks, directly changes memory values to change the unit properties, or was some fancy hex editing. If they didn't buy this before v1.3 patch development started, then yeah they were ripped off (unless it was only a few bucks per payer). Sadly, it seems they don't want to share their mods to better the community.

Re: Server Mods

Posted: Tue Sep 08, 2009 9:48 pm
by myers73
what i want to do is create a hardcore mode, similar to CoD4, where the units have low health, somewhere around 90-110. I figured you could do it with LUA code, but Im not sure how to implement that code into SM every time it loads a map. If it is possible to remove the HUD at the same time that would also be nice.

Re: Server Mods

Posted: Wed Sep 09, 2009 3:10 pm
by MetalcoreRancor
The community can be bettered by entering our ffa server and seeing that our rules we have (no gunners and no force) is effectively followed and enforced so that everyone who plays can have fun on that server and the admins in turn don't have to do as much work. Players who only play as Boba fett, for example, would find that their jetpacks dont function and can't fly.

Whether we choose to make this available to others or not is up to us, but I think the player base in Gametoast who would want specifically no working guns and no force powers are a small selection. Rather, the base lowers even more when you also add the fact that this is a No force server rule set we are enforcing, of which there are around 4 visited no force ffa servers on the game itself. Making ours a very nice unique server to play on, as opposed to the others who require more admins to watch them.

The purpose of our mod is only what I've stated. And what we are attempting to accomplish in the future wouldn't be able to be helped by 1.3 patch in any event, as it has to do with removing block.

Re: Server Mods

Posted: Wed Sep 09, 2009 3:26 pm
by darthvatrayen
From my experience with ingame LUA modding, you can't edit a weapon with out crashing the game. I'm stumped on this one.

Re: Server Mods

Posted: Wed Sep 09, 2009 3:33 pm
by Frisbeetarian
MetalcoreRancor wrote:as it has to do with removing block.
You want to remove block?

Re: Server Mods

Posted: Wed Sep 09, 2009 4:05 pm
by myers73
Frisbeetarian wrote:
MetalcoreRancor wrote:as it has to do with removing block.
You want to remove block?
I mnot surprised, most no force players hate people that use CB.

What I dont get is the political crap about being unique. Look, there are only a few thousand that pay SWBF2, and of those, only a few hundred are really evolved and care about the community. It would make since to distinguish your servers if the competition was higher, like back when the game came out, but look, your only competition is ^arrows^ and people only choose which server to go on based off of which has people in it. Please dont take this as insult, but rather a more 'we are all friends, and all weve got' point of view.

Re: Server Mods

Posted: Wed Sep 09, 2009 6:20 pm
by Frisbeetarian
myers73 wrote:I'm not surprised, most no force players hate people that use CB.
Ah, right, I had forgotten about center block because I don't know how to use it. As far as I'm concerned (until shown otherwise), it's a glitch in the game, and if there is a way to take it out and keep regular block, I'm all for it.

Regardless, I have led this far enough off topic. Has your question been satisfactorily answered?

Re: Server Mods

Posted: Wed Sep 09, 2009 8:39 pm
by myers73
I guess its a satisfied as it will get unless people want to commit hours to trying to figure out how to do what I am trying to do, or GMRZ opens its lips. I don't want to ask people to do this, so will look into as much as I can myself, and if I dont find a way, then will just create a side mod. My problem with a side mod is it will mostly be single player only, and also there are plenty of side mods, and people are constantly running into mission count problems.

Re: Server Mods

Posted: Wed Sep 09, 2009 9:00 pm
by Maveritchell
myers73 wrote:I guess its a satisfied as it will get unless people want to commit hours to trying to figure out how to do what I am trying to do, or GMRZ opens its lips. I don't want to ask people to do this, so will look into as much as I can myself, and if I dont find a way, then will just create a side mod. My problem with a side mod is it will mostly be single player only, and also there are plenty of side mods, and people are constantly running into mission count problems.
Zerted already said what you could do in the first reply in your topic.

Re: Server Mods

Posted: Wed Sep 09, 2009 9:14 pm
by myers73
Maveritchell wrote: Zerted already said what you could do in the first reply in your topic.
I saw that, but does it work with BBO SM? And if so, how would I do it. And what doc is the needed knowledge contained in, I looked and could not locate it? I would like to figure this out as it seems like it might work like i want it to.

Re: Server Mods

Posted: Wed Sep 09, 2009 9:38 pm
by Maveritchell
I have no idea; I haven't tried. However, you are welcome to try yourself - you'll need to know how to modify things (in this case units) in ScriptPostLoad and you'll want to know how to make custom user scripts for the 1.3 patch (see Zerted's docs for this).