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So I'm hosting a dedicated server...
Posted: Tue Dec 21, 2010 6:36 pm
by redgroupclan
Does anyone know how I could mod it? I'm trying to disable engineers.
Despite the fact that the server title has "NoEngineers" in it and an announcement says "Engineers and glitching are not permitted" people still come in and play as an engineer.
Is being an engineer really that burned into peoples minds?
Also, feel free to join me in my server. NoEngineersAntiGlitch. I host it frequently at random times. I'm trying to get a lot of people to join it so it will be a notable server like Jedi Battle Arena, the [merc] server, =SP= Dark Forces Rising, or the =-SotG-= Request It! server so people will join it without me having to go around asking.
Even if no one here knows how to mod a PC Dedicated server, does anyone here know someone who does know how to mod a server?
I'd think that disabling engineers would be possible. In BF1, I went into a server that had all emps spawn as Dark Troopers no matter which unit they selected.
Re: So I'm hosting a dedicated server...
Posted: Tue Dec 21, 2010 6:43 pm
by SilvaDalek
Dumb question, but it would be 1.1 right?
Re: So I'm hosting a dedicated server...
Posted: Tue Dec 21, 2010 6:44 pm
by redgroupclan
It's not a dumb question. It was probably dumb of me not to specify that it is v1.1.
Re: So I'm hosting a dedicated server...
Posted: Tue Dec 21, 2010 7:05 pm
by acryptozoo
i would join my having some probs with 1.1
ill spread it around though

Re: So I'm hosting a dedicated server...
Posted: Tue Dec 21, 2010 8:47 pm
by [RDH]Zerted
To mod the server, you need v1.3 installed. You should be able to install it to the dedicated server. Next, make a custom server script that increases the unlock points for engineers to something super high. Info on creating a custom server script is in v1.3 howto's folder.
Re: So I'm hosting a dedicated server...
Posted: Tue Dec 21, 2010 11:46 pm
by redgroupclan
Wait, are you saying I have to completely update my game to v1.3 in order to mod the server, or are you saying that I can give v1.3 only to the server?
Either way, would people on v1.1 be able to play the server still?
Re: So I'm hosting a dedicated server...
Posted: Wed Dec 22, 2010 12:09 am
by Twilight_Warrior
v1.3 is an unofficial patch. It does not actually change the game version. You and teh players in your server will still be playing 1.1, regardless of whether you/them have the 1.3 patch installed or not. For all intents and purposes, it's just another mod. A very important mod to help other mods run, but details...
The easiest way would be to run the 1.3 patch installer, but instead of directing it to the Star Wars Battlefront II folder, direct it to you Star Wars Battlefront II PC Server folder.
I'm not 100% sure as to whether or not you'll need to run the 1.3 patch on your game, but it's a good thing to have, anyway.
LINK:
http://www.filefront.com/15345973/SWBF2 ... %20129.exe
Re: So I'm hosting a dedicated server...
Posted: Wed Dec 22, 2010 2:51 am
by redgroupclan
That download doesn't have a program to run it with.
Re: So I'm hosting a dedicated server...
Posted: Wed Dec 22, 2010 3:00 am
by AQT
Oh jeez, that's getting pretty old now. Just add an .exe to the end of the file's name once after it's done downloading.
Re: So I'm hosting a dedicated server...
Posted: Wed Dec 22, 2010 3:25 am
by fasty
The easiest way in my opinion is to edit the mission.lvl. You can do that by hex editing, or making a new map with all the luas of the maps you want and edit the luas. Most changes you make to the luas will cause crashing but some work.
Try adding SetClassProperty ("all_inf_engineer","MaxHealth",0) It will cause all the engineers to automatically die when spawned.
redgroupclan wrote:I'm trying to get a lot of people to join it so it will be a notable server like Jedi Battle Arena, the [merc] server, =SP= Dark Forces Rising, or the =-SotG-= Request It! server so people will join it without me having to go around asking.
There's no easy way to say this. All those servers are run by clans or communities that pay for a server to be put up. Their servers are up 24/7 with 25-40 slots. If you host a dedicated server from your own computer,
A) It's bad for your computer to be hosting AND playing at the same time.
B) It will be extremely laggy for everyone who joins unless you have a large bandwidth.
http://artofwarcentral.com/Battlefront-2-pc-Servers.asp
Mines only $9.90 a month and everyone gets a ping of around 100.
Re: So I'm hosting a dedicated server...
Posted: Wed Dec 22, 2010 11:54 pm
by redgroupclan
fasty wrote:The easiest way in my opinion is to edit the mission.lvl. You can do that by hex editing
Care to expound a little more on that? It does seem like the easiest way.
There's no easy way to say this. All those servers are run by clans or communities that pay for a server to be put up. Their servers are up 24/7 with 25-40 slots. If you host a dedicated server from your own computer,
A) It's bad for your computer to be hosting AND playing at the same time.
B) It will be extremely laggy for everyone who joins unless you have a large bandwidth.
http://artofwarcentral.com/Battlefront-2-pc-Servers.asp
Mines only $9.90 a month and everyone gets a ping of around 100.
At the moment, the server has never gotten more than 6 people in it at one time. I'm not gonna pay to host the server until it starts getting more activity. The way I'm doing things now is probably fine.
Re: So I'm hosting a dedicated server...
Posted: Thu Dec 23, 2010 2:03 am
by Eyes Only
Why is everyone saying "oh you need v1.3" or some other crap like that, there are much simpler methods to disabling characters, such as editing them out of the lineup (will prevent them from spawning, stopping at 0) or setting their initial health to 0 (as fasty said, kill on spawn), this kind of issue requires little more than clever tweaking. I'm not saying 1.3 is a bad idea (its an excellent feat of coding), but its just unnecessary and overcomplicated for simple edits such as these... its like recommending a supercomputer (that you have to script) to solve a simple addition problem...
"most of the changes you make to LUAs will cause crashing" - not true, editing LUA parts of a LVL file is just difficult, if you screw up THATS what causes the crashing, I havent even perfected it yet... its very difficult to tell where things start and stop.
Re: So I'm hosting a dedicated server...
Posted: Thu Dec 23, 2010 2:43 am
by Twilight_Warrior
Okay, smart guy, how exactly would you fix it to set the max units to 0 or set the initial health to 0 in a stock-game multiplayer server? Meaning a server ANYONE can play on regardless of if they have ANY mods installed at all?
Re: So I'm hosting a dedicated server...
Posted: Thu Dec 23, 2010 4:08 am
by fasty
How its done with the mod tools:
1) Make a new map and delete all the lua files for it.
2) Go into the assets and get all the luas of all the stock maps you want in your server.
3) Put them into your new maps common/scripts/abc folder and make changes to them (add the code I mentioned).
4) Add the three letter names of the stock maps you're adding in the mission.req in data_abc/common.
5) Munge with common checked then go into your munged maps folder and copy the mission.lvl
6) Paste it in your servers files C:\Program Files (x86)\LucasArts\Star Wars Battlefront II PC Server\data\_LVL_PC
If you want to see this in action go join the Gamerz Hero FFA|NoForce/Guns server and see for yourself.
Re: So I'm hosting a dedicated server...
Posted: Thu Dec 23, 2010 11:46 am
by Twilight_Warrior
Huh, I was almost certain Gamerz used the Fake Console ingame LUA scripting. I stand corrected.
Re: So I'm hosting a dedicated server...
Posted: Thu Dec 23, 2010 3:05 pm
by Eyes Only
1.3 basically exploits the same anti-cheat feature that I've been playing around with for years only by the editing of certain scripts and variables (initially with cheat engine
http://va.ucoz.net/swbf2/swbf2CE.txt).
I laid down the framework for the GMRZ server, I taught them how to do modifications such as those, and even suggested methods of accomplishing their goals. The "Advanced" hero assault server that GMRZ has is a blatant rip-off of the server that I had up for a few weeks at SWGO. Most people don't fully understand how flexible the Battlefront engine truly is. Thanks to its passive anti-cheating system, the server has a significant influence over the client. With a pure client install, the entire server side map file could be missing and the client will still connect and run flawlessly, albeit with no command posts to spawn in with. I created a mod a while ago which basically replaces all of the map characters with jedis, so whoever you picked you spawned as a jedi. The mod requires no special download and doesn't require anything extra to be installed server-side other than the replacement mission.lvl file.
There are drawbacks however, the server has to constantly re-update the clients which creates a slight increase in bandwidth usage (which is why the gmrz server is so laggy all the time compared to a clean server, they have a million things changed), you cannot change the way anything is rendered (which means if you try to relocate buildings, only the collision will be moved on the clients).
Some theories that I have yet to test:
-It should be possible to create, move, and destroy command posts easily (creating new command posts has been done by unlocking the extras in hoth)
-It should be possible to force people to spawn on team 3 when choosing auto assign (someone do this, I am WAY too lazy to learn LUA but want to play as pigs)
-You should be able to spawn new vehicles (try fixing the one in tat2) since you can remove them with a simple edit.
and a few others which i cant think of off the top of my head now.
Re: So I'm hosting a dedicated server...
Posted: Thu Dec 23, 2010 6:58 pm
by redgroupclan
I want to learn the hex editing way because I got rid of my mod tools a long time ago.
Re: So I'm hosting a dedicated server...
Posted: Fri Dec 24, 2010 6:56 pm
by fasty
I would just say open the mission.lvl up in a hex editor and see what you can do to change stuff. Save a copy of it first so if you make a mistake you can change it back. You'll be surprised how much of the luas are still readable.
Re: So I'm hosting a dedicated server...
Posted: Sat Dec 25, 2010 1:34 am
by redgroupclan
I have no idea what to change...
The hex editor is full of jibberish.
Re: So I'm hosting a dedicated server...
Posted: Sat Dec 25, 2010 2:33 pm
by [RDH]Zerted
Disclaimer: I tend to push v1.3 as I made most of it and it's all done within the boundaries of the mod tools.
Quick summary of server modding options:
v1.3 (custom server script)
Slightly more powerful than just editing mission.lvl. This is the best option for cross map mods as one script can change multiple maps without editing each map. An unlimited number of server scripts are supported, so if someone has a server mod you like, you can simply copy it from them. This option also works when you don't have the original map script. You can basically get me to write your mod if you want if you catch me online when I'm not busy.
Misson.lvl/Recreating a map
Feature wise, similar to using v1.3. The steps are easier understood by someone who has already made maps. You can't really mix in other mods from other people.
Hex Editing
The most advanced option. You can do anything, but won't get much help. The smallest changes aren't too hard, everything else is difficult or close to impossible. It is harder to keep track of changes you've made to a map.
In terms of what SWBF2 supports, I agree with everything Eyes Only said. There are still some awesome mods we can make.
'Spawning' on team 3 has been done before. Humans can't truly be on team 3, but their unit can be moved there after it spawned. The first server mod though v1.3 was a 'Play As Locals' script. It added the local units to teams 1 and 2 (server only mod, so clients didn't see the added units). Initially, it only spawned a certain clan's members as local units. Later, it was changed to when a human killed himself, he was automatically re-spawned as a locals unit and placed on the related team.