Sketch Posted October 30, 2017 Posted October 30, 2017 Coconut, How are you sending individual messages to players when they land? I assume it's: In the editor: Complex Trigger OnLanded -> Remote Server Command -> Send Message -> Third Party program (that you probably built): get #ID -> send that ID a random message via in game send message command I'd like to mimic on my own missions, if possible. Sketch
coconut Posted October 30, 2017 Posted October 30, 2017 (edited) Coconut, How are you sending individual messages to players when they land? I assume it's: In the editor: Complex Trigger OnLanded -> Remote Server Command -> Send Message -> Third Party program (that you probably built): get #ID -> send that ID a random message via in game send message command I'd like to mimic on my own missions, if possible. Sketch You got most of it right. Actually I don't need the complex trigger, or anything in the mission itself. It's all done looking at the game log on the server, which has entries for landing events. If you can use and write code on the .net platform, you can use this: https://bitbucket.org/johdex/tickdelaymonitoring/src/7010b1a5674f/projects/RConClient/?at=default (for sending message using the remote console protocol) https://bitbucket.org/johdex/plog (originally by taleks, for extracting events from the game log) There's similar code written by other people for Python (for the stats server) and Java (the Finnish guys use that), you may want to ask them if you are more comfortable with those languages. Edited October 30, 2017 by coconut 1
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