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How Are Messages In The Chat Area Generated By A Server? Finnish Virtual for example "Air field x low on planes bring supplies"


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Posted

Salute,

 

I play on Finnish Virtual quite a lot and would like to know how are system status messages displayed in the chat area? I know how the MCU Subtitle boxes work but have not worked out about forcing messages into the chat?

 

I assume that there is some additional application that is running?

 

Many thanks and kind regards

Friar

Posted (edited)

I assume they are using an automated version of the functionality described in "Allow a Multiplayer Server Administrator to Send a Chat Message", on pg. 175 of the editor manual. That is, they may be capturing the status from a log and passing a chat message to the remote console to issue in a "Send Chat Msg" command.

Edited by JimTM
  • Thanks 1
Posted

@JimTM - another case of Hey - RTFM!.....

 

I am as always indebted to your wise words sir.....is that enough crawling by way of an apology?

Posted
2 minutes ago, DD_Friar said:

@JimTM - another case of Hey - RTFM!.....

 

I am as always indebted to your wise words sir.....is that enough crawling by way of an apology?

 

Lol. No crawling required. I only know about the remote console function. The rest of the mechanics are my guess from the little I know about how the more sophisticated servers operate.  :scratch_one-s_head:

JG4_Deciman
Posted

To be more detailed (even if I do not know the scripts running in the background)

Every server can enable the output of logfiles (raw text files)

and parsing these files (needs a lot of work) can result in very detailed knowledge

of players online for each side, damaged/destroyed targets (even parts of a target)

...

 

And there is also a way to generate chat messages and send them to the players

 

And if you parse the logfiles, extract the data, create a database (target state, airfield state, players, planes, ...)

and you should be able to send commands to the server

sending chat messages

activating units

deactivating units

...

 

Thats what I'm struggeling with since months, because of having to handle data

- from the script creating the mission (not talking about further complex code inside to create missions...)

- to the script parsing the logfiles (not talking about further complex code inside to create current states of the mission...)

- and backwards...

But it IS possible...

 

Deci

  • 1 year later...
=FI=Genosse
Posted

Any idea how this exactly works? :scratch_one-s_head:

Posted
On 5/16/2023 at 4:34 AM, =FI=Genosse said:

Any idea how this exactly works? :scratch_one-s_head:

 

It works just fine, provided your coding skills are up to it. It involves configuring the rcon service, which allows you to run a script that can access the functions available via the RconClient console app. These functions allow such actions as obtaining a player list, reading player pings, kicking or banning a player and sending public or private messages to the chat window. The question has to be: Are you a programmer?

  • Haha 1
=FI=Genosse
Posted (edited)
2 hours ago, Cynic_Al said:

 

It works just fine, provided your coding skills are up to it. It involves configuring the rcon service, which allows you to run a script that can access the functions available via the RconClient console app. These functions allow such actions as obtaining a player list, reading player pings, kicking or banning a player and sending public or private messages to the chat window. The question has to be: Are you a programmer?

 

Nice one, mate! And, no I'm not a programmer ... :biggrin:;)

Edited by =FI=Genosse
  • 2 weeks later...
=1stROF=stevie
Posted (edited)

What we created at the ClashOfEagles server, is a piece of (.net core) software with a filewatcher on the logs folder. We parse the logs and combine those in json structure per day as it happens. This is part of a collection of different services. So, another piece (for instance for generating stats) takes these json files and generate an adjusted score, which in turn we publish an azure table. (for instance a summary of the leaderbord get published here https://clashofeaglesdata.blob.core.windows.net/stats/rankedpilots).

 

Another service checks for events when a player joins or spawns. And then we send messages to the player. We did our own tcp connection to the dserver for the messages.

Edited by =1stROF=stevie

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