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  #121  
Unread 25th July, 2011, 10:59 PM
-=CoN=-Strych9 -=CoN=-Strych9 is offline
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Quote:
Originally Posted by The_Cowboy View Post
I have just made this option available in ACEManager1.5
Has 1.5 been released yet?
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  #122  
Unread 10th August, 2011, 10:06 PM
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Quote:
Originally Posted by face View Post
While you at it can you also put a function in it so that if i ban on 1 server that the ban is also imported on my other servers?
Your still alive?
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  #123  
Unread 11th August, 2011, 03:01 AM
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Quote:
Originally Posted by face View Post
Your still alive?
I want to live.

Anyways, I have already subscribed to this thread(and SmartDM too).So I get the updates in my mail.And they are carefully noted.

Dont expect any release from my side for at least 4-5 months.
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Quote:
Originally Posted by Wormbo
You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO. Sure, without the source code the package is smaller, but let's be honest - text compresses well, so the difference isn't really noticeable for redirected downloads.
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Originally Posted by Feralidragon
Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything
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  #124  
Unread 16th August, 2011, 02:32 PM
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ok i linked all 3 acemanagers together so if i ban on 1 server i ban on all 3 but there is 1 problem.The ban on the other 2 servers only works after reboot the server.

Is there another way so the ban follows up straight away?
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  #125  
Unread 16th August, 2011, 09:57 PM
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I think you 'linked' together by using one ACEManager_BanList.ini for all servers?

The ACEManager mutator will only load the data from the ini on spawning.
Based on the code of version 14a, I think the only option is:
- Add a filemonitor (it's doable in ut, use the webresponse class with crc), which monitors for a changed ini (still timed, so no immediate effect)
- If the monitor notices a change, it destroys the mutator and spawns it again.

This still has its drawbacks tho.

(Technically, it is possible to reconfigure by reading the file and parsing its contents to variables again. However, this ini is not really suitable for it.)

Last edited by iDeFiX : 16th August, 2011 at 09:59 PM. Reason: typo
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  #126  
Unread 19th August, 2011, 04:00 AM
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just a thought here, but each time a new map is loaded wouldn't AM re-read the .ini file as well..?

hence updating Ban's each ServerTravel?.

therefore linking or distributing a universal .ini to all other server's effective in a sense?

perhaps having a universal.ini somewhere then comparing it to say the .ini from server #1 on a time based interval?

if different then update all server's with new .ini?

something like this.

Last edited by back4more : 19th August, 2011 at 04:03 AM.
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  #127  
Unread 19th August, 2011, 11:02 AM
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Quote:
Originally Posted by iDeFiX View Post
I think you 'linked' together by using one ACEManager_BanList.ini for all servers?

The ACEManager mutator will only load the data from the ini on spawning.
Based on the code of version 14a, I think the only option is:
- Add a filemonitor (it's doable in ut, use the webresponse class with crc), which monitors for a changed ini (still timed, so no immediate effect)
- If the monitor notices a change, it destroys the mutator and spawns it again.

This still has its drawbacks tho.

(Technically, it is possible to reconfigure by reading the file and parsing its contents to variables again. However, this ini is not really suitable for it.)

Yes i linked the banlist.And if i ban on server 1 you see the ban also in the ini on server 2 and server 3 but it aint banning that person only after reboot. (word er gek van)
I understand what you mean but i do not know how to do this to be honest.
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  #128  
Unread 19th August, 2011, 11:34 AM
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interesting , I thought that AM loaded the .ini after each server travel not each boot.

Cow_Boy any input on this bro?

word er gek van?

Last edited by back4more : 19th August, 2011 at 11:36 AM.
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  #129  
Unread 15th January, 2012, 01:41 AM
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Here is the latest version of ACEManager code.
ACEManager15(source)

Changes
Quote:
[Added] Enabled ACE Adminlogin.
[Added] Scrolling credits ( thanks Mychaeel ).
[Added] Quick Check.Banned players *can* be kicked before ACE actors are spawned.
[Added] ACEManager now generates it's own kicks.Kick function no longer calls ACE functions.
[Improved] Proper (realtime) replication of banned players' list.
[Improved] Updation of ban entries in the Uwindow.
-This code is not compatible with ACEv09. If you are a coder you are more than welcome to modify it.
-Manual Ban is not functional. Most probably it will be included in next version.
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Quote:
Originally Posted by Wormbo
You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO. Sure, without the source code the package is smaller, but let's be honest - text compresses well, so the difference isn't really noticeable for redirected downloads.
Quote:
Originally Posted by Feralidragon
Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything

Last edited by The_Cowboy : 15th January, 2012 at 01:56 AM. Reason: Forgot to mention changes.
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  #130  
Unread 15th January, 2012, 02:01 AM
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Great Stuff Bro , for all your hard work.

Appreciated.

bfm.

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  #131  
Unread 15th January, 2012, 02:15 AM
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Hey Cowboy I gave you ACEv09 sdk. Can you hook me up.
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  #132  
Unread 15th January, 2012, 03:34 AM
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Quote:
Originally Posted by SC]-[LO]\[G_{HoF} View Post
Hey Cowboy I gave you ACEv09 sdk. Can you hook me up.
Wait for another 4-5 months
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Quote:
Originally Posted by Wormbo
You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO. Sure, without the source code the package is smaller, but let's be honest - text compresses well, so the difference isn't really noticeable for redirected downloads.
Quote:
Originally Posted by Feralidragon
Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything
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  #133  
Unread 15th January, 2012, 03:46 AM
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Quote:
Originally Posted by The_Cowboy View Post
Wait for another 4-5 months
Guess I'll stick with Letylove49's NexgenAceplugin then.
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  #134  
Unread 15th January, 2012, 12:16 PM
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Schlong, I'm going to email you so look for it. I'll try to catch you on your TS today if you are around and explain further.
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  #135  
Unread 15th January, 2012, 04:41 PM
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-This code is not compatible with ACEv09. If you are a coder you are more than welcome to modify it.
-Manual Ban is not functional. Most probably it will be included in next version.


i'm actualy unable to do if for ACE09 with the file of IACEv09
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  #136  
Unread 9th August, 2012, 09:25 AM
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Quote:
Originally Posted by Letylove49 View Post
-This code is not compatible with ACEv09. If you are a coder you are more than welcome to modify it.
-Manual Ban is not functional. Most probably it will be included in next version.


i'm actualy unable to do if for ACE09 with the file of IACEv09
has anyone done the update or is the project dead?
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  #137  
Unread 9th August, 2012, 10:39 AM
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Unless Anthrax has changed something it's not possible i think? I tried once to get v9c supported for UTP, but the ACE info class didn't seem to repport the values? Didn't go deep into it though.
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  #138  
Unread 9th August, 2012, 02:05 PM
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Quote:
Originally Posted by madrixis View Post
has anyone done the update or is the project dead?
This project is as much "alive" as ACE .
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Quote:
Originally Posted by Wormbo
You learn UnrealScript mainly by reading other people's code. Removing code without an important reason (download size reduction and lack of helpfulness are not important in that sense) is extremely antisocial IMHO. Sure, without the source code the package is smaller, but let's be honest - text compresses well, so the difference isn't really noticeable for redirected downloads.
Quote:
Originally Posted by Feralidragon
Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything
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