Jump to content
Sign in to follow this  
bravo17

Reloading Battleye Scripts

Recommended Posts

I tried to reload the Battleye scripts with #loadscripts to stop a kick that was happening, but it didn't seem to do anything.

Can anyone confirm that it is working for all of the script .txt files, or does it only reload scripts.txt? ( My edits were to createVehicle.txt )

Share this post


Link to post
Share on other sites

Thank you, that does indeed work.

loadScripts

(Re)load the client-side script scans/filters (explained below). This command is automatically issued on server launch.

loadEvents

(Re)load the server-side event filters (explained below). This command is automatically issued on server launch.

I does, however, leave me confused as to what loadscripts does, since I was not aware of any 'client-side script scans/filters' other than the Battleye .txt files, and the 'server-side event filters' I had associated with 'maxCreateVehiclePerInterval' etc which is what I had understood 'loadevents' to act on. Am I missing something?

Share this post


Link to post
Share on other sites

loadscripts is only for scripts.txt

loadevents is for rest .txt filters

Share this post


Link to post
Share on other sites

Thanks for clearing that up!

Perhaps Able (or someone) could reword the post that you linked to in order to make that clear, since although it says (explained below) next to the two types of filters, it actually isn't!

Share this post


Link to post
Share on other sites

cause the manual/docs aren't finished ;)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×