bravo17 1 Posted November 21, 2013 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
Dwarden 1125 Posted November 21, 2013 you need use for server side scripts command loadEvents http://www.battleye.com/doc.html Share this post Link to post Share on other sites
bravo17 1 Posted November 21, 2013 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
Dwarden 1125 Posted November 21, 2013 loadscripts is only for scripts.txt loadevents is for rest .txt filters Share this post Link to post Share on other sites
bravo17 1 Posted November 21, 2013 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
Dwarden 1125 Posted November 21, 2013 cause the manual/docs aren't finished ;) Share this post Link to post Share on other sites