Migal 1 Posted January 10, 2022 Hi, I'm working in a multiplayer mission were the server needs a custom module. I wrote the module in a small addon and everything works well. The module is used only by the server but clients cannot connect without the small addon with module info. I don't like that players need to get an addon just for this small bite of information (131 kb). Is there a way to make clients get module definition from the server when they download the mission? I hope I've been clear enought. Thank you Share this post Link to post Share on other sites
Harzach 2517 Posted January 10, 2022 If by "module" you mean an actual editor-placed module, then no, all clients will need to have the addon. But perhaps you mean something different? 1 Share this post Link to post Share on other sites
Larrow 2821 Posted January 10, 2022 50 minutes ago, Migal said: The module is used only by the server but clients cannot connect without the small addon with module info. Use -serverMod= in the server start params to mark the mod as only needed by the server. See Sever Options Something is ringing in my head that as long as you do not include a key for the mod in the keys folder then a mod loaded by -mods won't be verified for clients. Can't remember but I'm sure you use to be able to do something like that. 2 Share this post Link to post Share on other sites
Harzach 2517 Posted January 10, 2022 12 minutes ago, Larrow said: Something is ringing in my head that as long as you do not include a key for the mod in the keys folder then a mod loaded by -mods won't be verified for clients. That sounds familiar, and I'm almost positive it was at least the case with A2. I haven't done much server management in a good while, though. 1 Share this post Link to post Share on other sites
Migal 1 Posted January 10, 2022 2 hours ago, Harzach said: If by "module" you mean an actual editor-placed module, then no, all clients will need to have the addon. But perhaps you mean something different? Yes, I means the editor placed one. thank you Share this post Link to post Share on other sites
Harzach 2517 Posted January 10, 2022 There must be a solution that doesn't involve a module. Many large mods have done away with editor modules for scripted solutions. What does the module do? Share this post Link to post Share on other sites
Migal 1 Posted January 17, 2022 I wanna create a MP server for sector control. I know there are modules for that, but I need custom option for the module. A single battlefield is made of an init module, synced with 2 bases, bases are synced with the control points. Control points define the area that need to be captured. Every map could contain N battlefield choosen randomly or by the admin. Share this post Link to post Share on other sites
Harzach 2517 Posted January 17, 2022 3 hours ago, Migal said: A single battlefield 3 hours ago, Migal said: Every map could contain N battlefield So you want to have multiple instances of the Sector Control game mode running in one mission, concurrently? Or just multiple possible locations for Sector Control to take place? The first will indeed likely involve some work, but the second should be fairly easy. Share this post Link to post Share on other sites
Migal 1 Posted January 17, 2022 Just one sector control running every time a mission start. At the end of the mission, players have another mission start on the same map on another place. Share this post Link to post Share on other sites
Harzach 2517 Posted January 17, 2022 Just spitballing here: Define all of your necessary positions. At mission init, choose a "battlefield" at random (or more complex, set up mission params or maybe an admin menu to choose location). Move sectors, respawn markers, and players to the relevant positions. Share this post Link to post Share on other sites
Harzach 2517 Posted January 17, 2022 Here's a basic 4v4 single-sector mission I bashed together. It will randomly select from three possible locations. Not tested in dedi, but should work fine.https://www.dropbox.com/sh/rx0q9afswwssg6i/AAAgQfWhJpzDtqtU3WhyKDcOa?dl=0 Share this post Link to post Share on other sites