[Tool] Wargame Automatation Script

MadMantiz
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Posts: 179
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Location: Umeå
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Re: [Tool] Wargame Automatation Script

Postby MadMantiz » Thu 14 Apr 2016 17:31

You're right about the countdown times, 40 seconds should indeed be plenty for that.

Regarding the team randomization, it looks like it should work. You have really thought it all through well.

Custom incomes rates depending on map is a very neat idea, and it should also be very easy to add to the existing map rotation.

Really looking forward to it. If I get to think of something which is not covered yet, I'll post it here and let you know of the idea.

Happy coding and stay safe on the battlefield!

DarkRyder
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Posts: 47
Joined: Fri 21 Nov 2014 17:20
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Re: [Tool] Wargame Automatation Script

Postby DarkRyder » Fri 15 Apr 2016 00:34

kassad wrote:I think you understand what to start learning python only for WRD server is not a rational decision.


:lol: What's rational decision making process?

kassad wrote:ban_leavers_enable = 1 #1-enable, 0-disable; DONT KNOW THIS POSSIBLE ? Need some timer that is started after the start of the game.
time = 10 #minutes, ban if player leaved less than “time”
ban_time = 24 #hours


i will NOT implement this, here where i live (land of the setting sun) we get lots of disconnects because our ISPs are run on government efficiency and responsibility level.



Alpha conf file

Code: Select all

#WARGAME SERVER SCRIPT CONFIGURATION FILE
rconPath=mcrcon
rconRemoteHost=localhost
rconRemotePort=14885
rconPassword=password
enable_max_lvl=1
max_lvl=10
enable_min_lvl=0
min_lvl=30
generic_deck_blue=BPgK4JYBBkkCyZgFkhzHQGAdluzlYClE0QU9SdFDknCVsYuVnJLElkvp2M2nLNKeCPzGxjY2YY+KilUUGh01L2l6
generic_deck_red=tPgOaWaVG+ViqSnnSiIMwWXI6qiqvPoh2J+L8lAS2BB5I8kzIimCBGqjIWWQIVPqn0UyKZH+igA=
force_deck=1
force_deck_blue=3,BPgK4JYBBkkCyZgFkhzHQGAdluzlYClE0QU9SdFDknCVsYuVnJLElkvp2M2nLNKeCPzGxjY2YY+KilUUGh01L2l6;5,FPgMcj0tZFCCaCEFkGlsboUR2woYSGKmGTDJBAggQUJ1kCDLKZZAOaaNLmOjHwwcXeo8IbGllGyjYgkRpIKy/TDRheXo;2,WHgM8yfFNBCDG6kTkcIHIIQLqQgTrRHFaSwJYEYwQIIbEaSyAu8nkjzZ8lghiRo5R+o2UbKPDH0v00uMHl+g
force_deck_red=10,jJhU0NE9ykc7CqewnLCFYWDKwm+VhLUJyj7lEE3KSROUjnelN0XXIKkEzMxCssMJbUgIsBNRYZD5ExiYGXmorUEgaQDT2CWiGSVBpnEwiYtNgA==
nation_filter=0
nation_allowed_blue=Nation.BLUE,Nation.USA,Nation.CAD,Nation.UK,Nation.FR,Nation.GER,Nation.NOR,Nation.SWE,Nation.DEN,Nation.ANZAC,Nation.JAP,Nation.KOR,Nation.EURO,Nation.SCAN,Nation.COM,Nation.BD,Nation.NORAD,Nation.LANDJUT
nation_allowed_red=Nation.RED,Nation.USSR,Nation.DDR,Nation.POL,Nation.CZE,Nation.PRC,Nation.NK,Nation.EB,Nation.RD,Nation.SK
team_random=0
limit_deck_motorized=0
motorized_limit=2
limit_deck_armored=0
armored_limit=2
limit_deck_support=0
support_limit=2
limit_deck_marines=0
marines_limit=2
limit_deck_machanized=0
machanized_limit=2
limit_deck_airborne=0
airborne_limit=2
enable_map_rotate=1
maps=Destruction_5x3_Marine_1_small_Terrestre,Destruction_2x3_Tohoku,Destruction_2x2_port_Wonsan_Terrestre,Destruction_4x4_ThreeMileIsland,Destruction_5x3_Asgard_10v10
maps_income=3,3,3,2,2


I will try to get rid of rcon commands, and use only screen name where server runs
More about this problem here
Or just stick to "if ain't broken don't fix it"

Any questions?

kassad
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Re: [Tool] Wargame Automatation Script

Postby kassad » Fri 15 Apr 2016 17:15

DarkRyder wrote:Any questions?


How will work "team_random"?

DarkRyder
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Re: [Tool] Wargame Automatation Script

Postby DarkRyder » Fri 15 Apr 2016 22:32

Please look at last post on page one.
It will randomise teams during countdown process.

Problem with this game is that it's not very n00b friendly.

With preset decks, max player level, map rotation and team randomiser we can make games for new players and people would not get frustrated with pubstomp servers and could learn on their own pace.
Same with experienced players you can make server for all skill levels.
Level 0-10, 10-20m 20-30, 30+ .....

kassad
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Re: [Tool] Wargame Automatation Script

Postby kassad » Sat 16 Apr 2016 15:41

Can you clarify one point. For example, the server's full 20 pers., Started the countdown. There are two players "A" and "B". "A" - BLUFOR, "B" - REDFOR. It is necessary to move the "A" - in REDFOR, "B" - in BLUFOR. How will this happen? When the player "A" will move to REDFOR, at this time a situation where in team BLUFOR - 9 people, and in REDFOR - 11. The server supports such manipulations? I try testing it, if 19 people from warchat agree to help me.

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Shifu
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Re: [Tool] Wargame Automatation Script

Postby Shifu » Sat 16 Apr 2016 17:19

DarkRyder wrote:I have one open question for eugen, is there any way to brodcast message to server lobby?

Shifu?
I don't know, sorry. Might be possible.
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MadMantiz
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Posts: 179
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Location: Umeå
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Re: [Tool] Wargame Automatation Script

Postby MadMantiz » Sat 16 Apr 2016 20:21

kassad wrote:Can you clarify one point. For example, the server's full 20 pers., Started the countdown. There are two players "A" and "B". "A" - BLUFOR, "B" - REDFOR. It is necessary to move the "A" - in REDFOR, "B" - in BLUFOR. How will this happen? When the player "A" will move to REDFOR, at this time a situation where in team BLUFOR - 9 people, and in REDFOR - 11. The server supports such manipulations? I try testing it, if 19 people from warchat agree to help me.


The idea is that the script will temporarily remove the number of players per team restriction, do the team changes and revert back to restrictions as usual (explained in the last post in the first page of the thread).

DarkRyder
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Re: [Tool] Wargame Automatation Script

Postby DarkRyder » Sun 17 Apr 2016 14:37

And yes, now it's possible to start the game 9vs11 if max team size is set to 10.
It you switch player from blue to red when server is full, game will "start" but client will crash.

DarkRyder
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Re: [Tool] Wargame Automatation Script

Postby DarkRyder » Tue 19 Apr 2016 20:18

Can someone pls check this

here is the link to spreadsheet

I know this can be better, but this was fast copy/paste


Code: Select all

        c1 = deck[0]   #1st char
        c2 = deck[1]  #2nd char
        __nation = ""
        __theme = ""
       
        if c1 == "t":
            __nation = Nation.RED
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne
            elif c2 == "O":
                __theme = Theme.Navy

        if c1 == "j":
            __nation = Nation.USSR
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "h":
            __nation = Nation.DDR
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne


        if c1 == "l":
            __nation = Nation.POL
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

           
        if c1 == "n":
            __nation = Nation.CZE
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "p":
            __nation = Nation.PRC
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "r":
            __nation = Nation.NK
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "s":
            if c2 == "v":
                __nation = Nation.EB
                __theme = Theme.All
            elif c2 == "o":
                __nation = Nation.EB
                __theme = Theme.Motorized
            elif c2 == "p":
                __nation = Nation.EB
                __theme = Theme.Armored
            elif c2 == "q":
                __nation = Nation.EB
                __theme = Theme.Support
            elif c2 == "r":
                __nation = Nation.EB
                __theme = Theme.Marines
            elif c2 == "s":
                __nation = Nation.EB
                __theme = Theme.Machanized
            elif c2 == "t":
                __nation = Nation.EB
                __theme = Theme.Airborne
            elif c2 == "n":
                __nation = Nation.RD
                __theme = Theme.All
            elif c2 == "g":
                __nation = Nation.RD
                __theme = Theme.Motorized
            elif c2 == "h":
                __nation = Nation.RD
                __theme = Theme.Armored
            elif c2 == "i":
                __nation = Nation.RD
                __theme = Theme.Support
            elif c2 == "j":
                __nation = Nation.RD
                __theme = Theme.Marines
            elif c2 == "k":
                __nation = Nation.RD
                __theme = Theme.Machanized
            elif c2 == "l":
                __nation = Nation.RD
                __theme = Theme.Airborne
            elif c2 == "/":
                __nation = Nation.SK
                __theme = Theme.All
            elif c2 == "4":
                __nation = Nation.SK
                __theme = Theme.Motorized
            elif c2 == "5":
                __nation = Nation.SK
                __theme = Theme.Armored
            elif c2 == "6":
                __nation = Nation.SK
                __theme = Theme.Support
            elif c2 == "7":
                __nation = Nation.SK
                __theme = Theme.Marines
            elif c2 == "8":
                __nation = Nation.SK
                __theme = Theme.Machanized
            elif c2 == "9":
                __nation = Nation.SK
                __theme = Theme.Airborne

        if c1 == "X":
            if c2 == "P":
                __nation = Nation.BLUE
                __theme = Theme.All
            elif c2 == "I":
                __nation = Nation.BLUE
                __theme = Theme.Motorized
            elif c2 == "J":
                __nation = Nation.BLUE
                __theme = Theme.Armored
            elif c2 == "K":
                __nation = Nation.BLUE
                __theme = Theme.Support
            elif c2 == "L":
                __nation = Nation.BLUE
                __theme = Theme.Marines
            elif c2 == "M":
                __nation = Nation.BLUE
                __theme = Theme.Machanized
            elif c2 == "N":
                __nation = Nation.BLUE
                __theme = Theme.Airborne
            elif c2 == "O":
                __nation = Nation.BLUE
                __theme = Theme.Navy
            elif c2 == "H":
                __nation = Nation.NORAD
                __theme = Theme.All
            elif c2 == "A":
                __nation = Nation.NORAD
                __theme = Theme.Motorized
            elif c2 == "B":
                __nation = Nation.NORAD
                __theme = Theme.Armored
            elif c2 == "C":
                __nation = Nation.NORAD
                __theme = Theme.Support
            elif c2 == "D":
                __nation = Nation.NORAD
                __theme = Theme.Marines
            elif c2 == "E":
                __nation = Nation.NORAD
                __theme = Theme.Machanized
            elif c2 == "F":
                __nation = Nation.NORAD
                __theme = Theme.Airborne


        if c1 == "B":
            __nation = Nation.USA
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne


        if c1 == "D":
            __nation = Nation.UK
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "F":
            __nation = Nation.FR
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "H":
            __nation = Nation.GER
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne


        if c1 == "J":
            __nation = Nation.CAN
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "L":
            __nation = Nation.DEN
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "N":
            __nation = Nation.SWE
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "P":
            __nation = Nation.NOR
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "R":
            __nation = Nation.ANZAC
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "T":
            __nation = Nation.JAP
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "V":
            __nation = Nation.KOR
            if c2 == "P":
                __theme = Theme.All
            elif c2 == "I":
                __theme = Theme.Motorized
            elif c2 == "J":
                __theme = Theme.Armored
            elif c2 == "K":
                __theme = Theme.Support
            elif c2 == "L":
                __theme = Theme.Marines
            elif c2 == "M":
                __theme = Theme.Machanized
            elif c2 == "N":
                __theme = Theme.Airborne

        if c1 == "W":
            if c2 == "H":
                __nation = Nation.EURO
                __theme = Theme.All
            elif c2 == "A":
                __nation = Nation.EURO
                __theme = Theme.Motorized
            elif c2 == "B":
                __nation = Nation.EURO
                __theme = Theme.Armored
            elif c2 == "C":
                __nation = Nation.EURO
                __theme = Theme.Support
            elif c2 == "D":
                __nation = Nation.EURO
                __theme = Theme.Marines
            elif c2 == "E":
                __nation = Nation.EURO
                __theme = Theme.Machanized
            elif c2 == "F":
                __nation = Nation.EURO
                __theme = Theme.Airborne
            elif c2 == "P":
                __nation = Nation.SCAN
                __theme = Theme.All
            elif c2 == "I":
                __nation = Nation.SCAN
                __theme = Theme.Motorized
            elif c2 == "J":
                __nation = Nation.SCAN
                __theme = Theme.Armored
            elif c2 == "K":
                __nation = Nation.SCAN
                __theme = Theme.Support
            elif c2 == "L":
                __nation = Nation.SCAN
                __theme = Theme.Marines
            elif c2 == "M":
                __nation = Nation.SCAN
                __theme = Theme.Machanized
            elif c2 == "N":
                __nation = Nation.SCAN
                __theme = Theme.Airborne
            elif c2 == "X":
                __nation = Nation.COM
                __theme = Theme.All
            elif c2 == "Q":
                __nation = Nation.COM
                __theme = Theme.Motorized
            elif c2 == "R":
                __nation = Nation.COM
                __theme = Theme.Armored
            elif c2 == "S":
                __nation = Nation.COM
                __theme = Theme.Support
            elif c2 == "T":
                __nation = Nation.COM
                __theme = Theme.Marines
            elif c2 == "U":
                __nation = Nation.COM
                __theme = Theme.Machanized
            elif c2 == "V":
                __nation = Nation.COM
                __theme = Theme.Airborne
            elif c2 == "f":
                __nation = Nation.BD
                __theme = Theme.All
            elif c2 == "Y":
                __nation = Nation.BD
                __theme = Theme.Motorized
            elif c2 == "Z":
                __nation = Nation.BD
                __theme = Theme.Armored
            elif c2 == "a":
                __nation = Nation.BD
                __theme = Theme.Support
            elif c2 == "b":
                __nation = Nation.BD
                __theme = Theme.Marines
            elif c2 == "c":
                __nation = Nation.BD
                __theme = Theme.Machanized
            elif c2 == "d":
                __nation = Nation.BD
                __theme = Theme.Airborne
            elif c2 == "3":
                __nation = Nation.LANDJUT
                __theme = Theme.All
            elif c2 == "w":
                __nation = Nation.LANDJUT
                __theme = Theme.Motorized
            elif c2 == "x":
                __nation = Nation.LANDJUT
                __theme = Theme.Armored
            elif c2 == "y":
                __nation = Nation.LANDJUT
                __theme = Theme.Support
            elif c2 == "0":
                __nation = Nation.LANDJUT
                __theme = Theme.Machanized
            elif c2 == "1":
                __nation = Nation.LANDJUT
                __theme = Theme.Airborne
               

DarkRyder
Corporal
Posts: 47
Joined: Fri 21 Nov 2014 17:20
Contact:

Re: [Tool] Wargame Automatation Script

Postby DarkRyder » Fri 22 Apr 2016 13:17

Ok, i have a small problem, when i enter custom command to server via rcon, and command is not "valid" i don't get sent command to server in terminal.
let's say you send command
change.limit_deck_support.true[1]
you get server message
Unknown command
And this command is not visible in server terminal window, so you cannot change script settings with it.


You need to send valid command to be displayed in terminal so script can read it.
So i need to send setsvar change.maps['Destruction_5x3_Marine_1_small_Terrestre', 'Destruction_2x3_Tohoku', 'Destruction_2x2_port_Wonsan_Terrestre', 'Destruction_4x4_ThreeMileIsland', 'Destruction_5x3_Asgard_10v10']

Or something like that

Let's say another example
setsvar change.limit_deck_support.true[1]

when i send this command server reply is Ok.

If i send command like that it will display command text in server terminal and i can read log file and ac on this command to change script settings with rcon. But here's the big question... will it f*ck up any server settings?

If i send setpvar change.limit_deck_support.true[1]

I get

Not enough parameters : setpvar USER_ID VARIABLE_NAME VARIABLE_VALUE

All of this is related to changing script settings (and conf file) with RCON

And yes, this is .cfg file python created, it can read/write using parseconfig

Code: Select all

[SERVER]
screen = WGServer01
screenlog = screenlog.0

[GAME]
enable_max_lvl = True
max_lvl = 10
enable_min_lvl = False
min_lvl = 30
generic_deck_blue = BPgK4JYBBkkCyZgFkhzHQGAdluzlYClE0QU9SdFDknCVsYuVnJLElkvp2M2nLNKeCPzGxjY2YY+KilUUGh01L2l6
generic_deck_red = tPgOaWaVG+ViqSnnSiIMwWXI6qiqvPoh2J+L8lAS2BB5I8kzIimCBGqjIWWQIVPqn0UyKZH+igA=
force_deck = True
force_deck_blue = ['3,BPgK4JYBBkkCyZgFkhzHQGAdluzlYClE0QU9SdFDknCVsYuVnJLElkvp2M2nLNKeCPzGxjY2YY+KilUUGh01L2l6', '5,FPgMcj0tZFCCaCEFkGlsboUR2woYSGKmGTDJBAggQUJ1kCDLKZZAOaaNLmOjHwwcXeo8IbGllGyjYgkRpIKy/TDRheXo', '2,WHgM8yfFNBCDG6kTkcIHIIQLqQgTrRHFaSwJYEYwQIIbEaSyAu8nkjzZ8lghiRo5R+o2UbKPDH0v00uMHl+g']
force_deck_red = ['10,jJhU0NE9ykc7CqewnLCFYWDKwm+VhLUJyj7lEE3KSROUjnelN0XXIKkEzMxCssMJbUgIsBNRYZD5ExiYGXmorUEgaQDT2CWiGSVBpnEwiYtNgA==']
nation_filter = False
nation_allowed_blue = ['Nation.BLUE', 'Nation.USA', 'Nation.CAD', 'Nation.UK', 'Nation.FR', 'Nation.GER', 'Nation.NOR', 'Nation.SWE', 'Nation.DEN', 'Nation.ANZAC', 'Nation.JAP', 'Nation.KOR', 'Nation.EURO', 'Nation.SCAN', 'Nation.COM', 'Nation.BD', 'Nation.NORAD', 'Nation.LANDJUT']
nation_allowed_red = ['Nation.RED', 'Nation.USSR', 'Nation.DDR', 'Nation.POL', 'Nation.CZE', 'Nation.PRC', 'Nation.NK', 'Nation.EB', 'Nation.RD', 'Nation.SK']
team_random = False
limit_deck_motorized = False
motorized_limit = 2
limit_deck_armored = False
armored_limit = 2
limit_deck_support = False
support_limit = 2
limit_deck_marines = False
marines_limit = 2
limit_deck_machanized = False
machanized_limit = 2
limit_deck_airborne = False
airborne_limit = 2

[MAPS]
enable_map_rotate = False
maps = ['Destruction_5x3_Marine_1_small_Terrestre', 'Destruction_2x3_Tohoku', 'Destruction_2x2_port_Wonsan_Terrestre', 'Destruction_4x4_ThreeMileIsland', 'Destruction_5x3_Asgard_10v10']
maps_income = ['3', '3', '3', '2', '2']



I think i will add "maps_random = { True, False }"
Now every time script starts or you change map pool it starts from first map and goes one by one to the end of the list, this gives next map predictability, if people don't want that we can also just pick one by random.
Screen is name of the screen session, so we don't need rcon any more. But you must start server in screen with -L.

@ccrraaiigg007, Alex White
Next topic, we (as RCON tool authors) need to get some kind of standard for script change mechanic from RCON tools.
I hope we won't have 5 diffrent scripts for wargame server. I will put all the code from this script i'm modifying here, so any one can improve it, but it would be cool if we could get some kind of standard for changing script configuration with rcon.
Like list of commands which will work on all rcon clients.

??

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