.Doppelpoint

Diag_log client script into server.rpt

4 posts in this topic

Hey,

im trying to make a log into the Server RPT file. so i already try it with diag_log but its only writing in my client RPT.

my script is running client side so i just want a log in my server RPT to check if player x is running this script.

im searching now 3 days for a solution, can somone help me?

i try it with:

diag_log_server" addPublicVariableEventHandler {diag_log format (_this select 1)};
diag_log_server = ["=======TEST======= script was executed by player: %1 on Position: %2 and had %3 Client FPS", player, getPos player, diag_fps];
publicvariableserver "diag_log_server";

or with:

MyDiagLogServer = {
	diag_log format ["=======TEST======= script was executed by player: %1 on Position: %2 and had %3 Client FPS",player, getPos player, diag_fps];
};

publicvariable "MyDiagLogServer";  

[] call MyDiagLogServer;

but still not working...

 

also my global hint is not working, if somone has any ideas please let me know.

    /************************* PUBLIC HINT ****************************************/
    playsound3D ["A3\Ui_f\data\Sound\CfgNotifications\TacticalPing.wss",player];
    hintSilent parseText format ["<t size='1.1' align='center' font='PuristaSemiBold' color='#00F7FF'>PLAYER HAS STARTED <t color='#00FF1A' size=1.4 font='TahomaB'>''THE LOST TRADER''<t size='1.1' align='center' font='PuristaSemiBold' color='#00F7FF'>!! <br/></t> <t color='#FFA200' size=1.2 font='PuristaSemiBold'> MAP MARKER IS NOW ON THE MAP!!</t>"] remoteExec ["hint"];
    sleep 60;

hope someone can help me with my Logging issue & the global hint? :)

regards

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On 27/12/2016 at 8:23 PM, .Doppelpoint said:

Hey,

im trying to make a log into the Server RPT file. so i already try it with diag_log but its only writing in my client RPT.

my script is running client side so i just want a log in my server RPT to check if player x is running this script.

im searching now 3 days for a solution, can somone help me?

i try it with:


diag_log_server" addPublicVariableEventHandler {diag_log format (_this select 1)};
diag_log_server = ["=======TEST======= script was executed by player: %1 on Position: %2 and had %3 Client FPS", player, getPos player, diag_fps];
publicvariableserver "diag_log_server";

or with:


MyDiagLogServer = {
	diag_log format ["=======TEST======= script was executed by player: %1 on Position: %2 and had %3 Client FPS",player, getPos player, diag_fps];
};

publicvariable "MyDiagLogServer";  

[] call MyDiagLogServer;

but still not working...

 

also my global hint is not working, if somone has any ideas please let me know.


    /************************* PUBLIC HINT ****************************************/
    playsound3D ["A3\Ui_f\data\Sound\CfgNotifications\TacticalPing.wss",player];
    hintSilent parseText format ["<t size='1.1' align='center' font='PuristaSemiBold' color='#00F7FF'>PLAYER HAS STARTED <t color='#00FF1A' size=1.4 font='TahomaB'>''THE LOST TRADER''<t size='1.1' align='center' font='PuristaSemiBold' color='#00F7FF'>!! <br/></t> <t color='#FFA200' size=1.2 font='PuristaSemiBold'> MAP MARKER IS NOW ON THE MAP!!</t>"] remoteExec ["hint"];
    sleep 60;

hope someone can help me with my Logging issue & the global hint? :)

regards

Hello man,

i've same your problem, have you found the correct way? :-)

Many thanks!
Remoz

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I guess both of this could be easily handled with remoteExecCall 

Could call a Custom Server Script that creates the Log Entry to be able to modify it server side

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@Remoz @The Walking Bread

Try this: https://github.com/maca134/exile-server-package/blob/master/source/server/code/ExileServer_util_log.sqf

looking at DMS code for logging they use this code:

Quote

_this = format ['%1 |::|::| (DMS_Version: "%4" | time: %2 | diag_tickTime: %5 | %3 FPS)',_this,time,diag_fps,DMS_Version,diag_tickTime];
"ARMA_LOG" callExtension format ["DMS_DEBUG:%1",_this];
diag_log format ["DMS_DEBUG :: %1",_this];

if (!isNil "MAR_fnc_log") then    // mARMA logging
{
 [_this,"info"] call MAR_fnc_log;
};

should be simple enough to adjust to fit

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