ka0s

Kick all players script.

10 posts in this topic

I'm looking for a proper way to kick all players prior to restart. 

I know there is a script in place in the @ExileServer, however I run multiple Arma 3 servers, which restarts at the same time, which means time on my servers are all in sync more or less, I handle all restarts by automatic batch every 4th hour right now. So I would if possible I would love avoiding in-place scripts that are present in @ExileServer :-)

I've tried following script: https://github.com/nanomo/rconKick however it doesn't seem to be working, and I don't want to make 99 tasks with #kick ID in BEC Client, is there a easier way to do this, I think it'll be a good idea, since I've experienced at several restart occasions on my server, that things are rolled back, or vehicles are not present, so I wanna try and kick all players prior to restart to see if that helps the server save positions etc. 

Any advice is appreciated! 

Edited by ka0s

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Have you tried looking at how it's done within exile? Might give you some ideas? :)

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Can we somehow incorporate into the BEC Scheduler.xml

 

<job id="0">
<day>1,2,3,4,5,6,7</day>
<start>23:55:00</start>
<runtime>000000</runtime>
<loop>0</loop>
<cmd>#lock</cmd>
<cmdtype>0</cmdtype>
</job>
<job id="1">
<day>1,2,3,4,5,6,7</day>
<start>23:59:00</start>
<runtime>000000</runtime>
<loop>0</loop>
<cmd>#I:\Rock\players_to_kick.txt</cmd>
<cmdtype>0</cmdtype>
</job>

 

Edited by jus61 (www.net4players.eu)

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Have you tried looking at how it's done within exile? Might give you some ideas? :)

Try BEC

Can we somehow incorporate into the BEC Scheduler.xml

<job id="0">
<day>1,2,3,4,5,6,7</day>
<start>23:55:00</start>
<runtime>000000</runtime>
<loop>0</loop>
<cmd>#lock</cmd>
<cmdtype>0</cmdtype>
</job>
<job id="1">
<day>1,2,3,4,5,6,7</day>
<start>23:59:00</start>
<runtime>000000</runtime>
<loop>0</loop>
<cmd>#I:\Rock\players_to_kick.txt</cmd>
<cmdtype>0</cmdtype>
</job>

Thanks for the inputs.

I figured out a solution, to run the restart cycle in Exile, however it fails to execute the #shutdown fairly often, so I use BEC to execute that if it didn't succeed, so I got it all working now.

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Thanks for the inputs.

I figured out a solution, to run the restart cycle in Exile, however it fails to execute the #shutdown fairly often, so I use BEC to execute that if it didn't succeed, so I got it all working now.

Devs did say something about not implementing the full "#Shutdown" part due to it not ALWAYS working correctly. Glad you found what you was looking for. :)

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On 9/22/2015 at 5:01 AM, ka0s said:

Thanks for the inputs.

I figured out a solution, to run the restart cycle in Exile, however it fails to execute the #shutdown fairly often, so I use BEC to execute that if it didn't succeed, so I got it all working now.

What are you using to kick all the players?

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1 hour ago, [DGAus] Rogue said:

when people figure out a solution but dont post it smh

Pretty sure ka0s states exactly how this was achieved..

On 22 September 2015 at 10:01 AM, ka0s said:

Thanks for the inputs.

I figured out a solution, to run the restart cycle in Exile, however it fails to execute the #shutdown fairly often, so I use BEC to execute that if it didn't succeed, so I got it all working now.

 

1 person likes this

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On 22.9.2015 at 11:01 AM, ka0s said:

Thanks for the inputs.

I figured out a solution, to run the restart cycle in Exile, however it fails to execute the #shutdown fairly often, so I use BEC to execute that if it didn't succeed, so I got it all working now.

just make the shutdown command from exile in a loop , then he will #shutdown it surcefull. if not he try it again and again ;)

Edited by Warsheep

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