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 Sysop In game Events 
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Unread post Re: Sysop In game Events
Lol.

Server-side scripts are easy to do, depending on what it is you are trying to accomplish. We have run server-side scripts for years with no issues, but one aspect we were looking at doing would require some events logged, or a change to what is logged into the current log file. We have another server-side script in development, but one aspect does not get logged and therefore it has put that project on hold. I'm not saying I would need all events logged, just a few specifics. Stoneslinger obviously has other ideas with the logging request.

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Thu Nov 11, 2010 10:01 pm
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Unread post Re: Sysop In game Events
Promethius wrote:
Singularity wrote:
Some of these elements, like landing on a planet or entering a sector,
happen with such frequency as to fill the logs very quickly. Be aware
of this should these events be logged somehow.


Agree completely, and I could see grid wars bogging the server with all of the messages being duplicated (player receives and it also being logged) - toss in fueling in an unlim, a couple of wSSTs, wPPT, and maybe a colonizer running....

Truces never seem to function well because players will take the rules to the limit and beyond. Unless the TWGS or edit being used prevents an action, it will happen. When I ran RC, I did not want to babysit a server.


The one truce I ran used a script ( viewtopic.php?f=15&t=20985&hilit=protruce ) and it seemed to work ok except for the players having to view the ship catalog to get the ships to update. Each player had to do that I believe - was a couple of years ago.

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Thu Nov 11, 2010 10:11 pm
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Unread post Re: Sysop In game Events
Thrawn wrote:
Who has time to babysit a server.


What I am speaking of is a simple message to the sysop or gameops about a specific event. The events can be configured simply. Not sure how you would implement it in twgs as thier is no mail other than ingame messages. The below screen caps are of the TWPRO editor addon for tw 2002 HVS (WG3NT version tw v3 beta6). It sends messages to any username on the bbs as configured.

Entering the twpro module

Image

Configuration of Event options. I have configured twpro to send and event message any time someone lands on Ferrengi homeworld.

Image

Notice to email at logon (or mail menu)

Image


Hope that helps clarify what I am talking about. A simple OPTION (not manditory use) to alert the sysop of events happening in the game. Helps to stay one step ahead of the question "hey did you know ___ did ___ and messed up the game totally. I find it very usefull for when someone invades ferrengi, or is doing something to test the gray reigons of the configuration.

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Sat Nov 13, 2010 6:25 am
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Unread post Re: Sysop In game Events
Stoneslinger wrote:
Thrawn wrote:
Who has time to babysit a server.


What I am speaking of is a simple message to the sysop or gameops about a specific event. The events can be configured simply. Not sure how you would implement it in twgs as thier is no mail other than ingame messages. The below screen caps are of the TWPRO editor addon for tw 2002 HVS (WG3NT version tw v3 beta6). It sends messages to any username on the bbs as configured.

Hope that helps clarify what I am talking about. A simple OPTION (not manditory use) to alert the sysop of events happening in the game. Helps to stay one step ahead of the question "hey did you know ___ did ___ and messed up the game totally. I find it very usefull for when someone invades ferrengi, or is doing something to test the gray reigons of the configuration.


Yes, there is always someone testing the grey area in games or rules/guidelines. A good idea though, I'd find good usage for the request.

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Sat Nov 13, 2010 9:31 am
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Unread post Re: Sysop In game Events
Claiming planets isn't in the logs. That would be a nice addition.

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Sun Nov 14, 2010 8:43 am
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Unread post Re: Sysop In game Events
Exactly. There are a few things that are not in the logs that would be nice to see. This way we could expand on a couple of our server-side scripts. I'm certain other Sysops may find it handy, or may not. Does not matter or affect the game by having a couple log additions.

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Sun Nov 14, 2010 9:02 am
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Unread post Re: Sysop In game Events
Parrothead wrote:
All the data in Stone's example are in the log except sector entry and planet land which are a gridding script running off a planet would create 10000 entry's in short order.A simple news reader can condense the logs for him.

If you have peeps pushing your "rules" then script a solution or use the TWA to create a solution.
Rules that the game cannot enforce are useless.


I maybe should have made the image larger so you could read each paramter. Thier are many event options that can be configured to inform a sysop, gameop or any user that the game normally does not log to the standard log. I for one dont have alot of time to pour over days of logs about what happend to something.

The events are not manditory to be used, just a nice option to have.

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Sun Nov 14, 2010 10:22 am
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Unread post Re: Sysop In game Events
Singularity wrote:
Claiming planets isn't in the logs. That would be a nice addition.



Thier are many uses for it from Trawns server side script additions to even send info to corperate leaders about thier assets. All kinds of uses for the information.
Its an option that would be nice to see in twgs.

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Unread post Re: Sysop In game Events
Stoneslinger wrote:
Singularity wrote:
Claiming planets isn't in the logs. That would be a nice addition.



Thier are many uses for it from Trawns server side script additions to even send info to corperate leaders about thier assets. All kinds of uses for the information.
Its an option that would be nice to see in twgs.


I am curious on the corp assets. What informaton is it that the CEO or any player on a corp can't obtain? The reason I ask is because of the proAssetCheck script I wrote 4 or 5 years ago, and if it is missing something then I would like to know.

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Sun Nov 14, 2010 11:40 am
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Unread post Re: Sysop In game Events
Promethius wrote:
I am curious on the corp assets. What informaton is it that the CEO or any player on a corp can't obtain? The reason I ask is because of the proAssetCheck script I wrote 4 or 5 years ago, and if it is missing something then I would like to know.


I can't think of anything from a Corp asset that would be needed in the logs that we can't get already from your script. You pretty much provided every needed piece of information with the script. IMO, it is more than sufficient for information.

I think what Stoneslinger has tried to convey is that having certain events logged may be useful from a Sysop point of view. From his posts, it would provide information which would assist in providing help when enforcing rules to a game (such as a truce game). From one of his example screen shots, it looks like an option is available to trigger a message if someone enters a sector. I might find something like that useful, given we have the OCSBot doing a recon and sweep in our beginner game. On the other hand, I created a window that shows me where the OCSBot is at all times, but that is just one example of how one might use that piece of information.

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Sun Nov 14, 2010 11:55 am
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Unread post Re: Sysop In game Events
Basically, lets say you're running a truce. You want to enforce the
truce a little more actively. Right now, you either have to monitor
all of your players (good freaking luck) or you have to check the
logs. The logs are fine, but when you have a ton of ppl popping
planets and stuff, it gets to be very difficult. To complicate matters,
not everything is logged. This makes enforcing game rules like
a truce more difficult than it needs to be.

Now IIRC, you can have tw dump the log to a file (could parse
it directly, but there might be challenges there). And you could
use grep to scan it pretty quickly. So that could overcome the
planet pop issue in some cases. But it doesn't do anything to
overcome the sad fact that not everything is logged to the logs.

To muddy this up a bit, not everything that needs to be included
is log-worthy. While some things like claiming empty or defenseless
planets can be included easily enough, not everything fits that
bill. Planet and ship IG grabs, for instance, could be a truce break
but are not generally worth logging (and present a log flood risk,
too).

So in that sense, sysops need a way to see these events in some
games, and not see them in others. That could be done via some
kind of "extended logs" option, or whatever. But the need is there.

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Sun Nov 14, 2010 1:49 pm
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Unread post Re: Sysop In game Events
Singularity wrote:
Basically, lets say you're running a truce. You want to enforce the
truce a little more actively. Right now, you either have to monitor
all of your players (good freaking luck) or you have to check the
logs. The logs are fine, but when you have a ton of ppl popping
planets and stuff, it gets to be very difficult. To complicate matters,
not everything is logged. This makes enforcing game rules like
a truce more difficult than it needs to be.

...

So in that sense, sysops need a way to see these events in some
games, and not see them in others. That could be done via some
kind of "extended logs" option, or whatever. But the need is there.


Except logging is kind of like getting a shot for VD - better off to prevent it from happening at all than have to respond to the issue.

The simplest method seems to be a "truce" toggle if that is the main issue. IGs and ptorps would not have an effect players, can't land on unowned cit level personal/corp planets - alien planets an exception, fig deployments limited to 1 (toll/def) except under a citadel level planet, q-cannons won't fire, players can't attack another player, and armid deployment limited to one.

Truce games are probably the most popular games, and I personally don't like them, but to give newer players some gametime they appear a necessary evil.

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Sun Nov 14, 2010 2:27 pm
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Unread post Re: Sysop In game Events
Promethius wrote:
The simplest method seems to be a "truce" toggle if that is the main issue. IGs and ptorps would not have an effect players, can't land on unowned cit level personal/corp planets - alien planets an exception, fig deployments limited to 1 (toll/def) except under a citadel level planet, q-cannons won't fire, players can't attack another player, and armid deployment limited to one.


Nod. We talked about that at some point earlier. No attacking, no sector
cannon blast, no IG tugs, restricted fig lays, etc, etc. That would be nice.

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Sun Nov 14, 2010 2:31 pm
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Unread post Re: Sysop In game Events
Although we don't run truce games and never will, our thoughts on extended logging or having certain events logged fit into a development my wife and I are working on with one of our game edits. We will run it on our sysop-only game and if it runs successful then we would move it to a public game slot for the players to try out.

However, if extra logging features are not viable, then we will have to be creative and work with what we do have. Either way is fine with us, but we really liked the suggestions that were brought forward.

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Sun Nov 14, 2010 3:10 pm
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Unread post Re: Sysop In game Events
In an ideal world, yes. But it's not always possible.

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1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
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Sun Nov 14, 2010 4:42 pm
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