Honestly i believe this is something in your mod. U have to adapt it to the new file changes. Exa's mods, EWA, EAH => non of those mods have this issue It checks where the dedicated.exe is. And thats in the "DedicatedServer" folder
I made 2 copies of my mod, the only thing different between the two is the value of my ModPath variable. The mod in DedicatedServer\Content\Mods\Mailbox Had DedicatedServer\\Content\\ModsMailbox as the value of ModPath The mod in Content\Mods\Mailbox Had Content\\Mods\\Mailbox As the value of ModPath Both mods are set to write the value of ModPath to (ModPath + "debug.txt") when the server is started. The file that got written to was located in DedicatedServer\Content\Mods\Mailbox And the line written was Content\Mods\Mailbox
Ill ask about it, in the meanwhile this might solve it for u, https://empyrion.gamepedia.com/GameAPI_standards_filelinking
Solution: We needed to change the "CurrentDirectory" to be at the folder level where the game.exe is. So, in relative paths you need to go up one folder first, e.g. File.Write("..\" + ModPath + "debug.txt"). In the new ModAPI we will provide a GetPathFor() method where you can explicitly ask for the actual Mod directory, for example
this will work either public static string ProgramPath { get; private set; } = GetDirWith(Directory.GetCurrentDirectory(), "BuildNumber.txt"); public static string GetDirWith(string aTestDir, string aTestFile) { return File.Exists(Path.Combine(aTestDir, aTestFile)) ? aTestDir : GetDirWith(Path.GetDirectoryName(aTestDir), aTestFile); }
Experimental 10 broke all my chat commands any chat message starting with a slash doesn't get sent to the mod.
Are you thinking of Eleon.Modding.CmdId.Request_ShowDialog_SinglePlayer? That does return Event_DialogButtonIndex. I tested again with A10, and sending Eleon.Modding.CmdId.Request_InGameMessage_SinglePlayer, with IdMsgPrio.priority = 0 and IdMsgPrio.time = 10, results in no response from the server.
Is the new chat api supposed work in dedicated server mode? I wasn't successful getting the chat messages to post, and the demo code only shows the API being used on the client mod.
Yes, works fine \Empyrion - Galactic Survival\Content\Extras\Modding Doc\StartPage.html Docu is there. Its WIP Keep in mind the new API isnt done and will get breaking changes during A10 There 2 demo mods, One is Client one is Dedi
Ah sorry, yes I thought you were talking about Request_ShowDialog_SinglePlayer The Request_InGameMessage_SinglePlayer does not return anything.
I tested the chat API by enabling the client mod for Dedi, but the logs show that it is receiving the messages, but the sending a message doesn't appear to work.
Not sure if you could actually use the chat messages in a client environment. I would think only dedi and/or playfield mods.
My mod does not allow you to enter the game near enemy bases, when a player enters the game (Event_Player_Connected), the player teleports away (Request_Entity_Teleport), but there is a problem - when this happens, the game freezes on loading structures and you need to restart the game again. Is there any way to fix this?
Hey, you might want to check if the player is "really" online. Because if he is connected then he is not online but as you mention maybe in the loading screen. Either you wait maybe 2 min before you do things, or you check if he moved. Otherwise you might want to wait for a fix we asked for to show when the player is out of loading screen.
in experimental 10.5! error appears after calling the command Request_Structure_Touch 31-08:11:34.980 11_11 -EXC- System.Exception: Size mismatch, requested=16 expected=64 at Assembly-CSharp.SelectionAttribute1[A].SplitPath (System.Int32 , System.Boolean ) [0x0006f] in <fcc48738ecb3411ba2e6d0b9fbcd1600>:0 at Assembly-CSharp.SelectionAttribute1[A].InsertStream (A[] ) [0x00015] in <fcc48738ecb3411ba2e6d0b9fbcd1600>:0 at Assembly-CSharp.OptionsService.ReduceResource (Assembly-CSharp.BookmarkInvoker+MenuTable ) [0x000f4] in <fcc48738ecb3411ba2e6d0b9fbcd1600>:0 after this, players kicked from playfiled