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Chat text commands visibility #5

BearGrilledUK started this conversation in General
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Hi, I love these commands and scripts, I used them a year ago and using them again now. They're great!

I am wondering about if the chat messages are seen to other players.

  1. If I type the '/info' or '/gear' commands as an example, will other players see the '/info' nearby in chat?

  2. Secondly, will they see the returning message that shows up in yellow after typing the command? For example, after typing '/info', will players see the message that says: "Players on sever: 2 Player {0} Name: x Pos <x, x, x>...etc" in chat?

Thanks!

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Replies: 2 comments 10 replies

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Your commands (/gear, /info... ) are visible for players near you, and it is not possible to hide (but it's cool to avoid admin cheat)

But messages are only for you: the method SendPlayerMessage(player, "blabla "); is used to send only to player how type the command

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Thanks again for clarifying that, you are very helpful.

I recently had an Idea, I noticed services like CFTools provide a live map of everything on the server. However, I didnt want to add this to my server as I do not trust giving out my Steam profile login details just to login to CFTools website, and that the best features of CFTools are paid for.

Is there a way, or an already made live map addon/script that can be added to the server?

I found this here: https://github.com/KhaimovMR/DayZLiveMap , but it is so old (11 years) that I do not think it would work anymore. Do you know if this would still work or be possible to make again?

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Hum.... i've codded my own live map :-)
you can see where are players (5 minutes position refresh from logs)
image

it store all points / actions (in magenta) so you can see it for each users
image

and action can be shown
image

i'ts based on a cron sh script that launch a custom python ADM log parser that generate json files used by a php home made site

you can generate full history from all preserved .ADM files from profile folder...

But i need time to clean the code so it is publishable on github, alos find free images of map because of now used forbidden ones from iZurvive :-), also in DayZ usage condition, thay say it's not allowed tu parse logs... so not sure i can publish that :-)

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Thats some insane level of detail compared to what I have found. Something like that is perfect for identifying cheaters and hackers behaviour on a vanilla server. That is some incredible work!

There is stuff like iZurvive where you can upload the ADM logs, but it doe not update and does not have the level of details that you have been able to achieve there.

My assumption is that it updates every 5 mins due to the setting adminLogPlayerList = 1; in the serverDZ.cfg that also updates every 5 mins? or maybe that is irrelevant.

Its a shame about the maps that you want to use, I can imagine iZurvive and others dont like anyone else to use their maps for others work. But could you not use the official in-game maps somehow? or maybe they too are forbidden to use in that way...

Great work though, most of it is above my level haha 😅

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Yes 5 minutes is the player logs, but it is sufficient, and already generate lot of data if there is lot of players...
For the map i need to find one with good resolution for each existing map...
Your question motivates me to try improve the code.. so i can publish it

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I hope you are able to improve and take it further if it is possible. As much as I have looked around, there is nothing much available to anyone out there in as much detail. I wish DayZ had some more support and admin capabilities so everyone doesn't have to get mods just to keep a server safe from cheaters.

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That is good work, thank you for your contribution @jcaspes! I like the separation of concerns you have accomplished splitting the source files into classes, I wasnt aware it would be possible with the scripts. Yes its true it will require a mod, whereas the commands in the main repo has been for pure vanilla so far.

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Yes, i started to split without been sure that it will work... and finally found that *.c files need to be in the root of server files, but it's not a big constraint.
The vanilla style of this script was also the reason i've started to use your script, becasue of my first server was an experimental one because of using a linux server. On experimental servers users must add mods manually so a pure server version was great !

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