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Help / Re: Servering Crashing
« on: November 15, 2012, 08:29:10 PM »
That console log doesn't show a server crashing, it shows a server shutting down normally...
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What's the deal with Truce's webserver, are we allowed to use it? If so, is there some sort of special thing we have to do, we should be able to have another port for something else, so we can host better things like Truces Webserver for example.
Define aiConnection::getPlayerName. Do something like this:Code: [Select]function AIConnection::getPlayerName(%this)
{
return %this.name;
}
the south's gonna do it againAre you trying to be funny?
snip
If the class of the object being checked (getMinigameFromObject) is a SimGroup, you can assume it's a brick group.I already know this and it's already implemented.
Seems like the pipe wrench didn't work. Pipe wrench uses the brickgroup to check the minigame, something I left out with my dedicated minigame.How does it not work?
/*! - Dump info about blobs in our database. */
virtual void reportBlobs() {}
/*! dumps everything in the cache into files */
virtual void dumpCacheFiles() {}
/*! Store given file in the blob database */
virtual void addFileToCache() {}
/*! Store all game assets in the blob database and stuff. */
virtual string snapshotGameAssets() {}
/*! - Dump the manifest under the provided hash. */
virtual void dumpManifest(hash) {}
/*! get number of files stored in cache database */
virtual int getCacheBlobCount() {}
/*! flags the current file manifest as needing to be regenerated */
virtual void setManifestDirty() {}
virtual void setCDNURL(url) {}
virtual void clearPendingBlobs() {}
virtual void clearManifest() {}
Can this be achieved in torquescript?