Server Kicks when package bought
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lonestar wrote:
I have had this problem when i was working on the A-10 mod, The place that you buy the package from MUST! and i de mean this, MUST have each piece of equipment for sale at that station.Er, no. The equipment mounted on a ship simply has to be defined correctly. Utter nonsense that the equipment has to be for sale at the same station.
I have ships all over my new mod for testing with nothing being sold on the bases as of yet, strange how they all work properly.
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Seems like a logical point which could well be the cause,
except,[BaseGood]
base=fc01_02_Base
marketgood=liberty_package, 1, 0, 1, 1, 0, 1, 1[BaseGood]
base=fc01_04_Base
marketgood=kusari_package, 1, 0, 1, 1, 0, 1, 1[BaseGood]
base=fc01_07_Base
marketgood=trader1_package, 1, 0, 1, 1, 0, 1, 1
marketgood=trader2_package, 1, 0, 1, 1, 0, 1, 1[BaseGood]
base=fc01_08_Base
marketgood=freelancer_package, 1, 0, 1, 1, 0, 1, 1All these bases have no equipment defined.
they only have a single sales person selling ships.
They have no equipment defined in any of the market files.
All the ships launch perfectly fine apart from the 2x trader packages. -
MD included the 1.1 server patch with 3.50 full (probably had it in earlier versions aswell), and it will kick anything that isn’t part of vanilla Freelancer. You need IFSO, FLAC, FlHook etc to take control of the FLServer.exe to stop it kicking you.
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Very True but…
when i took over i started by comparing RB to all the patches. i encompase them into RB, i merged in the 1.1 SDK + bits of the 1.4 patch and various other peoples fixes before starting to continue adding and fixing what already existed.Did that to make sure u only needed Rebalance and not
Freelancer + 5 patches then rebalanceThing i dont get is what u say is true
but the server has 0 problems with anyof the other 5 packages i created and added in, it just has a problem with the 2 freighter trader start packages.My Pirate / freelancer packages all launch absolutly fine just on the standard 1.1 server.
Also in MP i do have Hook attached.
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just ran the packages like
[Good]
nickname = trader_hull
category = shiphull
ship = li_freighter
price = 19420
ids_name = 12018
item_icon = Equipment\models\commodities\nn_icons\li_freighter.3db[Good]
nickname = trader_package
category = ship
hull = trader_hull
addon = ge_lfr_engine_01, internal, 1
addon = li_freighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
;addon = ge_s_tractor_01, internal, 1
;addon = shield01_mark01_fr, HpShield01, 1
;addon = SlowSmallBlue, HpRunningLight01, 1
;addon = SlowSmallBlue, HpRunningLight02, 1
;addon = SlowSmallBlue, HpRunningLight03, 1
;addon = SlowSmallBlue, HpRunningLight04, 1
;addon = contrail01, HpContrail01, 1
;addon = contrail01, HpContrail02, 1
;addon = DockingLightRedSmall, HpDockLight01, 1
;addon = DockingLightRedSmall, HpDockLight02, 1
;addon = co_gun01_mark01, HpWeapon01, 1
;addon = co_gun01_mark01, HpWeapon02, 1still kicked me for cheating
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If I remember rightly, it should not have let you take off without the tractor!? Can’t remember.
What on earth is going on on your setup?
What happens if you make the standard Rhino available on the same base at the same time and buy that?
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try to make it use different internal equipment, one by one until you have the piece you have to check further.
have done that in post above commented out untill all that was left was the minimum needed to launch.
What happens if you make the standard Rhino available on the same base at the same time and buy that?
Top idea ST.
added
[Good]
nickname = lfr_hull
category = shiphull
ship = li_freighter
price = 151000
ids_name = 12002
item_icon = Equipment\models\commodities\nn_icons\li_freighter.3db[Good]
nickname = lfr_package
category = ship
hull = lfr_hull
addon = ge_lfr_engine_01, internal, 1
addon = li_freighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark01_fr, HpShield01, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1to the same base as the previous trader packages,
launches fine lolcopied above an pasted into space of old trader package / hull
only adjusted name of package and hull, kicks mesomet wrong with name.
FL server actually gave up propper error message for it this timePossible cheating detected (Ship or Equipment not sold on base) by admin (b08184eb-c34c1c43-c8f0673d-91a16689)!
but the rest of packages dont have any equipment sold at there bases and they launch fine, is name or ship.
i also tried changing the cost incase cost of total equip was higher than cost to buy package but it didnt make a difference
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Hey Gisteron,
[BaseGood]
base = fc01_07_Base
marketgood = trader_package, 1, 0, 1, 1, 0, 1, 1
marketgood = traders_package, 1, 0, 1, 1, 0, 1, 1
marketgood = lfr_package, 1, 0, 1, 1, 0, 1, 1thats the what it looks like atm,
lfr_ launches with out problem
both trader_ and traders_ kick for cheating.
this is the current trader package
[Good]
nickname = trader_hull
category = shiphull
ship = li_freighter
price = 151000
ids_name = 12002
item_icon = Equipment\models\commodities\nn_icons\li_freighter.3db[Good]
nickname = trader_package
category = ship
hull = trader_hull
addon = ge_lfr_engine_01, internal, 1
addon = li_freighter_power01, internal, 1
addon = ge_s_scanner_01, internal, 1
addon = ge_s_tractor_01, internal, 1
addon = shield01_mark01_fr, HpShield01, 1
addon = SlowSmallBlue, HpRunningLight01, 1
addon = SlowSmallBlue, HpRunningLight02, 1
addon = SlowSmallBlue, HpRunningLight03, 1
addon = SlowSmallBlue, HpRunningLight04, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1set out exactly same as above lfr_package
only thing i see different are the names -
I’ve been following this with interest. The obvious solution, at least to me, simply because i’ve cloned some of the original ships in my mod as well, i see the problem as the nickname entry in shiparch.
To me you’re using the same ship nickname which is why you are getting kicked. If you change it to say,
nickname = li_freighter2
for example, should work fine. The problem is the program is trying to access two ships called li_freighter which is where the issue is as i see it. It’s the reason you keep getting kicked.
To clarify the above, any ship you add to FL HAS TO HAVE a unique nickname, end of. I have around fifty variants of a freighter in my new mod with different colour schemes for the various factions i have, the reason they all work is each ship has a unique nickname. You simply cannot share nicknames.
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Your right does seem to be a problem with the names Gibbon
ill try your solution although to clarifyYour saying nickname but hull or package,
it cant be the
ship = li_freighterbecause im only creating packages to be used on a ship not using 2 seperate ships. there is only one li_freighter in the shiparch.ini
then 2 packages which call it,
im assuming packages cant have a problem both using same ship
i can try adding a second ship entry under a new name with same setup and see if it helps. -
Great, yes Gibbon is right…
Only one name will work per ship model. This is because a second entry using the same model will cause a conflict, uncertainty if you like, to FL as to which one to use.
The same with a lot of other things in FL such as material names in model .mat and ship part names in .cmp files and much more.
Having said that, it could be that the cheat detection is triggering because the two ship names are too similar also.
You could rename one as tr1_package and the second as tr2_package for a test only. Keep them short, similar long names are more likely to conflict.
Let us know what happens.
One more thing - if you decide to copy the ship model as a new model, you will have problems because of what I have indicated above (internal materials and ship part names) when the two ships are near each other by chance.
So to be fully OK you will need to copy the ship into new folders, with entirely new names, and clone the ships using FL model Cloner because that will change the internal names.