Version 2 vs 3
Version 2 vs 3
Edits
Edits
- Edit by Armanelgtron, Version 3
- Jul 15 2020 8:30 PM
- Edit by Armanelgtron, Version 2
- Jun 30 2020 3:56 PM
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Content Changes
Content Changes
This section is for the ladderlog command that go to the ladderlog.txt file, located in your .../var/ folder. Below are the list of ladderlog commands that can be found in the server/client under
`LADDERLOG_WRITE_`
Some of these commands are enabled by default but others needs enabling. (You can enable all with `LADDERLOG_WRITE_ALL 1`)
Another setting requirement for the use of ladderlog is `LADDERLOG_ENABLED`. This is enabled by default for servers in recent revisions, however it's noted here for reference.
`LADDERLOG_ENABLED 1`
## CURRENT_MAP
`CURRENT_MAP <size_factor> [size_multiplier] {map_file}`
Outputs the currently played map in the server/client. Is outputted during the time when the round is about to begin.
Example: `CURRENT_MAP -3 0.353553 Anonymous/polygon/regular/square-1.0.1.aamap.xml`
## MATCH_ENDED
`MATCH_ENDED time`
At the time the match has ended, this will be go to the file.
## ONLINE_PLAYER
`ONLINE_PLAYER <name> <id> <r> <g> <b> <access_level> <did_login?> [<ping> <team>]`
Get the online player's data.
## PLAYER_COLORED_NAME
`PLAYER_COLORED_NAME [log_name] [colored_name]`
Output that player's name that has colors and only appears in the clients.
## PLAYER_ENTERED_
### PLAYER_ENTERED_GRID
`PLAYER_ENTERED_GRID [log_name] [ip_address] [screen_name]`
Sends to the ladderlog if this player has entered the grid after entering the server.
### PLAYER_ENTERED_SPECTATOR
`PLAYER_ENTERED_SPECTATOR [log_name] [ip_address] [screen_name]`
Sends to the ladderlog if this player has entered the spectator state after entering the server.
## PLAYER_GRIDPOS
`PLAYER_GRIDPOS [log_name] [posx] [posy] [dirx] [diry] [cycle_speed] {used_rubber} {total_rubber}`
Sends this command to ladderlog indicating the player's current position, direction and the speed they are travelling at.
## ZONE_GRIDPOS
`ZONE_GRIDPOS {effect} {id} {name} {radius} {expansion_speed} {x} {y} {xdir} {ydir} {r} {g} {b}`
Send this command to ladderlog indicating the zone's curent position, direction and the rest of details provided above.
## PLAYER_{LOGIN|LOGOUT}
**Note:**
The effects of login and logout only get affected when the next round begins. Meaning, the output of these ladderlog events is basically informing ladderlog this user has logged in or out during the round.
### PLAYER_LOGIN
`PLAYER_LOGIN`<name><authenticated name=""></authenticated></name>
Sends to the ladderlog when a player has logged in using their `@authority`
### PLAYER_LOGOUT
`PLAYER_LOGOUT`<authenticated name=""><name></name></authenticated>
Sends to the ladderlog when a player has logged out of their `@authority` account.
## PLAYER_RENAMED
`PLAYER_RENAMED <old name> <new name> <ip> <did_login?> <screen name>`
Sends to the ladderlog when a player goes through the renaming process (login/out or just name changed).
## ROUND_STARTED
`ROUND_STARTED time`
This command goes to the file at the moment the round has started!
## ROUND_ENDED
`ROUND_ENDED time`
The time of game play when the round has finally finished!
## SOCCER_BALL_PLAYER_ENTERED
`SOCCER_BALL_PLAYER_ENTERED [player_auth_name] [team]`
This ladderlog command outputs the player's login name and the team they are currently in.
## SOCCER_GOAL_PLAYER_ENTERED
`SOCCER_GOAL_PLAYER_ENTERED [player_auth_name] [player_team] [team owner of the goal]`
Outputs the player's login name, their team and the team owner of the goal zone.
## TEAM_COLORED_NAME
`TEAM_COLORED_NAME [team_name][team_colored_name]`
Exactly like `PLAYER_COLORED_NAME` but this is the output for teams instead.
## ZONE_CREATED
`ZONE_CREATED [effect] [id] [name] [x] [y] [xdir] [ydir]`
Descriptions:
**`[effect]`** - Is the zone's effect which decides what sort of zone it will be (death, win, target, fortress, object, teleport, etc...)
**`[id]`** - Is the zone's id, obviously
**`[name]`** - Is the zone's name. It will be blank by default if no name was given.
**`[x]`** - Is the zone's x location along the x-axes. Consider this as a spawn position of x.
**`[y]`** - Is the zone's y location along the y-axes. Consider this as a spawn position of y.
**`[xdir]`** - Is the travelling direction along the x-axes. This also judges at what speed zone is travelling at.
**`[ydir]`** - Is the travelling direction along the y-axes. This also judges at what speed zone is travelling at.
Sends an output when a zone was created when the map is being loaded/parsed.
This section is for the ladderlog command that go to the ladderlog.txt file, located in your .../var/ folder. Below are the list of ladderlog commands that can be found in the server/client under
`LADDERLOG_WRITE_`
Some of these commands are enabled by default but others needs enabling. (You can enable all with `LADDERLOG_WRITE_ALL 1`)
Another setting requirement for the use of ladderlog is `LADDERLOG_ENABLED`. This is enabled by default for servers in recent revisions, however it's noted here for reference.
`LADDERLOG_ENABLED 1`
## CURRENT_MAP
`CURRENT_MAP <size_factor> [size_multiplier] {map_file}`
Outputs the currently played map in the server/client. Is outputted during the time when the round is about to begin.
Example: `CURRENT_MAP -3 0.353553 Anonymous/polygon/regular/square-1.0.1.aamap.xml`
## MATCH_ENDED
`MATCH_ENDED time`
At the time the match has ended, this will be go to the file.
## ONLINE_PLAYER
`ONLINE_PLAYER <name> <id> <r> <g> <b> <access_level> <did_login?> [<ping> <team>]`
Get the online player's data.
## PLAYER_COLORED_NAME
`PLAYER_COLORED_NAME [log_name] [colored_name]`
Output that player's name that has colors and only appears in the clients.
## PLAYER_ENTERED_
### PLAYER_ENTERED_GRID
`PLAYER_ENTERED_GRID [log_name] [ip_address] [screen_name]`
Sends to the ladderlog if this player has entered the grid after entering the server.
### PLAYER_ENTERED_SPECTATOR
`PLAYER_ENTERED_SPECTATOR [log_name] [ip_address] [screen_name]`
Sends to the ladderlog if this player has entered the spectator state after entering the server.
## PLAYER_GRIDPOS
`PLAYER_GRIDPOS [log_name] [posx] [posy] [dirx] [diry] [cycle_speed] {used_rubber} {total_rubber}`
Sends this command to ladderlog indicating the player's current position, direction and the speed they are travelling at.
## ZONE_GRIDPOS
`ZONE_GRIDPOS {effect} {id} {name} {radius} {expansion_speed} {x} {y} {xdir} {ydir} {r} {g} {b}`
Send this command to ladderlog indicating the zone's curent position, direction and the rest of details provided above.
## PLAYER_{LOGIN|LOGOUT}
**Note:**
The effects of login and logout only get affected when the next round begins. Meaning, the output of these ladderlog events is basically informing ladderlog this user has logged in or out during the round.
### PLAYER_LOGIN
`PLAYER_LOGIN <name> <authenticated name="">`
Sends to the ladderlog when a player has logged in using their `@authority`
### PLAYER_LOGOUT
`PLAYER_LOGOUT <authenticated name=""> <name>`
Sends to the ladderlog when a player has logged out of their `@authority` account.
## PLAYER_RENAMED
`PLAYER_RENAMED <old name> <new name> <ip> <did_login?> <screen name>`
Sends to the ladderlog when a player goes through the renaming process (login/out or just name changed).
## ROUND_STARTED
`ROUND_STARTED time`
This command goes to the file at the moment the round has started!
## ROUND_ENDED
`ROUND_ENDED time`
The time of game play when the round has finally finished!
## SOCCER_BALL_PLAYER_ENTERED
`SOCCER_BALL_PLAYER_ENTERED [player_auth_name] [team]`
This ladderlog command outputs the player's login name and the team they are currently in.
## SOCCER_GOAL_PLAYER_ENTERED
`SOCCER_GOAL_PLAYER_ENTERED [player_auth_name] [player_team] [team owner of the goal]`
Outputs the player's login name, their team and the team owner of the goal zone.
## TEAM_COLORED_NAME
`TEAM_COLORED_NAME [team_name][team_colored_name]`
Exactly like `PLAYER_COLORED_NAME` but this is the output for teams instead.
## ZONE_CREATED
`ZONE_CREATED [effect] [id] [name] [x] [y] [xdir] [ydir]`
Descriptions:
**`[effect]`** - Is the zone's effect which decides what sort of zone it will be (death, win, target, fortress, object, teleport, etc...)
**`[id]`** - Is the zone's id, obviously
**`[name]`** - Is the zone's name. It will be blank by default if no name was given.
**`[x]`** - Is the zone's x location along the x-axes. Consider this as a spawn position of x.
**`[y]`** - Is the zone's y location along the y-axes. Consider this as a spawn position of y.
**`[xdir]`** - Is the travelling direction along the x-axes. This also judges at what speed zone is travelling at.
**`[ydir]`** - Is the travelling direction along the y-axes. This also judges at what speed zone is travelling at.
Sends an output when a zone was created when the map is being loaded/parsed.
This section is for the ladderlog command that go to the ladderlog.txt file, located in your .../var/ folder. Below are the list of ladderlog commands that can be found in the server/client under
`LADDERLOG_WRITE_`
Some of these commands are enabled by default but others needs enabling. (You can enable all with `LADDERLOG_WRITE_ALL 1`)
Another setting requirement for the use of ladderlog is `LADDERLOG_ENABLED`. This is enabled by default for servers in recent revisions, however it's noted here for reference.
`LADDERLOG_ENABLED 1`
## CURRENT_MAP
`CURRENT_MAP <size_factor> [size_multiplier] {map_file}`
Outputs the currently played map in the server/client. Is outputted during the time when the round is about to begin.
Example: `CURRENT_MAP -3 0.353553 Anonymous/polygon/regular/square-1.0.1.aamap.xml`
## MATCH_ENDED
`MATCH_ENDED time`
At the time the match has ended, this will be go to the file.
## ONLINE_PLAYER
`ONLINE_PLAYER <name> <id> <r> <g> <b> <access_level> <did_login?> [<ping> <team>]`
Get the online player's data.
## PLAYER_COLORED_NAME
`PLAYER_COLORED_NAME [log_name] [colored_name]`
Output that player's name that has colors and only appears in the clients.
## PLAYER_ENTERED_
### PLAYER_ENTERED_GRID
`PLAYER_ENTERED_GRID [log_name] [ip_address] [screen_name]`
Sends to the ladderlog if this player has entered the grid after entering the server.
### PLAYER_ENTERED_SPECTATOR
`PLAYER_ENTERED_SPECTATOR [log_name] [ip_address] [screen_name]`
Sends to the ladderlog if this player has entered the spectator state after entering the server.
## PLAYER_GRIDPOS
`PLAYER_GRIDPOS [log_name] [posx] [posy] [dirx] [diry] [cycle_speed] {used_rubber} {total_rubber}`
Sends this command to ladderlog indicating the player's current position, direction and the speed they are travelling at.
## ZONE_GRIDPOS
`ZONE_GRIDPOS {effect} {id} {name} {radius} {expansion_speed} {x} {y} {xdir} {ydir} {r} {g} {b}`
Send this command to ladderlog indicating the zone's curent position, direction and the rest of details provided above.
## PLAYER_{LOGIN|LOGOUT}
**Note:**
The effects of login and logout only get affected when the next round begins. Meaning, the output of these ladderlog events is basically informing ladderlog this user has logged in or out during the round.
### PLAYER_LOGIN
`PLAYER_LOGIN` <name> <authenticated name=""></authenticated></name>`
Sends to the ladderlog when a player has logged in using their `@authority`
### PLAYER_LOGOUT
`PLAYER_LOGOUT` <authenticated name=""><name></ <name></authenticated>`
Sends to the ladderlog when a player has logged out of their `@authority` account.
## PLAYER_RENAMED
`PLAYER_RENAMED <old name> <new name> <ip> <did_login?> <screen name>`
Sends to the ladderlog when a player goes through the renaming process (login/out or just name changed).
## ROUND_STARTED
`ROUND_STARTED time`
This command goes to the file at the moment the round has started!
## ROUND_ENDED
`ROUND_ENDED time`
The time of game play when the round has finally finished!
## SOCCER_BALL_PLAYER_ENTERED
`SOCCER_BALL_PLAYER_ENTERED [player_auth_name] [team]`
This ladderlog command outputs the player's login name and the team they are currently in.
## SOCCER_GOAL_PLAYER_ENTERED
`SOCCER_GOAL_PLAYER_ENTERED [player_auth_name] [player_team] [team owner of the goal]`
Outputs the player's login name, their team and the team owner of the goal zone.
## TEAM_COLORED_NAME
`TEAM_COLORED_NAME [team_name][team_colored_name]`
Exactly like `PLAYER_COLORED_NAME` but this is the output for teams instead.
## ZONE_CREATED
`ZONE_CREATED [effect] [id] [name] [x] [y] [xdir] [ydir]`
Descriptions:
**`[effect]`** - Is the zone's effect which decides what sort of zone it will be (death, win, target, fortress, object, teleport, etc...)
**`[id]`** - Is the zone's id, obviously
**`[name]`** - Is the zone's name. It will be blank by default if no name was given.
**`[x]`** - Is the zone's x location along the x-axes. Consider this as a spawn position of x.
**`[y]`** - Is the zone's y location along the y-axes. Consider this as a spawn position of y.
**`[xdir]`** - Is the travelling direction along the x-axes. This also judges at what speed zone is travelling at.
**`[ydir]`** - Is the travelling direction along the y-axes. This also judges at what speed zone is travelling at.
Sends an output when a zone was created when the map is being loaded/parsed.