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How to set up your region server

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Template for Sim Data

Post  Tala on Mon Nov 03, 2008 11:11 pm

No matter which setup you use -- please do at least provide the basic sim data. Here comes a template:

Code:

//TEMPLATE FOR SIM DATA

//This notecard defines your sim's presentation on the website
//Take care to do this nicely and people will appreciate it
//note: remove the lines starting with // for faster parsing

// the name of your sim
name=Roleplay Sim

// provide an info string here, describing the kind of roleplay. HTML tags are allowed
info=

// if you have a webpage for your sim, enter it here
//url=

// for direct TPs, set up a slurl or use 'auto'
surl=auto
//surl=http://slurl.com/secondlife/Hospers/64/43/57

// if you have a picture or logo, put the UUID here
//picture=89391861-169b-8946-80e8-9ee188f4e886

// show experimental traffic calculation on website
show_traffic=yes

Tala
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How to set up your region server v1.4 PART TWO

Post  Tala on Mon Nov 03, 2008 12:45 pm

... continued from part one.




Section: Character Settings
In this section you customize the roles on your sim.
We suggest collecting these settings in the notecard Character Settings. The ML Admin Package comes with a selection of Character Presets. If you want to use them, choose one or more of them and simply drop them into the server, but make sure that the names of the defines roles don't collide! If you want to make your own roles we strongly recommend using the provided presets as templates.





NEW_ROLE=_text_
This command creates a new role. All the following settings are applied to this role, until the next occurrence or the "NEW_ROLE" command. _text_ can be any name (the characters | and ^ are not allowed). You can at the moment define up to 9 roles per sim. _text_ is limited to 12 characters.
If you call your role "male", "female" or "beast", this replaces the default built-in roles. You are free to call it anything, but we suggest to keep the names for the standard roles for the following reason: imagine a person on sim A has chosen the role "male". Then he travels to sim B; if there is a role called "male" on sim B, then the meter will automatically choose that role. If there is no such role "male" on sim B, the meter will tell the user so and ask him to choose one of the available roles. So, you will do your players a favour when you use standard names for standard roles, since they won't have to select a new role each time they change sim then!
Example:
Code:
NEW_ROLE=male
NEW_ROLE=female
NEW_ROLE=beast
NEW_ROLE=vampire
NEW_ROLE=sleen


ROLE_TEMPLATE={male,female,beast}
If you choose any of these keywords, the default settings for the roles male, female or beast will be copied to your new role. All following values will overwrite the defaults. If you don't use a template you will have to supply all parameters, including your own soundsets! Thus we strongly recommend using a template, just to be on the safe side. It's also very useful if you want to assign the standard sounds to your new role.
Example:
Code:
ROLE_TEMPLATE=male
ROLE_TEMPLATE=female
ROLE_TEMPLATE=beast


ROLE_TOKEN=_char_
The token is the symbol floating over the head which indicates the chosen role. The default symbols are a diamond for male, a triangle for female and four small diamonds for beast. You can set the token to anything, but it is strongly recommended to use only one character. Note that unicode (UTF-8 ) is allowed (since SL supports this). Nota bene: if you have problems with displaying unicode (i.e. non-ASCII) characters in windowns, make sure support for international languages is enabled in you system preferences. Nota bene II: you also specify no token by leaving the line blank
Example:
Code:
ROLE_TOKEN=*
ROLE_TOKEN=•
ROLE_TOKEN=♂
ROLE_TOKEN=


ROLE_WEAK_SENSITIVIY=_number_
ROLE_STRONG_SENSITIVIY=_number_
Sensitivity (we also call it often toughness) measures how a person 'feels' the damage done by a weapon. The higher the sensitivity, the more damage is transferred. The average (and default) value is 1.0. With ML a character can evolve and become tougher over time (only when defence points are enabled). ROLE_WEAK_SENSITIVIY is the value at which a character starts (i.e. with 0 defence points or on sims where defence points are disabled). ROLE_STRONG_SENSITIVIY is the value which a character can reach at very very high defence points (if defence points are disabled, ROLE_STRONG_SENSITIVIY is useless). If you set ROLE_WEAK_SENSITIVIY at the same value as ROLE_STRONG_SENSITIVIY, then a character does not evolve even when defence points are enabled. Example: you could e.g. let women start at ROLE_WEAK_SENSITIVIY=1.5 and let them evolve until ROLE_STRONG_SENSITIVIY=0.9; men could e.g. start at ROLE_WEAK_SENSITIVIY=1.2 and evolve to ROLE_STRONG_SENSITIVIY=0.8
Example:
Code:
ROLE_WEAK_SENSITIVIY=1.0
ROLE_WEAK_SENSITIVIY=1.2
ROLE_WEAK_SENSITIVIY=1.5
ROLE_STRONG_SENSITIVIY=1.0
ROLE_STRONG_SENSITIVIY=0.9
ROLE_STRONG_SENSITIVIY=0.8


ROLE_HEALTH_REGEN=_time_
ROLE_STAMINA_REGEN=_time_
These values determine the regeneration time in minutes. E.g. ROLE_HEALTH_REGEN=1 means that it takes 1 minute to restore a person from health 0 to 100. Note that you can decide how fast a person is wined by playing with ROLE_STAMINA_REGEN.
Example:
Code:
ROLE_HEALTH_REGEN=5
ROLE_HEALTH_REGEN=10
ROLE_STAMINA_REGEN=3
ROLE_STAMINA_REGEN=5


ROLE_CHASE=_number_
This number determines if and how a person can chase and capture another person. Higher numbers catch lower numbers. 0 disables chase more. Alternatively use the keywords none for disabling chase mode, predator for chase level 1.
Example:
Code:
ROLE_CHASE=none
ROLE_CHASE=0
ROLE_CHASE=predator
ROLE_CHASE=5



ROLE_SOUNDSET=_text_
Use this line only if you want to provide a custom soundset. _text_ is the name of the soundset which is defined elsewhere (see below). Note that the characters | and ^ are not allowed. Attention: when it comes to soundsets you really have a good chance to mess everything up. So please be careful, make sure every soundset is correctly defined, complete, no typos etc. We recommend using the default soundsets that are installed with the command ROLE_TEMPLATE. But of course, we encourage the hackers to produce new (and better?) soundsets, which they will hopefully share with the community!
Example:
Code:
ROLE_SOUNDSET=mysoundset


NEW_SOUNDSET=_text_
In order to install a new soundset we first define its name by NEW_SOUNDSET. Here, _text_ is the name with you use in ROLE_SOUNDSET. Note that you MUST provide ALL of the following variables SOUNDSET_PERSON1 ... SOUNDSET_PERSON4!
Example:
Code:
NEW_SOUNDSET=mysoundset


SOUNDSET_PERSON1=_uuid1_,_uuid2_,_uuid3_,_uuid4_
SOUNDSET_PERSON2=_uuid1_,_uuid2_,_uuid3_,_uuid4_
SOUNDSET_PERSON3=_uuid1_,_uuid2_,_uuid3_,_uuid4_
SOUNDSET_PERSON4=_uuid1_,_uuid2_,_uuid3_,_uuid4_
A soundset consists out of sounds for four persons, and for each person you need four sounds. So you need 16 sounds and not less. The sounds are given by uuids and must be separated by commas without spaces. IF YOU HAVE A TYPO IS YOUR SOUND UUIDS OR IF YOU DO NOT PROVIDE ENOUGH SOUNDS THE USERS MIGHT SEE script ERRORS DURING COMBAT. Even then the scripts will keep working and combat can go on, but it's simply annoying and unsettles the users. So please make sure everything is correct and test your soundsets really really intensively.
Example:
Code:
SOUNDSET_PERSON1=00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000
SOUNDSET_PERSON2=00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000
SOUNDSET_PERSON3=00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000
SOUNDSET_PERSON4=00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000,00000000-0000-0000-0000-000000000000


Note that we have added a section to the ML forums where you find standard presets. Please discuss the presets there and post you owns! Especially character presets and soundsets for various roleplay environments are wanted!


Last edited by Tala on Thu Mar 12, 2009 2:54 pm; edited 1 time in total

Tala
Admin

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View user profile http://metalife.powerrpg.net

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How to set up your region server

Post  Tala on Tue Jul 01, 2008 11:32 am



MetaLife Region Server Instruction



Content:

  • What's new?
  • How to set up the region server
  • Section: Sim Data Settings
  • Section: Region Settings
  • Section: Character Settings




What's new?



Version 1.3 of the MetLife Region Server is another step forward in the implementation of two basic principles. The first principle is: Sim owners should be able to control and configure their sim as much as possible. The second principle: Sim owners should be able to present their sim with their individual RP/combat style to the public. The latter is achieved by creating an easy to use platform which can be accessed comfortably via the region server (see section "Region Information" for details). The first is achieved via the addition/extension of several variables (see the sections on combat style). In addition we hope that switching to a more consistent and logical syntax inceases accessibility and prepares the system well for future extensions.

Version 1.4 adds the possibility to enable chasing mode. For this, you can assign a number to each role; higher numbers will catch lower numbers. If the numbers are equal, body mass will decide, together with a certain chance (25% to succeed in capture when both persons are of same level and same mass)



How to set up the region server



  1. Rez the region server on the ground in a region which you have control of
  2. When you touch the region server you should get a menu that lets you choose from reset and deactivate. Choose reset for a reboot of the server -- in case of a crash, touch the server and hold down the mouse button for at least 10 sec, until it does a hard reset
  3. please do always deactivate a server before you delete it or take it back into your inventory. This helps avoiding inconsistencies in our database!
  4. The server will start reading configuration notecards. In case another region server is already present, it will disable itself
  5. Right-click it, select 'edit', open the 'contents' tab
  6. You see some notecards inside the server. These are configuration notecards. All notecards you drop into it will be parsed and used for configuration (name is unimportant)
  7. Since the server configuration has so many option we decided to put together some templates and notecards with presets, which can be viewed as "modules".
  8. Take your time study the SimData-notecard. This notecard contains information on your sim, and you should make sure they are up-to-date. Your users will appreciate this
  9. ML can deal with custom roles on a sim, or use a standard configuration. If you want to use the standard configuration, do not include any of the notecards with character preset in their name. Alternatively you can choose any character preset you want, add multiple of them or use your own
  10. you can adjust various region settings. Do so by adding any of the notecards with region settings in their name (we recommend only adding one, unless you know what you're doing). Aternatively you can use none of them, which will set your sim to default values.
  11. Adjust the variables in the notecard as explained below. The rules are easy: expressions are variables if they are followed by = and a value (which can be a number, a text or special words). Please note the the right side of any assignement is CASE SENSITIVE. If you want to deactivate a line, simply place "//" in front of it. The order of lines etc is not important
  12. Save the modified notecard. The region server will restart itself and read the notecard. In case this does not happen, touch it and select "reset" from the menu (or do a hard reset by touching it and holding the button for at least 10 sec)
  13. !!! IMPORTANT !!! Before you delete a server or take it into your inventory, please deactivate it. You do this by touching it and selecting 'deactivate' from the menu
  14. !!! IMPORTANT !!! In order to receive updates for the region server, touch it. Every time you touch it, it will contact the update server and send you an updated version immediately









Section: Sim Data Settings
In this section you can set variables which contain information on your sim.
We suggest collecting these settings in the notecard SimData





NAME=_text_
Here you can set the name of your sim as it will appear on the MetaLife website. _text_ is a single line text string. Default value is the parcel name.
Example:
Code:
NAME=My Combat Sim


INFO=_text_
This variable sets an information text on the region to be displayed on the website. _text_ is a single line text string. If you do not provide this variable, INFO will be empty (default). Use this to give a brief and meaningful description of your sim. Note bene: you can include HTML tags here.
Example:
Code:
INFO=An outpost in the woods. Arrange raids with admin first. Good RP is appreciated


SURL=_surl_
This variable contains an SURL of the form http://slurl.com/secondlife/REGION/X/Y/Z (you get this for example if you open the map and cick the button 'copy SURL'). If you provide this variable it will be displayed as link from the website, so that people can comfortly teleport directly to your sim. You can also use the keyword auto, then the position of the region server will be used as TP target.
Example:
Code:
SURL=http://slurl.com/secondlife/Hospers/128/128/0
SURL=auto


URL=_url_
If your region has an own website you can enter the url here in the format http://myserver/index.html
Example:
Code:
URL=http://metalife.powerrpg.net


PICTURE=_uuid_
If you want to display a picture of your region on the website, provide the texture uuid here. You will need a full perm texture in SL. Navigate to that texture in your inventory, right-click it and choose 'copy asset uuid'. Paste this string then as variable value.
Example:
Code:
PICTURE=f9163754-31da-c6db-76e7-f4803d07d2c9


SHOW_TRAFFIC=_boolean_
We have implemented an experimental traffic counter. The traffic value is calculated slightly differently than SL traffic which leads to some minor discrepancies on the absolute values, but still our traffic gives a good idea on how busy a sim is. If you choose yes, traffic will be shown on the website. _boolean_ can be yes, no, true, false, 1 or zero. Default is yes.
Example:
Code:
SHOW_TRAFFIC=yes








Section: Region Settings
In this section you can set variables which affect general combat on your sim.
We suggest collecting these settings in a single notecard, named for instance Region Settings. The ML Admin Package comes with a selection of Region Presets. If you want to use them, choose one of them and simply drop it into the server.





GENDERS=_combat_style_
Allowed vaues for _combat_style_ are: different, equal, defence .
The choice "different" introduces gender and race differences, in particular will health drop faster for women and stamina will last longer (note: you can change all this, see the next section). The choice "equal" disables all gender differences. The choice "defence" activates gender differences but takes defence experience points into account (see the MetaLife manual for more information on this). Default is 'different'.
Examples:
Code:
GENDERS=defence
GENDERS=equal
GENDERS=different


MELEE=_melee_damage_factor_
This value allows you to apply a global factor to the damage done by melee weapons. You can use this for example to increase melee damage over ranged damage. Allowed values for _melee_damage_factor_ are: favoured, disfavoured, strongly favoured, strongly disfavoured (also the spelling "favored" is accepted). It is also possible to apply a numercial factor directly (do this only if you know what you're doing!). If you do not provide this variable, the standard settings apply (MELEE=1.0)
Examples:
Code:
MELEE=strongly favoured
MELEE=1.5
MELEE=0.3


RANGED=_ranged_damage_factor_
This value allows you to apply a global factor to the damage done my ranged weapons. You can use this for example to decrease ranged damage compared to melee damage. Allowed values for _ranged_damage_factor_ are: favoured, disfavoured, strongly favoured, strongly disfavoured (also the spelling "favored" is accepted). It is also possible to apply a numercial factor directly (do this only if you know what you're doing!). If you do not provide this variable, the standard settings apply (RANGED=1.0)
Examples:
Code:
RANGED=disfavoured
RANGED=1.2
RANGED=0.8


DEVICE=_device_damage_factor_
This value allows you to apply a global factor to the damage done by 'devices'. Here, 'devices' are all objects that do damage without being controlled by an avatar. These are, e.g. traps, animals, robots .... Allowed values for _device_damage_factor_ are: favoured, disfavoured, strongly favoured, strongly disfavoured (also the spelling "favored" is accepted). It is also possible to apply a numercial factor directly (do this only if you know what you're doing!). If you do not provide this variable, the standard settings apply (DEVICE=1.0). The purpose of this setting is to handle possibly overpowered traps etc and switch them off if necessary (DEVICE=0)
Examples:
Code:
DEVICE=disfavoured
DEVICE=1.0


SPLASH=_boolean_
Allowed values for _boolean_ are: yes (default), true, on, no, false, off
If you set this to no, only direct hits will count.
Example:
Code:
SPLASH=true


BREATHLESSNESS=_boolean_
Allowed values for _boolean_ are: yes (default), true, on, no, false, off
If you set this to no, people will not be forced to rest when their stamina is low
Example:
Code:
BREATHLESSNESS=true


DROWNING=_boolean_
Allowed values for _boolean_ are: yes (default), true, on, no, false, off
If you set this to no, water will not do damage
Example:
Code:
DROWNING=true


FALLING=_boolean_
Allowed values for _boolean_ are: yes (default), true, on, no, false, off
If you set this to no, falling will not do damage
Example:
Code:
FALLING=true


RANGED_DISTANCE_RESTRICTION=_number_
It can be useful to restrict the range of thrown/shot objects. This way you can enforce that for example arrows only have effect when they fly, say, up to 80m. Also the keyword "infinite" is recognised (default).
Examples:
Code:
RANGED_DISTANCE_RESTRICTION=80
RANGED_DISTANCE_RESTRICTION=120
RANGED_DISTANCE_RESTRICTION=infinite


RANDOMIZE=_number_
You can overlay a certain percentage of the damage strength with a random number. 100 means competely random damage, 20 means 20% is random, 0 means no random damage. Default is 0. An example: a weapon wants to do 30 units of damage, but you have specified RANDOMIZE=20, so 20% of the 30 units will the randomized. Thus the weapon will do the damage 40+(random number between 0 and 10). What is this good for? (Partially) randomizing damage could optimise combat between people with highly different ping times. This effect has not yet been verified, so we're looking for user reports on their experiences!
Examples:
Code:
RANDOMIZE=0
RANDOMIZE=100
RANDOMIZE=20


UNCONSCIOUSNESS_DURATION=_number_
This sets the duration of unconsciousness in minutes. Default is 15.
Examples:
Code:
UNCONSCIOUSNESS_DURATION=15


ML_PROTOCOL_ONLY=_boolean_
Allowed values for _boolean_ are: yes (default), true, on, no, false, off
If you set this to yes, only attacks according to the ML protocol are allowed. Default is no. Possible effects are a slight increase in script speed. Note: we do not recommend to use this setting, except for experimental purposes.
Example:
Code:
ML_PROTOCOL_ONLY=false



... please continue reading part two ...


Last edited by Tala on Thu Mar 12, 2009 2:49 pm; edited 3 times in total

Tala
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