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Documentation updates and additions (#1875)
* Documentation: actualize and prettify entity tools instructions * Documentation: added article about NAT bypass feature * Documentation: updated GoldSrc protocol support article
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# There are few new commands availiable in xash3d fork:
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## Commands:
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### ent_create
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Create entity with specified classname and key/values
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`ent_create <classname> <key> <value> <key> <value> ...`
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for example:
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`ent_create monster_zombie targetname zomb1`
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after creating entity, ent_last_xxx cvars are set to new entity and ent_last_cb called, look at ent_getvars description
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### ent_fire
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Make some actions on entity
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`ent_fire <pattern> <command> <args>`
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Availiavle commands:
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* Set fields (Only set entity field, does not call any functions):
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* health
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* gravity
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* movetype
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* solid
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* rendermode
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* rendercolor (vector)
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* renderfx
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* renderamt
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* hullmin (vector)
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* hullmax (vector)
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* Actions
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* rename: set entity targetname
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* settarget: set entity target (only targetnames)
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* setmodel: set entity model (does not update)
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* set: set key/value by server library
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* See game FGD to get list.
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* command takes two arguments
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* touch: touch entity by current player.
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* use: use entity by current player.
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* movehere: place entity in player fov.
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* drop2floor: place entity to nearest floor surface
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* moveup: move entity to 25 units up
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* moveup (value): move by y axis relatively to specified value
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* Flags (Set/clear specified flag bit, arg is bit number):
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* setflag
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* clearflag
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* setspawnflag
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* clearspawnflag
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### ent_info
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Print information about entity by identificator
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`ent_info <identificator>`
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### ent_getvars
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Set client cvars containing entity information (useful for [[Scripting]]) and call ent_last_cb
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`ent_getvars <identificator>`
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These cvars are set:
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```
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ent_last_name
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ent_last_num
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ent_last_inst
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ent_last_origin
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ent_last_class
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```
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### ent_list
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Print short information about antities, filtered by pattern
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`ent_list <pattern>`
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## Syntax description
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### \<identificator\>
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* !cross: entity under aim
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* Instance code: !\<number\>_\<seria\l>
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* set by ent_getvars command
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* Entity index
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* targetname pattern
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### \<pattern\>
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Pattern is like identificator, but may filter many entities by classname
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### (vector)
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used by ent_fire command. vector means three float values, entered without quotes
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### key/value
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All entities parameters may be set by specifiing key and value strings.
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Originally, this mechanizm is used in map/bsp format, but it can be used in enttools too.
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Keys and values are passed to server library and processed by entity keyvalue function, setting edict and entity owns parameters.
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If value contains spaces, it must be put in quotes:
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`ent_fire !cross set origin "0 0 0"`
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## Using with scripting
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ent_create and ent_getvars commands are setting cvars on client
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It can be used with ent_last_cb alias that is executed after setting cvars.
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Simple example:
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```
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ent_create weapon_c4
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alias ent_last_cb "ent_fire \$ent_last_inst use"
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```
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Use weapon_c4 after creating it.
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Note that you cannot use many dfferent callbacks at the same time.
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You can set entity name by by pattern and create special script, contatning all callbacks.
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Example:
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example.cfg
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```
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alias ent_last_cb exec entity_cb.cfg
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ent create \<class\> targetname my_ent1_$name
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ent_create \<class\> targetname my_ent2_$name
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```
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entity_cb.cfg
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```
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if $ent_last_name == my_ent1_$name
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:(ent1 actions)
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if $ent_last_name == my_ent2_$name
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:(ent2 actions)
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```
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Note that scripting cannot be blocking. You cannot wait for server answer and continue. But you can use small scripts, connected with ent_last_cb command. The best usage is user interaction. You can add touch buttons to screen or call user command menu actions by callbacks.
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## Server side
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To enable entity tools on server, set sv_enttools_enable to 1
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To change maximum number of entities, touched by ent_fire, change sv_enttools_maxfire to required number.
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To enable actions on players, set sv_enttools_players to 1.
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To enable entity tools for player by nickname, set sv_enttools_godplayer to nickname. Useful to temporary enable from rcon.
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To prevent crash on some actions, set host_mapdesign_fatal to 0
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152
Documentation/extensions/entity-tools.md
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152
Documentation/extensions/entity-tools.md
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# Entity tools
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For some features described below, you need to enable [console scripting](https://github.com/FWGS/xash3d-fwgs/blob/master/Documentation/extensions/console-scripting.md) with command `cmd_scripting 1` in console.
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To get more information about it, check another according page related to console scripting.
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## Commands description
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### ent_create
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Create entity with specified classname and key/values.
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`ent_create <classname> <key> <value> <key> <value> ...`
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For example:
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`ent_create monster_zombie targetname zomb1`
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After creating entity, ent_last_xxx cvars are set to new entity and ent_last_cb called, look at ent_getvars description.
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### ent_fire
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Makes some actions on entity.
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`ent_fire <pattern> <command> <args>`
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#### Available commands:
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Set fields (only set entity field, does not call any functions)
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* health
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* gravity
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* movetype
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* solid
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* rendermode
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* rendercolor (vector)
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* renderfx
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* renderamt
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* hullmin (vector)
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* hullmax (vector)
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Actions
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* rename: set entity targetname
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* settarget: set entity target (only targetnames)
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* setmodel: set entity model (does not update)
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* set: set key/value by server library
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* See game FGD to get list.
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* command takes two arguments
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* touch: touch entity by current player.
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* use: use entity by current player.
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* movehere: place entity in player fov.
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* drop2floor: place entity to nearest floor surface
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* moveup: move entity to 25 units up
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* moveup (value): move by y axis relatively to specified value
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Flags (set/clear specified flag bit, arg is bit number):
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* setflag
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* clearflag
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* setspawnflag
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* clearspawnflag
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### ent_info
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Print information about entity by identificator.
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`ent_info <identificator>`
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### ent_getvars
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Set client cvars containing entity information (useful for [scripting](extensions/console-scripting.md)) and then calls ent_last_cb.
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`ent_getvars <identificator>`
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These cvars are set:
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```
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ent_last_name
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ent_last_num
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ent_last_inst
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ent_last_origin
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ent_last_class
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```
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### ent_list
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Print short information about antities, filtered by pattern.
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`ent_list <pattern>`
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## Syntax description
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#### \<identificator\>
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* !cross: entity under aim
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* !\<number\>_\<serial\>: instance code
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* Set by ent_getvars command
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* Entity index
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* Targetname pattern
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#### \<pattern\>
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Pattern is like identificator, but may filter many entities by classname.
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#### (vector)
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Used by ent_fire command. vector means three float values, entered without quotes.
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#### key/value
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All entities parameters may be set by specifiing key and value strings.
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Originally, this mechanizm is used in map/bsp format, but it can be used in enttools too.
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Keys and values are passed to server library and processed by entity keyvalue function, setting edict and entity owns parameters.
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If value contains spaces, it must be put in quotes:
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`ent_fire !cross set origin "0 0 0"`
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## Using with scripting
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ent_create and ent_getvars commands are setting cvars on client
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It can be used with ent_last_cb alias that is executed after setting cvars.
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Simple example:
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```
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ent_create weapon_c4
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alias ent_last_cb "ent_fire \$ent_last_inst use"
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```
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Use weapon_c4 after creating it.
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Note that you cannot use many different callbacks at the same time.
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You can set entity name by by pattern and create special script, contatning all callbacks.
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Example:
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> example.cfg
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```
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alias ent_last_cb exec entity_cb.cfg
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ent create \<class\> targetname my_ent1_$name
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ent_create \<class\> targetname my_ent2_$name
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```
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> entity_cb.cfg
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```
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if $ent_last_name == my_ent1_$name
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:(ent1 actions)
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if $ent_last_name == my_ent2_$name
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:(ent2 actions)
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```
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Note that scripting cannot be blocking. You cannot wait for server answer and continue. But you can use small scripts, connected with ent_last_cb command. The best usage is user interaction. You can add touch buttons to screen or call user command menu actions by callbacks.
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## Server side configuration
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To enable entity tools on server, set sv_enttools_enable to 1
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To change maximum number of entities, touched by ent_fire, change sv_enttools_maxfire to required number.
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@ -6,9 +6,10 @@ For connecting to GoldSrc-based servers, use this command:
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connect ip:port gs
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```
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But keep in mind, there are requirement for server to be able to accept connections from Xash3D-based clients: it should accept HLTV connections.
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But keep in mind, there are requirement for server to be able to accept connections from Xash3D-based clients: it should use Reunion or Dproto.
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Without this requirement, you will just get "Steam validation rejected" error on connecting.
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That is because proper authorization with Steam API is not implemented in engine yet (but we have plans on it).
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In case of ReHLDS with Reunion plugin, by default it rejects HLTV clients. But connections from HLTV can be easily enabled in `reunion.cfg` file.
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Also, we encountered that some GoldSrc-based servers are recognizing Xash3D clients as "fake clients" and banning/kicking them. Maybe this problem will be
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solved along with better compatibility with GoldSrc behavior, but may be not - we don't know logic behind this fake client checks.
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Documentation/nat-bypass-usage.md
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Documentation/nat-bypass-usage.md
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# NAT bypass feature in Xash3D FWGS
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Since IPv6 not as widespread as we would like, NAT (Network Address Translation) still being actively used by many internet service providers in an attempts to
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mitigate IPv4 addresses exhaustion. In short, they uses one IPv4 address and doing some tricks with ports to represent many other users behind this address.
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But this leads to a problem for users: they cannot accept direct
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incoming connections anymore. This means that if you are behind provider's NAT and will try to setup Xash3D FWGS server - nobody will be able to connect to it,
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and the server will not show up in servers public list.
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## Is it possible to avoid this problem?
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In most cases, it is possible to bypass NAT with UDP hole punching, and Xash3D FWGS uses this method too. But this method is not 100% guaranteed to work - it depends
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on NAT configurations on both server and client side, and there is no way to control it.
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First of all, server should not be behind symmetric NAT. You can check your NAT type on [this page](https://www.checkmynat.com/).
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If you get "Symmetric NAT" result in this test, that means you cannot setup publicly available server with internet connection that you are using.
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Here is more detailed scheme of different NAT types compatibility, it explains are users with different NAT types can connect to each other or not.
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Client NAT type on rows, server NAT type on columns:
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| *NAT Type* | Full Cone | Restricted Cone | Port Restricted Cone | Symmetric |
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| -------------------- | --------- | --------------- | -------------------- | --------- |
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| Full Cone | ✔️ | ✔️ | ✔️ | ✔️ |
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| Restricted Cone | ✔️ | ✔️ | ✔️ | ✔️ |
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| Port Restricted Cone | ✔️ | ✔️ | ✔️ | ❌ |
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| Symmetric | ✔️ | ✔️ | ❌ | ❌ |
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## How to use NAT bypass feature?
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If you are starting server within the game, you need to enable option "*Use NAT Bypass instead of direct mode*" in bottom left corner of screen.
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If you are starting dedicated server, you should add console variable `sv_nat 1` to server.cfg file, or add `+sv_nat 1` to server startup parameters.
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If you need to connect to server behind NAT, there is separate tab named *NAT* for such servers in server browser. Note that it is useless to add NAT server to favorites,
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or somehow trying manually to store it, because it has changing address and port.
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