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RenSharp Plugins

5 files

  1. RenWeb

    I have been working for this for weeks!! And now it is finally done.

    It is a basic web server runs along with FDS. It can get game definitions such as server name, map, etc. and can create a customizable embed as picture with cool features. It logs every event in a file you specify.

    Just put RenWeb.dll and Newtownsoft.Json.dll into your FDS and add ONLY RenWeb.dll under RenSharpPlugins section! Plugin is designed to work with only RenSharp 1.3!

    This plugin automatically extracts some HTML and Embedding files as a tutorial, if your HTTP Root Folder is empty. You can access to your web server with your IP or host and your port (if it is 80, port not needed). You can specify your custom error pages and MIME types! There are some special MIME types to work with RenWeb embeds, etc.
     
    You can contact to me and tell me the variable or leave the variable you want to see in comments! So I can add it for you.

    My hands and my brain get tired of thinking the features of this beautiful plugin. You have to install this to see it's cool features!
    For instance, the MaxRen Server is running part-time. If you are lucky, you can view it live!

    Main Page of Default RenWeb: http://mastercan.hopto.org:7550/
    Example Embed of RenWeb Render: http://mastercan.hopto.org:7550/ExampleEmbed.embed
     
    NOTE: This plugin might require administrator priviliges to run. If it's not working, please try running server as administrator.
     
    Server has a config file to work with, I'll leave that here. But just know, plugin creates it too! You don't need to add it by hand.
    [RenWeb] ;Plugin made by MasterCan. ;This settings can be edited from game mode ini files as well. ;By default, these values will be used. ;This plugin only works with RenSharp 1.3 with DA 1.99 ;Basic documentation of RenWeb ;RenWeb is processing all of your HTML files before sending them to client. RenWeb checks all elements for it's tokens and it decides which is a server info and which is not. ;RenWeb replaces any text when it finds a match with it's prefix. If the variable is wrong, it returns nothing. ;Example: "<span class="MyServerName">$RenWebHTML_ServerName</span>". RenWeb processes and sends this to client as "<span class="MyServerName">Example Test Server</span>" ; ; ;All Variables of RenWeb: ;Here's the list of all variables usable. Server eturns nothing if it finds a invalid variable that starts with "$RenWebHTML_". ;These values are case sensitive. ;PLUGIN ONLY CHECKS HTML FILES FOR MATCH!!! CSS and JS files will not be checked. If you need these values in CSS and JS, please implement them in HTML file. ;=========================================================================================================================================== ;$RenWebHTML_Version : Returns RenWeb version. ;$RenWebHTML_ServerName : Returns server name. ;$RenWebHTML_CurrentMap : Returns current map. ;$RenWebHTML_NextMap : Returns next map. ;$RenWebHTML_TimeLeft : Returns time left as seconds. ;$RenWebHTML_TimeLeftF : Returns time left as HH:MM:SS formatted. ;$RenWebHTML_TimeElapsed : Returns time elapsed as seconds. ;$RenWebHTML_TimeElapsedF : Returns time elapsed as HH:MM:SS formatted. ;$RenWebHTML_TimeTotal : Returns total time as seconds. ;$RenWebHTML_TimeTotalF : Returns total time as HH:MM:SS formatted. ;$RenWebHTML_GameMode : Returns game mode name. ;$RenWebHTML_SGameMode : Returns short game mode name. ;$RenWebHTML_CurrentPlayerCount : Returns the ingame player count. ;$RenWebHTML_MaxPlayerCount : Returns the maximum player count. ;$RenWebHTML_GDIPoints : Returns GDI team total points. ;$RenWebHTML_GDIKills : Returns GDI team total kills. ;$RenWebHTML_GDIDeaths : Returns GDI team total deaths. ;$RenWebHTML_GDIName : Returns GDI team name. Useful for some mods. ;$RenWebHTML_NodPoints : Returns Nod team total points. ;$RenWebHTML_NodKills : Returns Nod team total kills. ;$RenWebHTML_NodDeaths : Returns Nod team total deaths. ;$RenWebHTML_NodName : Returns Nod team name. Useful for some mods. ;GameLog: Logs a line like "_RENWEB <IP> <Page>" when a player connects to server. GameLog=true ;Port: Determines the server port to host. Min: 1, Max: 65535 Port=7550 ;RootHTTPFolder: Root folder of your RenWeb HTML documents. RootHTTPFolder=RenWebHTTP ;MaxPendingConnections: Determines the maximum clients that connect at the same time. MaxPendingConnections=5 ;IndexFile: If no file name specified and client requests a folder name, this file will be loaded. If this file can't be located too, 404 will be sent. IndexFile=index.html ;LogFile: The file which will be written logs of RenWeb stuff. All events will be here. Default folder is root folder of FDS. LogFile=RenWeb.log [RenWeb_ErrorPages] ;You can specify your special error pages to send when a error occurs. ;If you supply error code in other different entries, first occurrence will be used. ;Usage: ErrorCodes=WebPage (You can seperate error codes with | delimeter) 404=404.html 500|502=ServerError.html [RenWeb_MimeTypes] ;You can specify your MIME types when client requests files. ;Most used MIME types are specified below. ;When client requests a file that does not exist in MIME list, will be returned 404. ;If you supply extension more than once, first occurrence will be used. ;Use lowercase to prevent bugs. ;================================ RenWeb MIME Types ================================ ;renweb/embed-file-png: A JSON content which is convertible to embed picture. This MIME processes file and returns picture to client as "image/png". ;renweb/embed-file-jpeg: A JSON content which is convertible to embed picture. This MIME processes file and returns picture to client as "image/jpeg". ;renweb/embed-file-gif: A JSON content which is convertible to embed picture. This MIME processes file and returns picture to client as "image/gif". ;=================================================================================== ;Usage: Extension=MIMEType .html=text/html .css=text/css .js=application/x-javascript .htm=text/html .mp4=video/mpeg .png=image/png .jpg=image/jpeg .exe=application/octet-stream .embed=renweb/embed-file-png
    GitHub Link: https://github.com/TheUnstoppable01/RenWeb

    32 downloads

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    Updated

  2. Join Sounds

    This plugin plays the sound that every player choose when they joins. Players can adjust their join sound and their play delay (Sound plays after X,X seconds)
    You can see all command helps by typing "!<command alias> help" command. You have to add the following configuration to da.ini in order to make plugin work.
    This plugin is not tested properly. Please open an issue on GitHub or report the bugs on comment section. This plugin only works with RenSharp 1.3 with Dragonade 1.99!
     
    Features:
    - Plays sound when player joins.
    - Players can set their play delay.
    - Admins can change player's sound data.
    - Admins can set disabled sound files.
    - Admins can set min and max delay times. (Set both values same to lock delay amount.)
    - Values are being stored in a JSON file.
    - A gamelog is being logged when a join sound played.
     
    The source of this plugin can be found at http://github.com/TheUnstoppable/JoinSounds.
    RenForums Topic: http://www.renegadeforums.com/index.php?t=tree&goto=493147&#msg_493147
     
     
    CONFIGURATION: (Add this into da.ini)
    [JoinSounds] ;Plugin made by MasterCan. ;This settings can be edited from game mode ini files as well. ;By default, these values will be used. ;This plugin only works with RenSharp 1.3 with DA 1.99 ;CommandTriggers: Type here the player commands aliases that you want to trigger when executed. (Delimeter: |) ; !alias set/change <sound.wav> - Changes player sound. ; !alias remove - Remove player's join sound. ; !alias delay <decimal> - Sets player play delay. CommandTriggers=!js|!joinsnd|!snd ;AdminCommandTriggers: Type here the admin commands aliases that you want to trigger when executed. (Delimeter: |) ; !alias set/change <player name> <sound.wav> - Changes player sound. ; !alias remove <player name> - Remove player's join sound. ; !alias delay <player name> <decimal> - Sets player play delay. ; !alias show <player name> - Show player's join sound data. ; !alias clear - Removes all player datas. ; !alias save - Attempts to save changes on players datas. This is automatically executed when something changes. AdminCommandTriggers=!jsa|!joinsndadmin|!asnd ;AdminLevel: The required access level number to execute admin commands. AdminLevel=4 ;ClearLevel: The required access level number to clear player datas. This is seperated from Admin Level because of some cases. ClearLevel=6 ;DatabaseFile: File name that you want to store player's join sound information. DatabaseFile=Users.json ;MaxDelay: Maximum delay that a player can set. (in seconds, use ",") MaxDelay=10,0 ;MinDelay: Minimum delay that a player can set. (in seconds, use ",") MinDelay=1,0 ;DisableList: Type here the sound filenames to prevent users selecting. (Delimeter: |) DisableList=amb_airraid.wav ;GameLog: Logs a line like "_JOINSND <PlayerName> <SoundName>" when a join sound played. (NOT WHEN PLAYER JOINED!) GameLog=true  

    11 downloads

       (0 reviews)

    0 comments

    Updated

  3. Connection Lost Detector

    This plugin sends a host message and/or game log message when detects a ingame or joining client lost connection with server. There are 5 different client variables to send with host message. You have to add the following configuration to da.ini in order to make plugin work.
    This plugin is not tested properly. Please open an issue on GitHub or report the bugs on comment section. This plugin only works with RenSharp 1.3 with Dragonade 1.99!
     
    Features:
    - Sends host message when player disconnects.
    - 5 client variables to send with host messages.
    - Game Log feature.
     
    The source of this plugin can be found at https://github.com/TheUnstoppable/ConnectionLostDetector.
    RenForums Topic: http://www.renegadeforums.com/index.php?t=tree&th=41253&start=0&
     
     
    CONFIGURATION: (Add this into da.ini)
    [ConnectionLostDetector] ;Plugin made by MasterCan. ;This settings can be edited from game mode ini files as well. ;By default, these values will be used. ;This plugin only workis with RenSharp 1.3 with DA 1.99 ;GameLog: Logs a line like "_CONNLOST <Name> <ID> <Serial> <IP> <Version>" when a player loses connection with server. GameLog=true ;Message: The message that will be sent to ingame as Host message. Leaving blank won't send any message. ;Message Variables: $_PNAME = Returns player name. ; $_PID = Returns player ID. ; $_PSERIAL = Returns player serial hash. ; $_PIP = Returns player IP address. ; $_PVER = Returns player game version. ; ; !!! ALL OF THE VARIABLES ARE CASE SENSITIVE !!! Message=$_PNAME has lost their connection with server. (ID:$_PID)  

    19 downloads

       (0 reviews)

    0 comments

    Updated

  4. Building Restore Funding

    Add this plugin to your RenSharp enabled server and it will enable you to put funding (credits) towards restoring dead buildings.

    For functionality, see the INI spoiler below.

    To enable:
    Add the DLL and INI file to your server directory.
     
    RenSharpBuildingRestoreFunding.ini:
    ; This plugin adds the following chat commands: ; - !fund <acronym> [<amount>] ; Funds a building <amount> credits with <acronym>. If <amount> is not specified it takes all the player's money. ; - !totalfund <acronym> ; Outputs the current total funds for a given building with <acronym>. Also displays how many credits you have put towards the funding ; - !refund [<acronym>] ; Refunds your credits that have been put towards building with <acronym>. If no <acronym> is specified it will refund funds on all dead buildings ; Global settings for the plugin ; All these global settings can be overridden on a per-map basis [RenSharpBuildingRestoreFunding] ; BRFEnabled ; Boolean value to specify if building funding is enabled. BRFEnabled = 1 ; BRFScaleWithPlayerCount ; Boolean value to specify if the cost of the building restore should go up based on the team's player count ; It uses the following formula: BRFRestoreCost * team player count * BRFScale BRFScaleWithPlayerCount = 1 ; BRFScale ; Float value for the scale to multiply the team player count by BRFScale = 1.0 ; BRFMaxRestoreCount ; Integer value to specify the maximum restore count for buildings, this is the default if none is specified for that particular building ; Declare a value < 0 for infinite restores BRFMaxRestoreCount = 2 ; BRFRestoreCost ; Integer value to specify the base restore costs for restoring a building. When BRFEnabled is enabled it uses the formula declared above. ; When disabled the absolute costs for the building is the same as BRFRestoreCost BRFRestoreCost = 2000 ; BRFAllowRefund ; Boolean value to allow refunds on funding of dead buildings BRFAllowRefund = 1 ; Example per map basis settings for the map C&C_Field.mix [C&C_Field.mix_RenSharpBuildingRestoreFunding] ; All below settings do the same as in the global settings, but they are only applied to the building presets that correspond with the acronym 'agt' ; The acroynms per building presets are declared below BRFMaxRestoreCount_agt = 1 BRFRestoreCost_agt = 1500 BRFScaleWithPlayerCount_agt = 1 BRFScale_agt = 0.9 ; Declare your building presets -> acronyms mappings ; Separate them by a '|'. Building preset names are case-sensitive. Acronym's are not. [RenSharpBuildingRestoreFundingDefs] SP_Comm_Center_Nod|mp_GDI_Com_Center|mp_Nod_Com_Center = com|comm|commcenter|comcenter|communicationcenter SP_Hand_Of_Nod_Nod|mp_Hand_of_Nod = hon|hand|handofnod Tut_Infantry_Barracks_GDI|mp_GDI_Barracks = bar|barracks|infantrybarracks|inf SP_Refinery_Nod|Tut_Tiberium_Refinery_GDI|Test_nod_refinery|mp_GDI_Refinery|mp_N od_Refinery = ref|refinery|refine SP_Power_Plant_Nod|SP_Power_Plant_GDI|Tut_Power_Plant_GDI|mp_GDI_Power_Plant|mp_ Nod_Power_Plant = pp|powerplant|power|plant SP_Con_Yard_GDI|SP_Con_Yard_Nod = cyard|conyard|constructionyard|cy SP_Obelisk_Nod|mp_Nod_Obelisk = ob|obby|obelisk|obl|obi Tut_Advanced_Guard_Tower_GDI|mp_GDI_Advanced_Guard_Tower = agt|gt|advanced|advancedguardtower SP_Weapons_Factory_GDI|Tut_Weapons_Factory_GDI|mp_GDI_War_Factory = wf|factory|weapons|weaponsfactory|weps|wepfac SP_Nod_Air_Tower|test_nod_airtower|mp_Nod_Airstrip = air|strip|airstrip|airtower SP_Silo_Nod = silo|tibsilo|tiberiumsilo mp_GDI_Helipad|mp_Nod_Helipad|SP_Helipad_Nod = helipad|heli|pad mp_Mutant_Lab = lab|mutantlab|mutant mp_GDI_Repair_Bay|mp_Nod_Repair_Bay = rep|repairbay|bay|repbay  
    Source code: https://github.com/Neijwiert/RenSharpBuildingRestoreFunding

    16 downloads

       (0 reviews)

    0 comments

    Updated

  5. PackageServer

    Requires RenSharp v1.3

    This plugin will embed a TTFS server inside your Renegade FDS. Pretty much the only thing you need to do is add the .DLL to your FDS and the config file. This plugin does NOT require administrator privileges, however for it to work for external people you would probably need to forward the specified port in your router/network. 

    You may set other settings in the config file, but the only settings required in the config file are the port and the external IP checking websites. All others can have defaults and are probably better than what you would configure them to.
     
    PackageServer.ini:
    ; This settings file is for the Package Server [General] ; IPFetchSecondsInterval defines the interval in seconds when to check for the external IP of the Server ; Default is 5 ;IPFetchSecondsInterval = 5 ; TTFSPath override the TTFS path where the package server gets its packages from ; Default is 'Engine.AppDataPath/ttfs' ;TTFSPath = MyPath ; MaxClientConnections specifies the max clients can connect from a single IP address ; <= 0 means no limit, this is discouraged ; Default is 10 ;MaxClientConnections = 10 ; ClientTimeout specifies how long a client may take to download everything in whole minutes ; <= 0 means no limit, this is discouraged ; Default is 60 ;ClientTimeout = 60 ; LocalIPAddress specifies the local IP to bind the package server to ; Default is any network interface ;LocalIPAddress = 192.168.0.1 ; Port specifies the local port to bind the package server to ; There is no default, this must be defined Port = 23445 ; This section is dedicated to the servers that will provide the 'raw' extneral IP address ; These servers MUST return an IPv4 address, since the Renegade client can't handle IPv6 [IPFetchURLs] 0=http://ipv4.icanhazip.com/ 1=http://ipv4bot.whatismyipaddress.com  

    55 downloads

       (0 reviews)

    0 comments

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