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Home Page: https://docs.veniceunleashed.net
Venice Unleashed documentation
Home Page: https://docs.veniceunleashed.net
- Add support for specifying required DLC content in the mod.json mod descriptor. A new field called RequiredXPacks containing a list of numbers has been added, each number representing the required DLC xpack.
https://docs.veniceunleashed.net/vext/ref/server/event/player_respawn/
Gets triggered on revive as well.
(Let me double check this later)
So I guess it should be Player | nil
for the player
field, right?
https://docs.veniceunleashed.net/vext/ref/client/type/voipemitter/
It’s actually ServerPlayerEvent.
ClientPlayerEvent doesn’t exist on the server
https://docs.veniceunleashed.net/vext/ref/client/type/soldierweapon/
The aimingSimulation of other players soldierWeapon is nil.
https://docs.veniceunleashed.net/vext/ref/server/library/rcon/#registercommand
https://docs.veniceunleashed.net/vext/ref/server/library/rcon/#registercommand-1
There should be a description similar to:
https://docs.veniceunleashed.net/vext/ref/server/type/gameentity/#registerspawncallback
So I guess it would be:
A callback in the form function(command: string, args: string{}, loggedIn: bool): string{}
.
A callback in the form function(context: any, command: string, args: string{}, loggedIn: bool): string{}
.
https://docs.veniceunleashed.net/vext/ref/shared/type/lineartransform/#constructor-3
same for Vec2, Vec3, Vec4 & AxisAlignedBox
Seems to work like this:
local s_TableForLT = {
left = {x = 2.0, y = 3.0, z = 4.0},
up = {x = 2.1, y = 3.2, z = 4.3},
forward = {x = 2.4, y = 3.5, z = 4.6},
trans = {x = 12.0, y = 13.0, z = 14.0}
}
Not an issue, but a suggestion - include vars.maxPlayers
here, since it's a pretty basic command and people don't want to look through the full document.
https://docs.veniceunleashed.net/vext/ref/server/event/player_chat/
player can also be nil, if you send a message via RCON.
vu.ColorCorrectionEnabled
vu.SquadSize
vu.SunFlareEnabled
vu.TimeScale
https://docs.veniceunleashed.net/hosting/commands/
or is there a reason that these commands are missing there?
Startup.txt section at https://docs.veniceunleashed.net/hosting/config/#startuptxt is missing a working link to configuration variables. The last sentence link on "this page" only leads to the commands at https://docs.veniceunleashed.net/hosting/commands
For a full list of configuration variables and commands refer to this page
I think it should be mentioned that it needs to be Guid:ToString('D') to make it work. Took me a while to figure that out.
Client and Server as well.
fix VeniceUnleashed/VeniceUnleashed#546 or add a description.
https://docs.veniceunleashed.net/vext/ref/client/type/ragdollcomponent/
Would be good to know which ones are only for the local player soldier. Or if it is only for 1st person soldier models then it should also work for spectator if he spectates in 1st person. See which ones are only for 3rd person soldier models.
Give hints where to find the boneId.
This should contain the boneIds for 1st person: https://github.com/EmulatorNexus/Venice-EBX/blob/master/Animations/Skeletons/Venice1pSke01.txt
This for 3rd person: https://github.com/EmulatorNexus/Venice-EBX/blob/master/Animations/Skeletons/VeniceAntSke01.txt
https://docs.veniceunleashed.net/vext/ref/shared/library/resourcemanager/#getsettings
Example would be ResourceManager:GetSettings("GameAnimationSettings")
this would return a DataContainer|nil
.
And when it returns a DataContainer
you can upcast it to GameAnimationSettings
.
And there should be a list or something with all settings.
The correct command for installing wine on Ubuntu 18.04 LTS is:
sudo apt install --install-recommends -y wine-stable
instead of
sudo apt install --install-recommends -y winehq-stable
Currently the example shows
Hooks:Install('EntityFactory:Create', 100, function(hookCtx, entityData, transform)
if entityData:Is('SpotLightEntityData') then
entityData:MakeWritable()
entityData.castShadowsEnable = true
entityData.castShadowsMinLevel = QualityLevel.QualityLevel_Low
hookCtx:Pass(entityData, transform)
end
end)
This was causing issues for someone in discord because the default type is DataContainer and will need to be cast
Hooks:Install('EntityFactory:Create', 100, function(hookCtx, entityData, transform)
if entityData:Is('SpotLightEntityData') then
local myEntityData = SpotLightEntityData(entityData)
myEntityData :MakeWritable()
myEntityData .castShadowsEnable = true
myEntityData .castShadowsMinLevel = QualityLevel.QualityLevel_Low
hookCtx:Pass(entityData, transform)
end
end)
I think they only get triggered for Bots. Will recheck. If that's the case there should be a comment for it.
Edit: this isn’t the case anymore.
It’s using the client cameratransform as a base.
Please update the server documentation to Ubuntu 20.04 - Wine has meanwhile moved on and is not available via winehq-stable.
Here it says gunSway is read only but I edited it in a client mod so that's not true. Maybe it is read only serversided idk.
https://docs.veniceunleashed.net/vext/ref/shared/type/weaponfiring/
I think it should be mentioned anywhere that this is a coop revive and doesn’t get triggered on a normal revive.
By default if you follow the tutorial directly you will always get an error of: Wine cannot find the ncurses library (libncurses.so.5).
In order to resolve this you will need to run sudo apt-get install libncurses5:i386 libncurses6:i386
This should be added to the documentation
Hi, I love this mod and all that Venice Unleashed has to offer the Battlefield 3 community. I am having a common random bug that when i spawn my loadout is absent and i can only see the crosshairs but no weapon in my loadout is visible. the only fix is to leave and rejoin my server. Is anyone else having this issue?
68MrMercenary
After switching to Fullscreen and not windowed mode my issue has not happened since. I tried to duplicate the issue in Fullscreen and it hasn't happened. Maybe its a bug in windowed mode?
thanks
[> >### Running a VU server
You are now ready to run a VU server. To do so, use the command below:
wine ~/vu/client/vu.com -gamepath ~/bf3 -serverInstancePath ~/vu/instance -server -dedicated
Your server will start up and will soon be joinable by players. It is recommended to restart your server every now and then so you can receive updates and fixes.](https://docs.veniceunleashed.net/hosting/setup-linux/)
This here for the Linux instructions seems wrong, I tried this and it worked
https://docs.veniceunleashed.net/vext/ref/client/type/physicsentity/#velocity
velocity is vec3 not float
I believe that if the docs would be more like a wiki then they would get a lot more contributions.
Though I don't know if it is the role of the VU Docs to be a wiki as well.
https://docs.veniceunleashed.net/vext/ref/server/event/player_kitpickup/
description for newCustomization
newCustomization
is a VeniceSoldierCustomizationAsset
which is something like Gameplay/Kits/USRecon
So I guess this is to tell you which kit you picked up? Assault, Engineer, Support, Recon?
Some users complain about low frames when playing with NV or AMD GPUs. Workaround is too add vu.exe to the respective controlpanel.
it returns { { [1] = DataContainer, [2] = Entity }, { [1] = DataContainer, [2] = Entity }, ... }
instead of { Entity, Entity, Entity, ... }
and Entity can be nil. So sometimes its just the DataContainer in that table
If a server has previously had a wine install, or you accidently ran wine in 64 bit prefix. it seems to cache itself in the configuration and will throw errors similar to...
wine ~/vu/client/vu.com -gamepath ~/bf3 -serverInstancePath ~/vu/instance -server -dedicated -high60
0009:fixme:actctx:parse_depend_manifests Could not find dependent assembly L"Microsoft.VC90.CRT" (9.0.21022.8)
Wine cannot find the ncurses library (libncurses.so.5).
0009:fixme:actctx:parse_depend_manifests Could not find dependent assembly L"Microsoft.Windows.Common-Controls" (6.0.0.0)
0009:fixme:actctx:parse_depend_manifests Could not find dependent assembly L"Microsoft.Windows.Common-Controls" (6.0.0.0)
In order to fix this, follow the steps:
# From: https://askubuntu.com/questions/74690/how-to-install-32-bit-wine-on-64-bit-ubuntu
# Move the old prefix (if one exists)
# You could rm -rf it if you don't want it.
mv ~/.wine/ ~/oldwine/
# Create prefix with right arch, per
# http://wiki.winehq.org/FAQ#32_bit_wineprefix
WINEARCH=win32 winecfg
Then follow the directions located on https://docs.veniceunleashed.net/hosting/setup-linux/#setting-up-a-32-bit-wine-prefix and below and it should work again.
Extension:Unloading
event seems to be missing from the docs but it works as expected in the client.
Tested with VEXT 1.0.1
https://docs.veniceunleashed.net/search/?q=Extension%3AUnloading
it says 0.0 and 1.0 default but actually the default is 100.
What is the reason behind api search using Fuse and full text search using lunr?
I saw that lunr has a nice feature to search by field. Could this allow search queries like "property:soldier"?
NetEvents:Subscribe("Event:Name", player, function([arg1, arg2, ...]
-- Do stuff
end))
Should be:
NetEvents:Subscribe("Event:Name", function(player, [arg1, arg2, ...]
-- Do stuff
end))
Edit: here is the link: https://docs.veniceunleashed.net/vext/tutorial/netevents/
You may need to add a note for RaycastManager
about when the methods of this class should be executed.
I had many crashes when i ran RaycastManager:Raycast
at random points in time. Then kiwidog suggested me to run raycasts during the UpdatePass_PreSim
and it seems to does the trick.
Events:Subscribe('UpdateManager:Update', function(deltaTime, updatePass)
if updatePass ~= UpdatePass.UpdatePass_PreSim then
return
end
-- Raycasts should be here
end)
GetCameraTransform, WorldToScreen, ScreenToWorld, GetWindowSize
All will return nil if an error happened of some sorts. This is currently not represented in the wiki.
There should be a description for what it is.
We use it for Bots to move them. It's also related to the EntryInput
.
If you spawn a bot soldier and give him an EntryInput
in Player.input
you need to use SoldierEntity:SingleStepEntry()
otherwise you won't be able to kill them. Also if you use this and there is no Player.input
it will crash.
https://docs.veniceunleashed.net/vext/ref/server/type/player/#spawn
Would be good to know that you need to add a ServerCharacterSpawnEntity
for the spawnPoint
parameter.
https://docs.veniceunleashed.net/vext/ref/client/type/settingoptions/
should be this instead:
name: SettingOptions
type: class
constructors:
-
properties:
displayName:
type: string
showInUi:
type: bool
https://docs.veniceunleashed.net/vext/ref/server/type/player/#selectedkit
This is the SoldierBlueprint.
https://docs.veniceunleashed.net/vext/ref/client/type/ragdollcomponent/
For some reason Get-/ SetLocalTransform has two methods each.
@kiwidoggie https://discordapp.com/channels/125257766649593856/451189163845222400/789952412458287135v
The docs should mention that somewhere.
https://docs.veniceunleashed.net/vext/ref/server/hook/player_requestjoin/
Add all possible strings for joinMode
https://docs.veniceunleashed.net/vext/ref/client/type/soldierweapon/
Check which are only for the local player and add a description for it.
Or fix: VeniceUnleashed/VeniceUnleashed#459
But probably not possible
After having multiple people get stuck on setting up a server document, there needs to be a clear path of how to set up a server. Currently there is no easy way for someone not familiar with the BF3 server and VU to understand which wiki links are needed and which aren't. I will work on this and file a PR when complete.
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