LFSLapper has example in default script for what to do on no name no game input from any player, and default action is /kick unnamed. LFSLapper has admin rights, so it can do everything admin can...
Lots of admins that use LFSLapper, don't modify default options...
Excerpt from default script:
AutoAction = hoho:haha|/msg ^3What's so funny, {Nickname}?| no name no game|/kick unnamed| !admin:!adi@^7Mon^4k^1ster,Mo|/rcm {Nickname} ^3can do it!:/rcm_all| !test|/rcm {Nickname} is testing...:/rcm_ply {Nickname}
No to both questions. There are many track/car combinations and current file format is not very convenient for such things. It's still on my todo list though...
LFSLapper communicates localy with LFS (on same computer). There is no need to change firewall or router settings for LFSLapper to work.
Ehm, you mean console closes (crashing and closing is not the same) ?
This happens when LFSLapper can't connect to LFS InSim. Possible reasons:
- you didn't start LFS with /insim 29999 before starting LFSLapper
- ip address in cfg may be wrong (should be the same as used in LFS)
LFSLapper is not made for any particular track, so it should work on any track even if not listed in that file. However there was a bug in lfs insim, which caused mci packets not being sent to application in autox (without those many features cannot work). It was fixed somewhere from U to U18 patch?
I think it wouldn't be a problem to do that. However I don't see much point in all this. When you select server, you can already see the configuration and cars. And when you join server, it doesn't take much more time to join race and go back to pits, if fuel ammount needs to be changed. Hmm, pit stop info can't be seen from game ?
You can have same port on same address opened twice ?
insim app: 127.0.0.1:49999 lfs:127.0.0.1:49999
I think what Scawen meant with port 0 is that whatever (random) local port is used for starting packet then lfs will send exactly to that port if you specify 0.
So 0 means:
insim app:127.0.0.1: x (free or binded udp port) <-first packet->lfs:127.0.0.1:49999
insim app:127.0.0.1: x <-any next packet->lfs:127.0.0.1:49999
If you use other than 0: y
insim app:127.0.0.1: x (free or binded udp port) <-first packet->lfs:127.0.0.1:49999
insim app:127.0.0.1: y <-any next packet->lfs:127.0.0.1:49999
Of course I might be wrong. Should trace the packets, but my head isn't clear now and it's time to sleep.
AFAIK You get uniqueId, when you join race (leave pits). So you should update it there (using Username as reference?). You get connection number, when user connects to server, but it might change when someone leaves the server, so you need to update it there as well. If the players that left was not taking last slot (highest number), then a player with highest number slot will get his connection number.
That is why we have welcome messages and !help command . If users only see others typing !this , they usually don't see results, so it doesn't help them much anyway...
If upper suggestion was implemented, it may help reducing spam a little . Sure, increasing scrollback buffer would be nice in any case.
You can extract it anywhere you like. And after extracting please read readme.txt in doc directory . Game console ? Ehm, probably I wanted to say that talk box that you get by pressing T key .