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Originally Posted by Imisnew2*:

 

Seemed to be working pretty good accept at one point it might of moved someone to the wrong channel or something. I'm trying to talk to him now to figure it out. Also for those who have text to speech, they were complaining about how it includes the IP address when it's saying who was moved where. Not sure you really control that but I thought I would mention it.

There's a small issue where it might move someone to the wrong channel, but it should move them back quickly.

If it didn't let me know.

 

-Imisnew2

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Originally Posted by nbtc971*:

 

Someone made a request for a setting that would allow users who aren't on the game server, the option to join channels. As it is right now if you aren't on the server, you absolutely can't be in a channel that has been assigned to that server.

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Originally Posted by Imisnew2*:

 

Someone made a request for a setting that would allow users who aren't on the game server, the option to join channels. As it is right now if you aren't on the server, you absolutely can't be in a channel that has been assigned to that server.

You need to put their database ID in the "Remove Client Whitelist".

If you click on the client in teamspeak, it should show you their database ID.

Or turn off the removing feature completely.

Instructions are in the info portion of the plugin.

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  • 2 weeks later...

Originally Posted by Imisnew2*:

 

For anyone who want's to fix the issue of multiple swaps, I know exactly where the error is at:

In "public void playerSwappedTeams(String Name, Int32 TeamId, Int32 SquadId)", there is logic to swap the player between teams. However, it's broken up into two sections: Already in server, and just joined server. I forget which one, but it does not correctly remove/add players to the current lists... creating a copy of the player in the list, therefore moving them twice (but then they get moved back a third time).

 

Any way, busy at the moment, so have fun.

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  • 2 weeks later...

Originally Posted by jhewess*:

 

Does anyone know how I can get this plugin to work where ProCon and the TS server are both hosted on the same machine?

 

When I run both TS3, and ProCon with the TS3 Sync plugin from my dedi server I get the following errors:

 

[10:21:35 29] Ts3 Sync: Attempting to establish a connection to Teamspeak. Please allow 30-60 seconds for this to complete!

[10:21:35 40] Ts3 Sync: There was an issue establishing a connection to xxxx:10011.

[10:21:35 42] Ts3 Sync: Check your Teamspeak IP and Teamspeak Query Port then try again.

[10:21:35 42] Ts3 Sync: An error occurred with the Teamspeak3 connection:

[10:21:35 42] Ts3 Sync: -3: Server was not a Teamspeak3 Server.

[10:21:35 43] Ts3 Sync: Attempting to establish a connection to Teamspeak. Please allow 30-60 seconds for this to complete!

[10:21:35 43] Ts3 Sync: There was an issue establishing a connection to xxxx:10011.

[10:21:35 43] Ts3 Sync: Check your Teamspeak IP and Teamspeak Query Port then try again.

[10:21:35 45] Ts3 Sync: Failed attempt 1 out of 10.

However, when I run ProCon (not in a layer) with the TS3 Sync plugin from my home computer, with exactly the same settings, TS3 Sync works just fine.

 

I've tried using 'localhost', '127.0.0.1' in the IP address field of the plugin, but nothing has worked yet. Any ideas?

 

 

*EDIT*

 

Now, after changing nothing, this plugin will not connect to my TS3 server from my home PC either. It gives the same error as above. Nothing I've tried has worked, so any ideas would be gratefully received.

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Originally Posted by Imisnew2*:

 

You might have another program listening on the same port?

The error message means the typical response from a Teamspeak 3 server wasn't received.

 

Are you hosting your own teamspeak 3 server, or do you have a host doing it for you?

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Originally Posted by Imisnew2*:

 

Make sure:

The layer is not bound to port 10011 (I'm assuming 10011 is your teamspeak's query port). You can check this though the layer settings in Procon.

You're entering your server port/query port in the correct spots.

 

If you're positive about these settings:

Open a telnet connection to your teamspeak 3 query server. (You can use PuTTY for this). If using PuTTY, you would select "Telnet", enter your teamspeak's ip (localhost in your case), and the query port (10011_). Copy the text in the console and paste it here once you do this.

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Originally Posted by jhewess*:

 

Done. All it say is:

 

TS3

Welcome to the TeamSpeak 3 ServerQuery interface, type "help" for a list of commands and "help " for information on a specific command.

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Originally Posted by Imisnew2*:

 

Done. All it say is:

 

TS3

Welcome to the TeamSpeak 3 ServerQuery interface, type "help" for a list of commands and "help " for information on a specific command.

Ok, that's good.

This is an actual issue in the plugin I thought I fixed a while back.

I'm working on a new version as we speak. It will come out some time Monday. Stay tuned.

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Originally Posted by Quasae*:

 

Been trying for days now to get this to work. This is as close as I've gotten:

 

[22:51:40] Ts3 Sync: Attempting to establish a connection to Teamspeak. Please allow 30-60 seconds for this to complete!

[22:51:40] Ts3 Sync: Established connection to 69.93.244.170:10011.

[22:51:41] Ts3 Sync: Authenticated as Test.

[22:51:41] Ts3 Sync: Selected the virtual server on port 9987.

[22:51:41] Ts3 Sync: Found staging, attacking, and defending channels.

[22:51:42] Ts3 Sync: Beginning Synchronization.

[22:51:42] Ts3 Sync: An error occurred with the Teamspeak3 connection:

[22:51:42] Ts3 Sync: -6: An error occurred when receiving a response.

[22:51:42] Ts3 Sync: Attempting to establish a connection to Teamspeak. Please allow 30-60 seconds for this to complete!

[22:51:42] Ts3 Sync: Established connection to 69.93.244.170:10011.

[22:51:42] Ts3 Sync: There was an issue logging in as Test.

[22:51:42] Ts3 Sync: Check your Username and Password then try again.

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Originally Posted by jhewess*:

 

Excellent, it's working. :biggrin:

 

But...

 

IMHO the new channels system seems a bit messed up.

 

The relevant channels on my TS server are: Lobby and BC2 (which has a Team1, and Team2 sub-channel)

 

'Lobby' is the default channel everyone connects to when they join my TS server.

Ideally I want my staging channel to be 'Lobby', and my Game channel to be BC2 with a team threshold of around 10 that then moves players into the Team1 or Team2 Channels when TS fills up.

E.g: Players join my TS in the Lobby channel, and if there's less then 10 players, they're moved to the BC2 channel. If there's more than 10 they're then moved to the relevant Team channel.

 

However, if I set Lobby as the staging channel, when someone joins the server the TS Sync plugin ignores the existing BC2 channels, and needlessly creates a sub-channel under 'Lobby'.

 

I could set the BC2 server as the staging channel to get around this, but this is obviously reliant on players first moving to the BC2 channel themselves (not that I mean to say that some players are a bit thick or anything :ohmy: ) when they connect, and somewhat defeats the object of automatically moving players.

 

I liked the old system whereby players connected to my Lobby channel when they joined TS, and were automatically moved to the BC2 channel if they were on the server.

 

Is this greater channel flexibility something that could be added in a future update?

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Originally Posted by Imisnew2*:

 

I was forced to push out an update early Monday morning, so I wasn't able to include all the channel functionality I wanted to. However, it's certainly possible to force a "parent channel" to something other than the staging channel.

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Originally Posted by Quasae*:

 

Looks like you might not be on your Teamspeak's whitelist.

See my first post.

 

-Imisnew2

That was correct but now all i get is this:

 

[15:24:03 78] Ts3 Sync: Attempting to establish a connection to Teamspeak. Please allow 30-60 seconds for this to complete!

[15:24:04 17] Ts3 Sync: Established connection to 69.93.244.170:10011.

[15:24:04 17] Ts3 Sync: Authenticated as Test.

[15:24:04 18] Ts3 Sync: Selected the virtual server on port 9987.

[15:24:04 20] Ts3 Sync: Found the staging channel.

[15:24:05 21] Ts3 Sync: Beginning Synchronization.

[15:24:05 37] Ts3 Sync: Fatal Error!

[15:24:05 39] Ts3 Sync: Message: Queue empty.

[15:24:05 42] Ts3 Sync: Stack Trace: at System.ThrowHelper.ThrowInvalidOperationException( ExceptionResource resource)

at System.Collections.Generic.Queue`1.Dequeue()

at PRoConEvents.TeamspeakSync.performActions()

[15:24:05 43] Ts3 Sync: Stopping Synchronization...

[15:24:05 56] Ts3 Sync: Synchronization Haulted.

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Originally Posted by Quasae*:

 

In the mean-time, close/open procon. This fixes the issue sometimes.

Happens every time for me. Also, this happens when I am actually initiating the plugin while RDP'ed into my physical procon box. If I try to initiate over the layer, my procon server dies and I have to RDP into the box and restart it.
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Originally Posted by Quasae*:

 

Seems to be working for me now. Thanks!

 

One thing that would be awesome but may not be possible, is to throw everyone back into the staging channel at the end of the round so players can enjoy some post-game banter. Then just pop them in the correct channel on their first spawn in on the next map. Don't know if this is possible, but it would be awesome!

 

Thanks again for this much needed plugin!

Q

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Originally Posted by Imisnew2*:

 

I had thought about that... but the issue is usually the post round banter is about 3 seconds (or less).

Reason being, the server is usually much faster than clients.

And clients load at various times.

 

You'll notice, if you have a TS full of 20-30 people, on round swap they won't all swap at once. Rather, they'll all swap at odd times. This is due to clients "entering" the game (finished loading) at different times.

 

Short answer, it won't work like you think it will :P.

 

And thanks for the praise. It's always nice to be appreciated.

 

-Imisnew2

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Originally Posted by Quasae*:

 

Can you have it not switch them into the proper channel until they actually spawn? This would allow players to chat in the staging channel until they actually hit the 'Enter Battle' button..

 

Not sure what way would be best to do it in code as I have not looked at the plugin source yet but my first thought would be a boolean flag for each player that is set false at the start of each round and set to true upon spawning. Don't move a player from the staging channel if their flag is false.

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Originally Posted by Imisnew2*:

 

Can you have it not switch them into the proper channel until they actually spawn? This would allow players to chat in the staging channel until they actually hit the 'Enter Battle' button..

 

Not sure what way would be best to do it in code as I have not looked at the plugin source yet but my first thought would be a boolean flag for each player that is set false at the start of each round and set to true upon spawning. Don't move a player from the staging channel if their flag is false.

I have already tried this in the past. I tried to incorporate something along those lines, but it just didn't work very well. If there were actually an end-of-round time like in some games (See: TF2) then it might. Of course I could extend time people are in the staging channel 5-10 seconds after the game started (allowing for about 10-15 seconds of banter) but it defeats the purpose of the plugin.

 

The plugin is supposed to make servers who want to incorporate even more teamplay into BC2 be able to. Otherwise you could just hang out in a single channel (which the plugin also supports, just gotta make the team-threshold above 0 (or -1 to turn off :P))

 

I'll toy around with it again... but I'm not making any promises on a time/implementation.

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