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multiple instance communications
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Mon Jun 02, 2008 20:46    Post subject: Reply with quote

No, that won't work, because there would be no way to tell the servers apart. To make it work, you would forget about the modload code I posted, and instead use different module versions, as I described, setting the ServerIP local string on the module in the toolset instead. So long as they are different, say, for example, 1, 2, and 3, it'll work. The extra mod versions are a nuisance, but you can simply work from one core module and Save As the seperate versions as the last step of any update. Let me know if you need more help or clarification. Smile

Funky
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Tempest



Joined: 26 Feb 2008
Posts: 32

PostPosted: Tue Jun 03, 2008 3:49    Post subject: Reply with quote

okay thanks will pass that on to my DEV team.

Thanks again!

"T"
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Disco



Joined: 06 Dec 2006
Posts: 152

PostPosted: Wed Jul 30, 2008 18:38    Post subject: Reply with quote

Somewhat related... has anyone of you experiences with ActivatePortal in a setup like this? I can't get the seamless option working on our server for some reason.
Code:

DelayCommand( 1.0, ActivatePortal( oPC, "ip address+port", "", "", TRUE ) );

This doesn't work. I get the following messages:

You are portalling, you can't do anything right now.
Portal failed, server won't accept your character.


That can happen, of course. It gets strange when I do this...

Code:

DelayCommand( 1.0, ActivatePortal( oPC, "ip address+port", "", "", FALSE ) );


I get the ugly login dialog and when I use that I can switch servers without problems. Any clue how to get it working properly?
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