Project Zomboid

Project Zomboid

Udderly No Combat Logging
19 Comments
Claudia {ODST} 2 Jul @ 7:10pm 
@Arduu you need to disable the mod in the main menu and just have the mod downloaded for the server you are on, as its not necessary to have it enabled unless u are messing with the sandbox settings locally in game via host.
Arduu 2 Oct, 2024 @ 10:33am 
this dosnt even let you hit quit game in main menu / errors mod is broken
heheboi 29 Sep, 2024 @ 5:44pm 
Same issue persists on udderly respawn aswell lol
Orlo6k 9 Jul, 2024 @ 2:03pm 
The timer stays at default 5 seconds regardless of what the sandbox setting is set to. Tested at 10, 30 and 60 seconds and it still counted down from 5 and let player log out
UdderlyEvelyn  [author] 25 Apr, 2024 @ 1:04pm 
Logs are in thr server log, server-console.txt or the DebugLog depending on whether archived or not.
pynoTTV 19 Feb, 2024 @ 8:53am 
where are all those logs stored??
HIPPO 8 Jan, 2024 @ 8:11pm 
Does moving cancel the timer?
Impressionivel 8 Nov, 2023 @ 12:16am 
How to configure to 10 seconds?
Where are the logs stored?
APPLEPIE 24 Sep, 2023 @ 9:25am 
not compatible with avatar offline mod
Bambino 24 Sep, 2023 @ 3:11am 
It works fine.
APPLEPIE 8 Sep, 2023 @ 5:10pm 
not work :spiffo:
UdderlyEvelyn  [author] 1 Sep, 2023 @ 7:16am 
@pynoTTV: It is virtually impossible that this mod is to blame, it is running on multiple servers without issue. If you post an error message or something though I will try to assist.
UdderlyEvelyn  [author] 21 Aug, 2023 @ 12:13pm 
It was not possible to eat the Alt+F4 and prevent it but the good news is you can differentiate between real logout, Alt+F4, and D/Cs - see the description.
paper ໒꒱· ゚ 21 Aug, 2023 @ 8:44am 
That logging is a good idea. Could probably add infraction points if too many forced quits/disconnects are made.

An idea I can give if someone wants to further improve the system is maybe a version that server script checks if client disconnected and was near a PVP enabled player or a certain amount of Zs within a certain amount of time, and probably some client UI timer to show if they are in risk of combat-logging. That version could probably solve the aggressive forced quit/disconnect.
UdderlyEvelyn  [author] 21 Aug, 2023 @ 7:49am 
Ultimately it will always be possible to say, disconnect wifi or a network cable, or hit the power button on a PC. A mod can never stop this, but by narrowing the ways people can do this we can analyze logs and see how frequently someone d/cs and how good their connection usually is and figure out if someone is combat logging that way if necessary. I am also going to add log entries for successful regular logout via this mod per request today.
UdderlyEvelyn  [author] 21 Aug, 2023 @ 7:48am 
I am planning to see if I can disable Alt+F4 today, didn't have time last night, but this at least eliminates combat logging looking like normal logout, narrowing it down to the lost connection/forced disconnect. If I *can* disable Alt+F4 then it will be only more technical users capable of doing this, which should cut down even more significantly.
Sco 21 Aug, 2023 @ 6:30am 
even if you use "alt+F4" ?
paper ໒꒱· ゚ 20 Aug, 2023 @ 10:02pm 
Woah, I was actually thinking of this 2 days ago! Now I have less things to worry about, thank you a lot!

However, this of course doesn't solve combat logging through forcibly closing the game or disconnects by bad connection right? Would you happen to have any suggestions regarding that?