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Messages - Script

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1
Add-Ons / Re: Makanix's Add-Ons [DeathByFacebook]
« on: February 26, 2010, 01:17:15 PM »
[DeathByFacebook]

2

Yay, I'm on the list. Also timescale exploit works. Client-sided autobridge exploit method works.

3
Help / Re: UPnP, not working
« on: February 02, 2010, 11:48:15 AM »
'Ey, I'm getting crazy now, cookies seem to be malfunctioning, cause I can't edit.

Some new console stuff when posting to master server:
Quote
Posting to master server
base/server/mainServer.cs (38): Unknown command delete.
     Object postServerTCPObj(238186) postServerTCPObj - TCPObject - SimObject
base/server/mainServer.cs (81): Unknown command connect.
     Object postServerTCPObj(239188) postServerTCPObj - TCPObject - SimObject

4
Help / Re: UPnP, not working
« on: February 02, 2010, 11:41:26 AM »
For some reason I can't edit the post, but anyway:



UPnP section of router options.

5
Help / UPnP, not working
« on: February 02, 2010, 11:37:01 AM »
So, I've heard Badspot implemented UPnP, and that is a nice fact since my router started cigaretteging out lately, even though it has correct settings for port forwarding, it's still dead, but back to subject. When people try to join my server (With ping: ---), they just recieve spammy "Sending punch packet..." messages.

Part of console log which seemed interesting:
Quote
Starting Internet Server
Binding server port to default IP
UDP initialized on port 28000

Initializing UPnP...
--------------------
List of UPNP devices found on the network :

 desc: http://192.168.0.1:80/upnp/service/descrip.xml
 st: urn:schemas-upnp-org:device:InternetGatewayDevice:1


Found a (not connected?) IGD : http://192.168.0.1:80/upnp/service/WANIPConnection

Trying to continue anyway

Local LAN ip address : 192.168.0.4

GetExternalIPAddress failed.

GetSpecificPortMappingEntry() failed with code -1 (Miniupnpc Unknown Error)

--------------------

  No matches
  No matches
  No matches
  No matches
  No matches
  No matches
  No matches
  No matches
  No matches
  No matches


Will post UPnP setting section of router as soon as possible.

Any ideas?

6
Modification Help / Re: Available
« on: January 26, 2010, 05:10:47 AM »
I thought you said you had finished learning to script?


Torque Game Engine programming language aka. TorqueScript, yes.
MySQL, no.

7
Modification Help / Re: GUI displaying a variable?
« on: January 25, 2010, 10:15:48 AM »
1. No it's simply a shoddy way to do it, don't defend it. Send the information in the server request instead.
2. You've got to spoon feed on these forums. It's how it works.
1. Okay, but server request?
2. Strange forums.

8
Modification Help / Re: Available
« on: January 25, 2010, 07:51:31 AM »
Alright, seeing as you're available and know everything about scripting, I have a request

Make me a simple to use system that saves and loads client related data and variables to a mysql database

Sure about loading from a http/ftp server, but I once tried running a MySQL database, but never found out how to use it - Sorry.

9
Modification Help / Re: GUI displaying a variable?
« on: January 25, 2010, 07:47:57 AM »
1. The time it takes for the client to receive 'hasHeedGui' and then send it back as a server command depends on their ping, and it will take much longer then 0-7 milliseconds (the average time for each line to be evaled) unless the client is the host, because pings usually range from 40-1000 if they're not living in the host's street. 'hasHeedGui' needs to be sent with the client's request, similar to how RTB sends the information to the server saying the client has RTB. To do this, look through RTB's code. (not sure which module, but I've seen it)
2. autoAdminCheck needs to be packaged.

1. You could always add a schedule depending on .getPing()
2. The code is a small piece, which is meant to be inserted in a package.

10
Modification Help / Re: GUI displaying a variable?
« on: January 24, 2010, 06:11:58 AM »
I got it working. I want to finish all my GUI and then release the GUI so people can play in my server, but how do I force the player's client to have the client_HeedGUI.zip in their addons folder or to have the GUI data registered?

Code: [Select]
function servercmdHasHeedGUI(%this)
{
          $HasHeedGUI[%this] = 1;
}
function GameConnection::autoAdminCheck(%this)
{
          parent::autoAdminCheck(%this);
          commandToClient(%this,'hasHeedGUI');
          if(!$HasHeedGUI[%this]) { %this.delete("You need Heed's GUI to play on this server."); }
}

Client
Code: [Select]
function clientcmdHasHeedGUI()
{
          commandToServer('HasHeedGUI');
}

Didn't test, but should work.

11
Modification Help / Re: Available
« on: January 24, 2010, 05:49:16 AM »
3. Also doesn't return the autoAdminCheck from the package.

I didn't test, and also, I was in a hurry. @School

12
Modification Help / Re: Available
« on: January 21, 2010, 03:55:22 AM »
An event Language mod.
When you go to events, you'd use
Code: [Select]
onactivate player setlanguage [insertname]  and when you normal chat people who aren't set to that language get a random gibberish of letters. Also maybe compatible with RP chat plox?
Attached.
Please note that untested, will test soon.

13
Modification Help / Re: Available
« on: January 20, 2010, 11:03:42 AM »
If you show an example of what you have learned, people might be more willing to ask.
You say you have learned, but you haven't showed us you have learned.

I'll look in my scripts.
Okay. Make a local chat script.

You mean, when you speak, only people within a certain set range can hear the message, and using Y to shout globally?

14
Modification Help / Re: Available
« on: January 20, 2010, 10:56:35 AM »
You don't just "finish" learning a scripting language. There are always ways you can improve or optimise or better structure (for readability) what you're doing - it's a constant and eternal learning process.

Yeah, but what I meant is that I understand and am capable of using all normal functions, methods, the syntax, and stuff, also creating.


Could you please get back on-topic?

15
Drama / Re: iceman doesn't let me get my sa!
« on: January 20, 2010, 09:37:25 AM »
Amongst our weaponry are such diverse elements as: fear, surprise, ruthless efficiency, an almost fanatical devotion to the Pope, and nice red uniforms.

Monty Python's Flying Circus, of course.

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