Author Topic: Making the client respond to the server(TOPIC NAME CHANGED)  (Read 4245 times)

oh..... :cookieMonster:

Sorry, I though I quoted Red_Guy.

Also, wouldn't this interfere with your code if I used the same variable names for mine?

Parent::onConnectRequest(%this,%a,%b,%c,%d,%e,%f,%g,%h,%i);

Also, wouldn't this interfere with your code if I used the same variable names for mine?

Parent::onConnectRequest(%this,%a,%b,%c,%d,%e,%f,%g,%h,%i);
variable names across functions dont matter - unless they are globals which start with a $.

so using %h inside your own version wont cause a problem.


But back to the origional problem -- Keep testing with the connect and response to see how long it is between when a player joins and when the server gives the 'denied kick' message.

I also found the TDM mod uses the same idea to check and see if a player has the updated minigame gui installed -- so i know this can be done.

Destiny?
Quote
Yeah, but %h is set to the client whenever he/she joins a server. So when they join a server, the variable gets set. If they have my client and Destiny's client(DRPG). It will set the variable twice, and whichever gets executed last is the set variable right? If someone has both and they join my server, his client may be the last one executed when they try to join my server. If so, it will set the variables for joining my server, but then for joining the DRPG server, and thus, they get kicked from mine because the wrong server variables were set.
« Last Edit: February 17, 2011, 08:34:51 PM by Reinforcements »

EDIT:Why go back to the original problem, I have working code. :0
Sorry -- i missed the part where you said it was working.  Last I saw people were still getting kicked.  but if it works for you, so much the better.