Author Topic: Will it work?  (Read 2452 times)

Code: [Select]
function quitGame(%client)
{
%client.A.delete();
%client.B.delete();
%client.telesoon = 0;
}

will it work

What would %client.A and %client.B be, exactly?

If you still have it, try looking in the fps/server/scripts/game.cs file for the actual client "leave game" function.

What would %client.A and %client.B be, exactly?

If you still have it, try looking in the fps/server/scripts/game.cs file for the actual client "leave game" function.
apart of my portal mod ;)

Possibly, yes, if you find the 'real' client leaving function. The only problem might be when you ban/kick someone - teleports might not be deleted if the client crashes/leaves instantly, it depends on whether the Torque engine uses that function when it detects someone has 'crashed'.

The 'it' I was referring to, forgot to say, was Blockland0002 or RTB - they have the FPS folder and a bunch of useful generic Torque scripts in .cs's you can get function names out of.

BLR..

i can setup the kick and ban fuction...but crash is imposible


BADPOST I SUMMON YOU!?

Code: [Select]
package DeletePortals {
function GameConnection::onClientLeaveGame(%this)
{
%client = %this;
%client.A.delete();
%client.B.delete();
%client.telesoon = 0;
parent::onClientLeaveGame(%this);
}
};
ActivatePackage(DeletePortals);