Author Topic: Server_DRPG Join-Restrictions?  (Read 1342 times)

I was wondering what code makes a client not able to connect to a server if they dont have a mod. Because one of my mods I have crashes people if they dont have the client side patch for it.

       Heres a pic of the restriction if you dont understand what i'm trying to say.


Code: [Select]
%client.delete("The message to display when the client is dropped.");
When they connect, check if they have the mod, and if they don't, do the above.

Code: [Select]
%client.delete("The message to display when the client is dropped.");
When they connect, check if they have the mod, and if they don't, do the above.

Yes. I know the %client.delete part. But HOW do I check if they have the mod.

There's two different ways to do it.

DRPG's way can easily conflict with other mods. (such as RTB and DRPG)
The other way shows "<NAME> connected." "<NAME> has left the game."

There's two different ways to do it.

DRPG's way can easily conflict with other mods. (such as RTB and DRPG)
The other way shows "<NAME> connected." "<NAME> has left the game."

That is no use to me at all.

That is no use to me at all.
It will be if you tell me which way you want to do it. But if you don't want my help then I'll be on my way.

Solutions don't always have to come in 1 post.

DRPG's way can easily conflict with other mods. (such as DRPG)

:|

It will be if you tell me which way you want to do it. But if you don't want my help then I'll be on my way.

Solutions don't always have to come in 1 post.

Oh sorry I didnt understand what you said. I would like it to be option #1.

DRPG does it by adding an extra variable to the join code that the game checks for. This can conflict with RTB and other mods since they also use this method, and you can't regulate which variables go to which specific thing since you might never have one or the other. Very dangerous way to go about it, and ill advised at least.

:|

I noticed that, too.

DRPG does it by adding an extra variable to the join code that the game checks for. This can conflict with RTB and other mods since they also use this method, and you can't regulate which variables go to which specific thing since you might never have one or the other. Very dangerous way to go about it, and ill advised at least.

I noticed that, too.

Ok so what about option 2?

:|
There's nothing wrong with that.
The method that DRPG uses, if used in another mod, can conflict with the DRPG client.

There's nothing wrong with that.
The method that DRPG uses, if used in another mod, can conflict with the DRPG client.

I'm actually working on a client that has the same effect, but it filters through eight "unused" variables and puts its data in the first empty one. It may not work if someone then comes along after me and overwrites it, but at least I won't overwrite someone else's data.

I just use a server/client cmd handshake instead of setting the connection args like you guys are talking about. It's easier for people to get around, but there's no compatibility issues.

I just use a server/client cmd handshake instead of setting the connection args like you guys are talking about. It's easier for people to get around, but there's no compatibility issues.
The issue isn't people getting around it (because that would only impair the player getting around it, not the server)
The issue is that it shows "<Name> connected." and "<Name> has left the game."

The issue is that it shows "<Name> connected." and "<Name> has left the game."

How might I do this?