%client.delete("The message to display when the client is dropped.");
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.
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.
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.
:|
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.
There's nothing wrong with that.The method that DRPG uses, if used in another mod, can conflict with the DRPG client.
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 is that it shows "<Name> connected." and "<Name> has left the game."