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CityRPG
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CityRPG:

--- Quote from: Ipquarx on January 12, 2012, 12:23:48 AM ---I have a nifty multi-clienting preventer with an exception system if you'd like.
It's currently being used on Pecon7's server.

--- End quote ---
How does it work?
Electrk:

--- Quote from: CityRPG on January 11, 2012, 11:55:01 PM ---That's actually a not-terrible idea, but the amount of logic and game-hacking needed to get bodies to stick around with proper garbage collection is a bit iffy.

Still, bodies would be fantastic for the clue system.

--- End quote ---

Ask []----[]
Ipquarx:

--- Quote from: CityRPG on January 12, 2012, 12:24:49 AM ---How does it work?

--- End quote ---
When someone connects, even before the onjoin message appears, it checks if the person is alreasy on the server and not on the exception list. If there are 2 on the sever and not on the exception list, the first client is kicked. This is to prevent people who have crashed not being able to play.
Exceptions are added/removed through servercmds and writes to a log in config/server.
CityRPG:
Yeah, that's how everyone else does their Client GUI checks. I have mine wired in through BanManagerSO so it works fluidly with default game functions.

Exceptions are for server host and Badspot. They can join without GUIs. BanManagerSO::isBanned is not called on ID 0.
Ipquarx:

--- Quote from: CityRPG on January 12, 2012, 12:30:37 AM ---Yeah, that's how everyone else does their Client GUI checks. I have mine wired in through BanManagerSO so it works fluidly with default game functions.

Exceptions are for server host and Badspot. They can join without GUIs. BanManagerSO::isBanned is not called on ID 0.

--- End quote ---
I'm talking about multiclienting, not checking if the client has the required GUI's.
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