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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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