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| Force Trust One Side? |
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| Zeblote:
--- Quote from: Honno on May 14, 2013, 01:42:15 PM ---Zeblote, does it do only one sided trust or both? --- End quote --- It forces full trust between you and the other guy |
| JPSC:
--- Quote from: Honno on May 14, 2013, 01:42:15 PM ---Zeblote, does it do only one sided trust or both? --- End quote --- Both. setMutualBrickGroupTrust |
| Greek2me:
Trust is a two-way street. |
| Dglider:
Actually I'm pretty sure this is possible. Someone could probably make script that modifies the trust-check function to check if the person attempting to modify the brick is the host/you. I remember using it while messing around with teh cashmod. Ah, here we go: --- Code: (Script_CashmodII_Fix2\server.cs) --- function fxDTSBrick::TrustCheckFailed(%brick) { %client = getbrickgroupfromobject(%brick).client; if(isObject(%client) && isObject(%client.player) && %client.planted) { %vol = %brick.getVolume(); %cost = $Cash::BrickCostPerVolume / 10; %client.cashObj.mod("Cash",0 + (%cost * %vol)); } Parent::TrustCheckFailed(%brick); } --- End code --- So from my POV it seems entirely possible. |
| Zeblote:
--- Quote from: Dglider on May 16, 2013, 07:29:34 PM ---Actually I'm pretty sure this is possible. Someone could probably make script that modifies the trust-check function to check if the person attempting to modify the brick is the host/you. I remember using it while messing around with teh cashmod. Ah, here we go: --- Code: (Script_CashmodII_Fix2\server.cs) --- function fxDTSBrick::TrustCheckFailed(%brick) { %client = getbrickgroupfromobject(%brick).client; if(isObject(%client) && isObject(%client.player) && %client.planted) { %vol = %brick.getVolume(); %cost = $Cash::BrickCostPerVolume / 10; %client.cashObj.mod("Cash",0 + (%cost * %vol)); } Parent::TrustCheckFailed(%brick); } --- End code --- So from my POV it seems entirely possible. --- End quote --- That doesn't have anything to do with this topic. |
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