Author Topic: Auto full trust  (Read 1114 times)

so I started hosting a popular MERP (mini-empires RP) server
it uses pre-built terrain with trees and everything already made, so anyone who joins automatically needs my full trust to build on them
the reason they need full trust instead of build trust is because they need to have the ability to slightly modify the terrain, and delete trees
is there a way to automatically give everyone who spawns auto full trust, since sometimes i can't even be on the server?

Wouldn't an idiot just join and smash every single terrain brick? I mean, if this happens now at least you're there to ban him.

Wouldn't an idiot just join and smash every single terrain brick? I mean, if this happens now at least you're there to ban him.
my server has at least 1 admin on at all times, plus RTB hosting autosaves every 15 minutes (I can make it even more frequent), so its no major problem

It would better if someone modified the public brick system to allow for brick modifying and destruction. When you give full trust to someone they have your full trust on every other server as well. Not a good idea in my opinion. Correct me if I'm wrong but you would also need to personally meet all those players in-game to remove their trust as well.

you could make some public brick bricks....or just load them as public..

off topic:
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you could make some public brick bricks....or just load them as public..

off topic:
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get out

It would better if someone modified the public brick system to allow for brick modifying and destruction. When you give full trust to someone they have your full trust on every other server as well. Not a good idea in my opinion. Correct me if I'm wrong but you would also need to personally meet all those players in-game to remove their trust as well.
yeah, something like this would work way better, and i can control exactly which bricks are super public or not, like the spawn shouldn't be modifyable
« Last Edit: July 01, 2013, 11:13:04 AM by Titanium Man »

I could work on this, I have done something like this before and it worked as well, but I lost the file :( So I have to make it again if needed to.

It would better if someone modified the public brick system to allow for brick modifying and destruction. When you give full trust to someone they have your full trust on every other server as well. Not a good idea in my opinion. Correct me if I'm wrong but you would also need to personally meet all those players in-game to remove their trust as well.
You can force trust between 2 players on a server until the server is closed or is removed and it can be done even when the host is not on the server. Still even allowing temporary trust in this matter is still not something that would be recommended.

However if you really want it although I strongly advise against it, you can do something like this.

Code: [Select]
$AutoTrust = 0;
package ForceTrustFull
{
function serverCmdenableautotrust(%client)
{
if(%client.isAdmin)
{
if(!$AutoTrust)
{
$AutoTrust = 1;
%id = getnumkeyid();
for(%i=0;%i<clientgroup.getCount();%i++)
{
%id2 = clientgroup.getObject(%i).bl_id;
setmutualbrickgrouptrust(%id,%id2,0);
}
MessageAll('',"\c6Auto Full Trust has been enabled");
}
}
}

function serverCmddisableautotrust(%client)
{
if(%client.isAdmin)
{
if($AutoTrust)
{
$AutoTrust = 0;
%id = getnumkeyid();
for(%i=0;%i<clientgroup.getCount();%i++)
{
%cl = clientgroup.getObject(%i);
%id2 = %cl.bl_id;
if(!%cl.isAdmin)
setmutualbrickgrouptrust(%id,%id2,0);
}
MessageAll('',"\c6Auto Full Trust has been disabled");
}
}
}

function serverCmdforcefullhost(%client,%name)
{
if(%client.isAdmin)
{
%victim = findclientbyname(%name);
if(isObject(%victim))
{
if(%client.bl_id == %victim.bl_id)
MessageClient(%client,'',"\c6You have given yourself full trust with the host");
else
{
MessageClient(%client,'',"\c6You have given "@%victim.name@" full trust with the host");
MessageClient(%victim,'',"\c6You have been given full trust with the host");
}
setmutualbrickgrouptrust(%client.bl_id,%victim.bl_id,2);
}
else
MessageClient(%client,'',"\c6Unable to find target");
}
}

function GameConnection::onClientEnterGame(%client)
{
if($AutoTrust)
{
%id = getnumkeyid();
%id2 = %client.bl_id;
setmutualbrickgrouptrust(%id,%id2);
}
return Parent::onClientEnterGame(%client);
}

function GameConnection::onClientLeaveGame(%client)
{
%id = getnumkeyid();
%id2 = %client.bl_id;
setmutualbrickgrouptrust(%id,%id2,0);
return Parent::onClientLeaveGame(%client);
}
};
activatepackage(ForceTrustFull);

Made this is in 5 minutes essentially what the OP has asked for. Type /enableautotrust to enable and disableautotrust to disable as an Admin. Admins may also force trust between a player and the host by typing /forcefullhost <name>. When a player connects trust is given between the host and the client and is removed when they leave. When it is enabled any player who is already on the server will receive full trust with the host and when disabled any non admin will loose it.            
« Last Edit: July 01, 2013, 04:59:41 PM by Danny Boy »

Just an idea though, you could use an ID that trusts nobody for bricks you don't want destroyed, and use your ID for bricks you want to be edited.