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Real model string?


GangsterAngel

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Hey, i got a small problem. just started adding the classes for JKG.

and i got the headlist working and evrything.

 

but my problem is, on the server side where it sees what team you should be on , can be cheated on.

 

for example. the "Hero" species

all someone needs to do is type

 

"/model imperial/hero"

 

then because that skin dose not exist. it will realy just be a normal imperial (default ).

and it willl assume them as a hero. because the "MODEL" value returns the last /model , not ur auctual model.

 

so im wondering where the real model is stored.

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so you want to disable the hero skin from players that aren't supposed to use it?

hmm.. you could try to make a check in ClientUserInfoChanged() where it checks player's model and if its allowed him to use that hero-skin. if not allowed, then you just force the player use something else.

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<- If you want to disable it for some people, Jufa's right

but you didn't "really" say what the problem is, but to your question where the model string is stored, get the "model" value from the client's userinfo, not the entity-structure

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... my problem is the fact that the "model" userinfo string. is not the real model.

if you type "model imperial/hero" . or "model imperial/clone"

 

the value in the userinfo would be what you typed.

but since that skin dose not exist. the real model would default to the default skin. ( "imperial/default" ), but the userinfo model stays the same.

 

allowing the player to act as a hero , or a clone. when they are imperial. or any other skin.

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make class variable. like playerclass or something.

when you type /model imperial/hero the game will update the model and put your playerclass to imperial_hero (for example) even if player doesn't have the model. that way player's userinfo would be imperial/hero even if the player doesn't have the mod and he still would be able to act as a hero (because you have checks for playerclass = imperial_hero instead of model =)

 

i hope you understood my explanation and I hope i understood your problem correct this time :p

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hmm i poked around more on that site... some of the stuff looks EXACTLY like swg

 

 

it seems to me that if you got a pretty decent sql programmer on board you could make what would be in effect a real MMO, you'd just have to have a central SQL server to store player and world data in.

 

in game you'd have to load your terminals, npcs, etc with data from the central sql server, create logons for players and portals that tell a client to connect to a differnet server running a different area of the world

 

 

and it could be scaleable to whatever number of servers you could get to join your world, each running it's own part and reporting data back the main database

 

 

hex's x-mod proves you can integrate sql and jka

 

 

quite and interesting idea i think =)

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