GangsterAngel Posted October 14, 2005 Share Posted October 14, 2005 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. Link to comment Share on other sites More sharing options...
Jufa Posted October 14, 2005 Share Posted October 14, 2005 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. Link to comment Share on other sites More sharing options...
Blµb Posted October 14, 2005 Share Posted October 14, 2005 <- 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 Link to comment Share on other sites More sharing options...
GangsterAngel Posted October 14, 2005 Author Share Posted October 14, 2005 ... 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. Link to comment Share on other sites More sharing options...
Blµb Posted October 14, 2005 Share Posted October 14, 2005 i guess you gotta make it a command then o.O Link to comment Share on other sites More sharing options...
Jufa Posted October 14, 2005 Share Posted October 14, 2005 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 Link to comment Share on other sites More sharing options...
Blµb Posted October 14, 2005 Share Posted October 14, 2005 erm, the problem is that the model userinfo doesn't even seem to reach the server so the server never knows if it's with "/hero" or without.... So he'd need a plugin Or he craetes a command... Link to comment Share on other sites More sharing options...
GangsterAngel Posted October 15, 2005 Author Share Posted October 15, 2005 bah , screw it, doing it another way. Link to comment Share on other sites More sharing options...
stubert Posted October 16, 2005 Share Posted October 16, 2005 whats the link for jka galaxies? Link to comment Share on other sites More sharing options...
GangsterAngel Posted October 16, 2005 Author Share Posted October 16, 2005 Forum: http://superb.6.forumer.com/index.php?sid=f82298b08c162b3aed8494fa3a294cfe Link to comment Share on other sites More sharing options...
stubert Posted October 16, 2005 Share Posted October 16, 2005 thats pretty impressive, im me if you need help with something Link to comment Share on other sites More sharing options...
stubert Posted October 17, 2005 Share Posted October 17, 2005 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 =) Link to comment Share on other sites More sharing options...
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