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Semi-Advanced Warn System Difficulty 2/5 (C&P) - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Source Code Development (https://mirage-engine.uk/forums/forumdisplay.php?fid=51) +----- Forum: Mirage Source 4 (Visual Basic 6) (https://mirage-engine.uk/forums/forumdisplay.php?fid=44) +------ Forum: Tutorials (https://mirage-engine.uk/forums/forumdisplay.php?fid=13) +------ Thread: Semi-Advanced Warn System Difficulty 2/5 (C&P) (/showthread.php?tid=2440) |
Semi-Advanced Warn System Difficulty 2/5 (C&P) - Nean - 18-12-2008 Okay, so the other day, I got bored and tried to write one from scratch, needless to say it was a success. I'm pretty confident in it, as it seemed to work quite well, though I'd appreciate it if someone with a bit more knowledge than I, took a look at it to see if there was any potential bugs or problems. The good thing about this is, that it keeps track of the players warn level. So all you need to do is /warn the player. First warning sends a text warn. Second a kick, and the third a good ol' ban. Enjoy, and remember I need some constructive criticism. Server Side [spoiler]Find Code: CQuit Under it add: Code: CSetWarn Then Find: Code: Sub SetPlayerPK(ByVal Index As Long, ByVal PK As Long) Under it add: Code: Function GetPlayerWarn(ByVal Index As Long) As Long Then Find Code: Case Else Above it add: Code: Case CSetWarn Then Find: Code: ' ::::::::::::::::::::::: And under that add: Code: ' ::::::::::::::::::::::: Then in the player rec find: Code: PK As Byte Under that add: Code: Warn As Byte Client Side [spoiler]Find: Code: Case "/setaccess" Under it add: Code: Case "/warn" Then find: Code: Sub SendSetAccess(ByVal Name As String, ByVal Access As Byte) Under it add: Code: Sub SendSetWarn(ByVal Name As String) Then find: Code: CQuit Under it add: Code: CSetWarn That should be it. Give it a whirl, and drop me some feed back. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Nean - 20-12-2008 No use to anyone? Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Rian - 20-12-2008 It's plenty useful, in fact I have a warn system that's nearly identical. ![]() ![]() Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Nean - 21-12-2008 Rian Wrote:It's plenty useful, in fact I have a warn system that's nearly identical. Ooh. That might be tough... Even tougher it'll be to test it though, provided I can even remember. I'll try that challenge Rian, I'll try that. ![]() Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Matt - 21-12-2008 Player.bandate = date Player.bantime = time Then all you gotta do is.. If bandate date and bantime < time then unban end if Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - genusis - 21-12-2008 haha this is good ^^. another thing that would work with this would be a report system. To have players type the rule breaking players name in select a report option a picture be taken of the current situation and the text be save for that player. on serverside. and make it where a admin or moderator could look at the report and be able to press yes or no and if yes it warns the player mattering on the condition of the rule. ^^. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Labmonkey - 21-12-2008 How bout making it impossible to do the things in the first place to get you warned. Kind like (pardon the bad anology) locking the door, instead of calling the cops. First make a list of everything that can get you warned/banned in your game. Example Spamming Cursing (depends) Hacking Pissing you off First lets look at spamming. A common type of spamming is sending the same text over and over again. This would be quite easy to check for, and is already in many games. Simply make a variable "lasttext" for the player and save their last message in it. When they send another message, if its the same, dont send it, and instead send them text saying 'you already said that'. Also you can let people have an ignore command, so your players can simply ingore/block spammers, rendering them powerless to annoy. Cursing, get a word filter, and make it clientside. Let people turn it on and off. Hacking, get proper security. Pissing you off: make an easy to access ban button client and serverside. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - genusis - 21-12-2008 haha sometimes there are glitches and some people like to take advantage of them and not tell you about them. the purpose of it would be allowing players to help out with the stuff you can't 100% cover. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Labmonkey - 21-12-2008 The post was not directed at you genusis. It was merely something for Nean to code, seeing as he wants to program stuff. Wait, just realized your post could have not been directed at me also, which would make me seem idiotic. So, sorry if that is the case. But anyway, i believe ed3 has a report system, its sadscript, but you can rip it from there. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - genusis - 22-12-2008 sadscript. ................... LMAO Worthless. if i was someone i would want my game to work well and fast so i would use a hardcoded one. I say no to sadscripts. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Matt - 22-12-2008 genusis Wrote:sadscript. ................... LMAO Worthless. if i was someone i would want my game to work well and fast so i would use a hardcoded one. I say no to sadscripts. You can convert sadscript codes to be hard coded.. Good god man, stop being retarded. You wanna see something worthless? Find a mirror and stare for awhile, shit. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Labmonkey - 22-12-2008 refrains from saying "What is wrong with the mirror." Matt posted after me, and yet cursed someone else off! Yea, so anyway, enough being stupid. VBScript (or sadscript) can basically, with little or no tweaks, just be copy pasted into vb6. If you really want it, what it does is have a report.txt serverside. When the server gets a message (because elysium has serverside command checking, you may move it to clientside if you want) it checks if the message starts with /report. If it does, then it takes all text after that, along with the player's name, and puts it in the report.txt. You simply check the report.txt, and see what people reported. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Nean - 22-12-2008 Yeah, ignore and word censors will definitely be coded for the hell of it, when I get them done I'll make some tuts. I'm also converting most of my code to work with Elysium 3.3.2 for the hell of it... Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Nean - 08-04-2009 I spiffed up some of the code (fixed a few bugs), and it seems to work fine on the newest version on MS. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Joost - 09-04-2009 genusis Wrote:sadscript. ................... LMAO Worthless. if i was someone i would want my game to work well and fast so i would use a hardcoded one. I say no to sadscripts.Kid, you're a fucking moron. Any real game uses scripting for its events. Now sadscript may not be the best way to go, bt scripting is vital in any decent game. So don't go shouting stupid things in this section again, this section is for real men to discuss things. Re: Semi-Advanced Warn System Difficulty 2/5 (C&P) - Robin - 09-04-2009 genusis Wrote:sadscript. ................... LMAO Worthless. if i was someone i would want my game to work well and fast so i would use a hardcoded one. I say no to sadscripts. The way Elysium and all it's decendants use Sadscript is terrible, but using it properly it can be a very powerful tool. Also, I laughed at 'Want my game to work well and fast'. Just look around at some of the code you've posted, son. |