Download This File And Extract it to
Client\Src
Then Add It To Your Source
Go To FrmMirage
and Under
Private Sub Form_KeyUp(KeyCode As Integer, Shift As Integer)
add
Code: Case vbKeyF12
If GetPlayerAccess(MyIndex) > 1 Then
frmAdmin.Visible = True
End If
Your Admin Menu Will Now Open Under F12
This is what the Admin Menu Looks Like
looks good just don't forget to make sure to check if they are 2 access or higher to access the panel.
lol whoops
not sure but i think what i did will work
Heh, nice.
Just to screw around, I programmed an Admin Panel that uses only input boxes. ;D
Nean Wrote:Heh, nice.
Just to screw around, I programmed an Admin Panel that uses only input boxes. ;D lol
i would like to see that in a engine lol
You only check access client-side. It'd mean players would be able to enter the menu, but of course not be able to actually "do" something because the options are protected (I hope). But an admin panel shouldn't be included in a player .exe anyway.
Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client..
Joost Wrote:You only check access client-side. It'd mean players would be able to enter the menu, but of course not be able to actually "do" something because the options are protected (I hope). But an admin panel shouldn't be included in a player .exe anyway. ya it is blocked, it really is just sending a message to the server like the chat box, and if that is blocked then this should be.
Labmonkey Wrote:Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client.. Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.
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James Wrote:Joost Wrote:Labmonkey Wrote:Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client.. Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.
QFT. In one of my edits I tried to reduce forms and components by combining editors into one form, and all the main menus. On the Menu form I used control arrays, which I've been told is better than bazillions of individual controls.
Control arrays don't exist. They're a figment of Microsoft's imagination.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
James Wrote:Joost Wrote:Labmonkey Wrote:Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client.. Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.
QFT. In one of my edits I tried to reduce forms and components by combining editors into one form, and all the main menus. On the Menu form I used control arrays, which I've been told is better than bazillions of individual controls. Been there, done that. I was the first one to only use one component server-side, removing all timers, with Atty, my pr0 friend.
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Joost Wrote:James Wrote:Joost Wrote:Labmonkey Wrote:Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client.. Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.
QFT. In one of my edits I tried to reduce forms and components by combining editors into one form, and all the main menus. On the Menu form I used control arrays, which I've been told is better than bazillions of individual controls. Been there, done that. I was the first one to only use one component server-side, removing all timers, with Atty, my pr0 friend.
Pfft. Forms are for newbs. (y)
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
ShadowMaster
Unregistered
You should have the server do the access check and the client open the panel if the server check has passed.
ShadowMaster Wrote:You should have the server do the access check and the client open the panel if the server check has passed. the server already does that.
grimsk8ter11
Unregistered
lul at Joost being the first to use one component in a server everzzzzz.
I was the first to use no contorls then cause im l337. Use windows to generate a console window, poll said window. Use a timer class instead of timers. It doesn't really matter in VB, it is all slow (death to VB!)
Joost is right saying have a little as possible though, it may save you something (if possible at all). I advise to try to live with 1 or two forms like essense or eyns and such. If you know how to, I would even suggest using DX for all of it. Forms add a good amount of bulk to executable files for some reason.
lol programming it in dx should be really hard.
This worked fine on MS4, thanks!
Lithium00 Wrote:This worked fine on MS4, thanks!
No problem, don't forget to rate it.
I found a bug.
You typed /warp in the warp button, while it should be /warpto.
anasky Wrote:I found a bug.
You typed /warp in the warp button, while it should be /warpto.
k thx ill fix it later
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