|
Post by PlagueDog on Jun 26, 2010 0:13:39 GMT -6
Being able to send commands to a client presents a lot of customization and new map mechanics. Having the ability to send functions and variables to a client allows for the detection of hacks that are mainly client side. This script also allows the server to send 'lite' mods to clients.
Command to Server - www.megaupload.com/?d=3CN3CRFL: This file is needed if you plan on hosting maps that require functions to be sent to clients. It is not required if the functions are optional.
Command to Client - www.megaupload.com/?d=TGGEF2SW: This file is needed to receive functions from the server.Client attempting to send a command to the server Command to client test (Server side)Command to client test fail result (For servers requiring the Command_to_Client script)
|
|
|
Post by eye on Jun 26, 2010 10:59:13 GMT -6
I am looking at this and to add something like this what kinds of troubles could it bring if a person got pissed and wanted to be as oss ? I see alot of stuff that they could do like p off alot of people . It a very nice way to help ss but the people that would be useing it would have to limit there selfs to better SS not to get a lauf .. Im just about finished building my new server box but my cooling Frig needs a upgrade to fit it .. So I get that done soon and add it and that way we can load ss on it and see where it goes and the good and bad it could do. eye
|
|
|
Post by PlagueDog on Jun 26, 2010 12:04:30 GMT -6
Right now I have it setup so only the server can use the base remoteeval(); functions that I made in Command_to_Console.cs.
The script only controls the Starsiege client. The server is always 2048. Clients are always a higher number so they cannot send these commands to the server or other players.
The only function that does not check for a player ID of 2048 is the Command_to_Client responder which checks to see if the %ClientSender equals the player that just joined and is under going the Command_to_Client check. After that the Variable is changed so players cannot use it.
|
|
|
Post by PlagueDog on Jun 27, 2010 17:41:17 GMT -6
**Updated Command_to_Client
The client can now execute newly created script files without having to restart Starsiege.
|
|
|
Post by PlagueDog on Jun 28, 2010 2:46:23 GMT -6
** Updated Command to server Changed the CTS_ReadMe.txt tutorial to reflect the command to client changes.
** Updated Command to client Scripts can now be stored and ran directly to the client without the need for storing the scripts to a .cs file.
The server can send a script that is up to 4800 characters long to a client.
|
|
|
Post by Stormtrooper on Jun 28, 2010 12:28:54 GMT -6
|
|
|
Post by PlagueDog on Jun 28, 2010 12:34:22 GMT -6
Doh, thats what I get for updating it at 4 o'clock in the morning.
|
|
|
Post by PlagueDog on Jun 30, 2010 12:03:57 GMT -6
**Updated Command to Client Trimmed down the SendLongScript function. SendLongScript variables are now reset when ExecuteLongScript is issued.
|
|
|
Post by PlagueDog on Jun 30, 2010 17:42:31 GMT -6
**Updated Command to Client (Hurray for Arrays!) Trimmed down RemoteExecuteLongScript. The server can now send functions up to 24000 characters long to clients.
|
|