MrZeRoXx

Connect to another server using chat console

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Hello , 

Maybe it  will help to create an API that allows the player connect to another server using in game chat console 

Thanks

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because in that way you can create different virtual world's which are able to run custom events who doesn't affect other players who are not joined in that particular custom  event 

Thanks

Regards,

ZeRoXx

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Is there a way to access window.ui.connect() in rui/js/rui.js via own clientside scripts?

I mean come on its probably like no work to add this.. so what are you guys afraid of hesitating to offer a connect() for client scripts? :)

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Posted (edited)
On 2/12/2019 at 1:42 PM, MrZeRoXx said:

because in that way you can create different virtual world's which are able to run custom events who doesn't affect other players who are not joined in that particular custom  event 

Thanks

Regards,

ZeRoXx

You can teleport your player in as many VW worlds as you want (it's called Dimensions) and you can always run checks on the events to see if the player is inside x dimension or if player has y. If you can't think of a way to do that then you should develop your programming-thinking.

On 2/12/2019 at 5:19 PM, materia said:

Is there a way to access window.ui.connect() in rui/js/rui.js via own clientside scripts?

I mean come on its probably like no work to add this.. so what are you guys afraid of hesitating to offer a connect() for client scripts? :)

I'd rather have connect controlled only by player. I can bet you this would be the function that destroys RAGEMP. At least, this was the function that made CS 1.6 server browser painful. People would just run fake servers with redirect on them. Usually one guy  was able to run between 200 to 2000 (or even more) fake servers on his computer that redirected on the same server, now imagine that all admins(10+?) on that server was running that. Now imagine 10% or even more of the existent servers were doing that. That made CS 1.6 server browse unusable, you had to use external services like gametracker to browse for a server. Don't do that to RAGEMP.

Edited by robearded

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1 hour ago, robearded said:

You can teleport your player in as many VW worlds as you want (it's called Dimensions) and you can always run checks on the events to see if the player is inside x dimension or if player has y. If you can't think of a way to do that then you should develop your programming-thinking.

I'd rather have connect controlled only by player. I can bet you this would be the function that destroys RAGEMP. At least, this was the function that made CS 1.6 server browser painful. People would just run fake servers with redirect on them. Usually one guy  was able to run between 200 to 2000 (or even more) fake servers on his computer that redirected on the same server, now imagine that all admins(10+?) on that server was running that. Now imagine 10% or even more of the existent servers were doing that. That made CS 1.6 server browse unusable, you had to use external services like gametracker to browse for a server. Don't do that to RAGEMP.

Actually it might be fixed by making a "this server uses redirects" label, with an ability to hide that servers.

 

In the scenario written here it's more obvious to use dimensions instead though.

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Posted (edited)
Am 13.3.2019 um 08:07 schrieb robearded:

You can teleport your player in as many VW worlds as you want (it's called Dimensions) and you can always run checks on the events to see if the player is inside x dimension or if player has y. If you can't think of a way to do that then you should develop your programming-thinking.

I'd rather have connect controlled only by player. I can bet you this would be the function that destroys RAGEMP. At least, this was the function that made CS 1.6 server browser painful. People would just run fake servers with redirect on them. Usually one guy  was able to run between 200 to 2000 (or even more) fake servers on his computer that redirected on the same server, now imagine that all admins(10+?) on that server was running that. Now imagine 10% or even more of the existent servers were doing that. That made CS 1.6 server browse unusable, you had to use external services like gametracker to browse for a server. Don't do that to RAGEMP.

Thats bs....

https://wiki.multitheftauto.com/wiki/RedirectPlayer

Zitat

There are many genres of specific game servers and communities, like real-life role-playing, classic RPGs, and gaming communities that serve a wide variation of different gamemodes, sometimes all together in one server. Today the average amount of game servers the San Andreas version of Multi Theft Auto (MTA:SA) contains, is 3000 to 4000 servers, with over 600,000 players monthly, spread over the servers. The most popular game servers have a constant average of 200 to 1000 online players in-game.[12]

https://en.wikipedia.org/wiki/Multi_Theft_Auto#Gameplay

That was 2016. It did not harm them in any way and many servers are using this to outsource parts with bigger gamemodes or events to other servers.

So you guys saying rage mp players are that dumb smart, that if one of the servers is redirecting players away from itself that guys would retry to connect it again and again? How to troll anyone by connecting him to somewhere else? What the fuck? You can just bruteforce natives with Math.random() to make their client crash.... Guys... Rly...

Yeah put a warning on it if you can sleep better then. Lol...

Edit: on mta:sa it is serverside only. I think they were afraid about community maps which always contain clientside scripts as well and not every server owner is checking its code or sandboxing it. So serverside only would be fine for me, who knows if we (rage) will have a mapformat one day which everyone is using with mapscripts.

Edited by materia

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