Player Police 2: The Design
- Lucifer
- Project Developer
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- Location: Republic of Texas
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Re: Player Police 2: The Design
What's the config for that? I was working with what was in armathentication and didn't see anything like that. I'm using an older 0.4 branch (I'm not changing anything that could possibly conflict with the most recent 0.4 branch).
Re: Player Police 2: The Design
If that was a reply to me .. We take advantage of the INVALID_COMMAND log, which I'm pretty sure is there by default, but not sure. I've almost always hosted on STY+CT servers.Lucifer wrote:What's the config for that? I was working with what was in armathentication and didn't see anything like that. I'm using an older 0.4 branch (I'm not changing anything that could possibly conflict with the most recent 0.4 branch).
- Lucifer
- Project Developer
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- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
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Re: Player Police 2: The Design
No, that was to Monkey. Your reply slipped in under my radar. Here's my response to that:
It's one thing to say "If you go here, anything goes", and to say "If you go here, you get limited protection".
I want to be able to say the second thing.
However, that said, working up a /police series of commands in a script that more advanced server admins can and probably will use is a great test bed to figure out what should be directly implemented in the 0.5 line, whenever it starts.
Also, I want in 0.5 some sort of hook to add new chat commands. I really want that. If we had that right now, we wouldn't be having this part of this conversation.
I don't object to setting that up and supporting it. I object to it being a requirement to subscribe to the police. To get the most servers joining, the configuration has to be as easy as possible. The harder we make it, the less we'll get independent servers into it, and we really need them for this system to work well.Light wrote: If police servers ran a script, it could easily be a part of that.
It's one thing to say "If you go here, anything goes", and to say "If you go here, you get limited protection".
I want to be able to say the second thing.
However, that said, working up a /police series of commands in a script that more advanced server admins can and probably will use is a great test bed to figure out what should be directly implemented in the 0.5 line, whenever it starts.
Also, I want in 0.5 some sort of hook to add new chat commands. I really want that. If we had that right now, we wouldn't be having this part of this conversation.
Re: Player Police 2: The Design
I guess that's our point of disagreement. I think a script would be easier, as the only config change they need is SPAWN_SCRIPT, assuming their server has PHP available already. It would take care of everything, such as the file sync, extra features, and communication between the game server and database (API) at any time.Lucifer wrote:I don't object to setting that up and supporting it. I object to it being a requirement to subscribe to the police. To get the most servers joining, the configuration has to be as easy as possible. The harder we make it, the less we'll get independent servers into it, and we really need them for this system to work well.Light wrote: If police servers ran a script, it could easily be a part of that.
Re: Player Police 2: The Design
So far I like the proposals here. I'm a bit skeptical towards the idea of a player police, but heh, might as well try it out.
@Lucifer: I fiddled with additional access levels on my servers before; they do require minor code changes (the game as it is will not recognize anything above 20). Just needs to change an enumeration though, the rest is done automatically. Oh, and the language file to reflect the new ranks of course.
Back then, I also changed /op so it could only op to every 10th level and couldn't deop in the same "10 level group" as the one who used it. It's a bit of a hacky way to do group-like mechanics, but I think it'd work well here - make it every 5th level and admins could op to mod, but not to detective, detectives could op to rank 15 (1 below sheriff) but not to sheriff or mod, and everything below that would basically work the same as before - just with new numbers.
Edit: wrongly remembered details - looked it up
@Lucifer: I fiddled with additional access levels on my servers before; they do require minor code changes (the game as it is will not recognize anything above 20). Just needs to change an enumeration though, the rest is done automatically. Oh, and the language file to reflect the new ranks of course.
Back then, I also changed /op so it could only op to every 10th level and couldn't deop in the same "10 level group" as the one who used it. It's a bit of a hacky way to do group-like mechanics, but I think it'd work well here - make it every 5th level and admins could op to mod, but not to detective, detectives could op to rank 15 (1 below sheriff) but not to sheriff or mod, and everything below that would basically work the same as before - just with new numbers.
Edit: wrongly remembered details - looked it up
Re: Player Police 2: The Design
Sorry, I thought that question was aimed at Light.Monkey wrote:...VOTES_CANCEL...Lucifer wrote:What's the config for that?
VOTES_CANCEL is an admin command that cancels/removes any currently happening suspend/kick/whatever polls. I don't know the config for it, my best guess is simply:
Code: Select all
ACCESS_LEVEL VOTES_CANCEL 17
Playing since December 2006
- LittleSteps
- Core Dumper
- Posts: 157
- Joined: Thu Apr 12, 2012 2:30 am
Re: Player Police 2: The Design
glad nothing got done here, as usual.
good job guys
good job guys
Re: Player Police 2: The Design
lol I actually had a working test setup of this, but figured it was never gonna get used so I deleted it today. Didn't seem that the way I would have went with it is what they wanted.LittleSteps wrote:glad nothing got done here, as usual.
Re: Player Police 2: The Design
Is that a picture of you?LittleSteps wrote:[ugly image of someone smiling]