Server administration addon
Deprecated
Join Date: 2002-11-14 Member: 8619Members
in Modding
<div class="IPBDescription">Proper way of creating such a thing?</div>Hello everyone,
I'm interested in creating a server administration addon, starting with the basics like admin rights and kicking people. After playing with the tools, it appears that the tools are geared towards creating full fledged mods. I'd like to keep my addon just that; an addon, so it could work alongside other mods. I'm still getting the hang of how everything is set up, but I'm having trouble identifying how such a thing would work.
Any ideas?
Thanks,
--Dep
I'm interested in creating a server administration addon, starting with the basics like admin rights and kicking people. After playing with the tools, it appears that the tools are geared towards creating full fledged mods. I'd like to keep my addon just that; an addon, so it could work alongside other mods. I'm still getting the hang of how everything is set up, but I'm having trouble identifying how such a thing would work.
Any ideas?
Thanks,
--Dep
Comments
As far admin mods, I believe that the NS2 team are planning to support different classes of mods in the future so that you can do server-side-only mods. At the moment the functionality's not all there.
Can anyone confirm whether clients are currently auto-downloading the servers' mod code? If so we can have a lot of fun with server-side stuff already.
However, that makes me wonder, how does the authenticating for joining servers work? If they modified their ns2 with a serverside addon will the client get a error msg and be unable to join (like in gmod you cant join a server with a map thats different from the version you have, even though it has same name (or rather because of that, as otherwise you can usually dl the map from the srv)), or if srv has a client addon, will it be downloaded by the client and used while he/she play on that server?
I'm interested in creating a server administration addon, starting with the basics like admin rights and kicking people. After playing with the tools, it appears that the tools are geared towards creating full fledged mods. I'd like to keep my addon just that; an addon, so it could work alongside other mods. I'm still getting the hang of how everything is set up, but I'm having trouble identifying how such a thing would work.
Any ideas?
Thanks,
--Dep<!--QuoteEnd--></div><!--QuoteEEnd-->
Good man Dep looks like you're getting started on this before most people have even got their alpha copy to run yet! Have you tried contacting the metamod and adminmod authors? I think they've got forums on the metamod site you might have luck with.
Best of luck
BBG
Unique identifier like a SteamID is something I am trying to find, but failed to see anything related yet. It is the most basic information needed to make a good admin system. I also didn't find how to get IP address information. Probably we will need to wait some versions.
I made a search and I didn't find anything yet. So i opened a ticket.
<a href="http://getsatisfaction.com/unknownworlds/topics/basic_player_information_in_server_not_avaliable" target="_blank">http://getsatisfaction.com/unknownworlds/t...r_not_avaliable</a>
This project was started a while back to do what you're talking about:
<a href="http://ns2admin.codeplex.com/" target="_blank">http://ns2admin.codeplex.com/</a>
Basically the goal is to be the sourcemod of NS2.
We haven't done any activity in a long time because know one knows how the modding system is going to work at this point.
According to the recent <a href="http://www.podcast17.com/episodes/94/files/Podcast17_e94_Interview_UnknownWorldsEntertainment.mp3" target="_blank">podcast</a> more details of how mods will work will be released in the future.
It's also entirely likely that some of the admin functionality will be included with the final game. At this point we just don't know enough info to make a lot of progress.
MC