Duion Posted June 10, 2018 Share Posted June 10, 2018 All server code, meaning everything that is in scripts/server/* folder is not used by the client's local installation, but packed and send from the server to the client, so changing those scripts on the client will not do anything.So it should be cheat proof. A more difficult case would be client commands to server where the server has code for, I don't know how this will work, but you could just test it. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted June 17, 2018 Share Posted June 17, 2018 Does this mean we can change server side code and host a server and anyone with compatible client settings can play a custom game? Quote Link to comment Share on other sites More sharing options...
Duion Posted June 17, 2018 Author Share Posted June 17, 2018 Does this mean we can change server side code and host a server and anyone with compatible client settings can play a custom game?Yes. Quote Link to comment Share on other sites More sharing options...
Code_Man Posted June 21, 2018 Share Posted June 21, 2018 Ok cool.But no actual code server code is sent and executed right?And since were at this, how much of the game can be changed by code that is embeded into a .mis? Quote Link to comment Share on other sites More sharing options...
Duion Posted June 22, 2018 Author Share Posted June 22, 2018 As far as I understand, the server packs all his scripts and sends them to each client, thats why joining takes much longer than hosting.Why would you want to embed code into a .mis file? I have some code in Uebergame that is supposed to support per mission script files, but no idea to what degree it works.You can embed script files into any location as long as they are executed somewhere, but you should stick to the client/server layout. Quote Link to comment Share on other sites More sharing options...
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