Code: Show/Hide /*sendto 127.0.0.1,6000 |
Doc Flabby wrote: |
I've found the correct syntax for *sendto |
Maverick wrote: |
Too bad it's sysop only ![]() |
Cheese wrote: |
[..]
nothing mervbot cant handle =) |
Code: Show/Hide #pragma pack(1) typedef struct s2c_sendto S2C_SENDTO; struct s2c_sendto { BYTE type; // 0x3B DWORD ip_addr; // IP Address (little endian) WORD port_num; // Port number (little endian) WORD join_type; // Same as the arena login packet char arena_name[16]; // Arena Name DWORD unused; }; #pragma pack() |
Anonymous wrote: |
this doesn't seem to work pub to pub
anyone have luck sending a player to a public arena? |
Samapico wrote: |
Does it require sysop in both source and target zones?
Does it work from arena to arena in a same zone? I tried it and couldn't get it to work ![]() |
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Samapico, check the server.ini DisablePvtCommands setting. It might have been disabled as it's possible to crash subgame with it. |
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It might have been disabled as it's possible to crash subgame with it. |
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Note; if you login to sysop or smod using password*staffpassword then this command wouldn't work as you would be trying to login to the other zone using the same password*staffpassword combination. |
Maverick wrote: |
Note; if you login to sysop or smod using password*staffpassword then this command wouldn't work as you would be trying to login to the other zone using the same password*staffpassword combination. |
Animate Dreams wrote: |
[..]
Er, I can see why that would happen, but it didn't happen to me. I was able to send myself from a zone I logged in with the password*sysoppassword combination into another zone I didn't have staff powers in. |
Blocks wrote: |
Think there might be some client command that does this without directions from the server? |
Maverick wrote: |
There must be but people like Mr.Ekted and MGB should know better. |
milosh wrote: |
[..]
He's just saying that you won't be able to send yourself back to the original zone once you get there(since you won't have sysop powers in that zone). |
Mine GO BOOM wrote: |
[..]
I made this request back a long time ago for Continuum while it was still council-only. Priit said that ?zone won't switch zones like Subspace, as that is a possible point of fast-quitting and can also use it to trick users into switching into zones they wouldn't want to go into (sort of like how jerks like to trick new people using ?go). |
Skywize wrote: |
Just having the sysop password isnt enough. You have to also be on the sysop.txt file. |
Code: Show/Hide 868,870c868 < #ifdef CFG_ALLOW_BILLING_USERPKT < /* this doesn't look like a good idea to me... */ < local void process_userpkt(const char *data,int len) --- > local void process_userpkt(const char *data, int len) 881a880,883 > { > /* send to all players not allowed */ > lm->Log(L_WARN, "<billing_ssc> b2s user packet filtered (target all)"); > /* unlikely to get this, maybe during score reset? 882a885,886 > */ > } 885a890 > 887c892,908 < net->SendToOne(p, pkt->Data, datalen, NET_RELIABLE); --- > { > /* only allow S2C_LOGINTEXT for banned players to get the ban text. */ > if (*pkt->Data == S2C_LOGINTEXT) > { > net->SendToOne(p, pkt->Data, datalen, NET_RELIABLE); > } > else > { > lm->Log(L_WARN, "<billing_ssc> b2s user packet " > "filtered (target [%s])", p->name); > } > } > else > { > lm->Log(L_WARN, "<billing_ssc> b2s user packet " > "unknown pid (%d)", pkt->ConnectionID); > } 889,891d909 < lm->Log(L_DRIVEL, "<billing_ssc> [pid=%d] " < "user data packet from billing server, %d bytes", < (int)pkt->ConnectionID, len); 893d910 < #endif 973d989 < #ifdef CFG_ALLOW_BILLING_USERPKT 977d992 < #endif |
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Some more interesting stuff i dredged up. The following entries are loaded when starting subgame from subgame.ini (i've filled in examples o what i think could go in the entries) |