Torque Admin System
by Daniel Neilsen · in Torque Game Engine · 02/21/2002 (9:36 pm) · 12 replies
This is a topic I am going to put out there for general discussion.
I have semi-completed an admin system for torque that features individual client admin privlidges and a server side menu config.
It includes:
Mission Changing
Kicking
Banning
SinBin (Lock a player in observer mode and mute them)
Personal Muting
Global Muting
Team changing
4 Team support
Tourmanent Mode
Free for all Mode
Vote System
Client specific access levels.
Now....
My question is, once I have fully tested this, is there sufficient interest for me to post it as a resource?
Its a big job and I am not goign to do it without sufficient interest
I have semi-completed an admin system for torque that features individual client admin privlidges and a server side menu config.
It includes:
Mission Changing
Kicking
Banning
SinBin (Lock a player in observer mode and mute them)
Personal Muting
Global Muting
Team changing
4 Team support
Tourmanent Mode
Free for all Mode
Vote System
Client specific access levels.
Now....
My question is, once I have fully tested this, is there sufficient interest for me to post it as a resource?
Its a big job and I am not goign to do it without sufficient interest
About the author
#2
02/22/2002 (2:10 am)
i would love to see this as a ressource. this would be great.
#3
02/22/2002 (3:24 am)
I would be interested In taking a look at this, I have a basic admin system, but is always interesting and helpful to see how someone else did it.
#5
-Ron
02/22/2002 (5:09 am)
I am sure you know my interest from the merid of rookie posts i have been making. I would love to look at it as a reference/learning tool. I am sure other "rookies" that come along that have absolutly no exp with the engine/scripting language (such as myself) would be ever so greatful for such a resource!-Ron
#6
02/22/2002 (6:58 am)
Absolutely!
#7
02/22/2002 (8:19 am)
It would make an excellent resource. It will save a lot of people a lot of time, that's what this community is all about.
#8
02/23/2002 (1:49 am)
It would be an awsome addition to add to the resources.
#9
I would say it would look very good in the resources :)
as I would add it to Our project here ..
and possibly maybe GG would concur if it is of quality
02/23/2002 (8:38 am)
Judging by the immensive support you are providing ..I would say it would look very good in the resources :)
as I would add it to Our project here ..
and possibly maybe GG would concur if it is of quality
#10
Because of this it may take alittle while before it is availble as a resource cause I would not feel right about putting somethign up until it had been fully tested.
But it will be coming :)
02/24/2002 (12:07 pm)
The biggest problem is not the difficulty to code (I ahve coded several other admin mods before) but simply the lack of ability to test it with players.Because of this it may take alittle while before it is availble as a resource cause I would not feel right about putting somethign up until it had been fully tested.
But it will be coming :)
#11
The admin menu system currently works like this.
Basically, you have the menu name, the item number, the item option number, the text, the prerequisites and the command.
In the above example if "!$Server::Tournament && %client.testAdmin(FFAForceMissionChange)" is true then item option 1 is displayed. If it is not true then it tests the prerequisites of item option 2.
You can VERY easily alter this menu to add or remove options and not a thing has to be altered client side! :)
I have run into a few problems though. Not with the admin mod, it is working fine, but with how I am going to do it as a resource.
The problem arises from the fact that an admin mod has to have little sections in many parts of code. For example, you want your players to be able to mute other players, so it integrates into the messaging system. Sinbin locks "bad" players in observer mode and prevents them from changing out of it for x time, so it has to integrate into your observer mode code.
Another example is something as simple as changing a players team. I know what my games team change functions are called but what are yours?
So now I need to ask the obvious question. How would you guys like to see it as a resource?
1) A raw but working server side admin menu with client integration (you can click on client name to do things to that client) that you guys could build all your own admin stuff with
OR
2) A full admin system that will be a real headache to integrate into your game. It will work well, but it will not be easy to build it in due to its complexity.
For an idea as to what I am including in this mod, you should have a look at the bwadmin 5 site manual for Tribes 1 (which I wrote) http://mods.tribalwar.com/wizard/bwadmin/
02/24/2002 (8:56 pm)
ok guys, The admin menu system currently works like this.
%this.addAdminMenuItem("Main", 1, 1, "Change Mission", "$Server::Tournament && %client.testAdmin(TournamentForceMissionChange)", "AdminMenu.ListMenuData(%client, MissionType);");
%this.addAdminMenuItem("Main", 1, 2, "Change Mission", "!$Server::Tournament && %client.testAdmin(FFAForceMissionChange)", "AdminMenu.ListMenuData(%client, MissionType);");
%this.addAdminMenuItem("Main", 1, 3, "Vote to Change Mission", "$Server::Tournament && %client.testAdmin(TournamentVoteMissionChange)", "AdminMenu.ListMenuData(%client, MissionType);");
%this.addAdminMenuItem("Main", 1, 4, "Vote to Change Mission", "!$Server::Tournament && %client.testAdmin(FFAVoteMissionChange)", "AdminMenu.ListMenuData(%client, MissionType);");Basically, you have the menu name, the item number, the item option number, the text, the prerequisites and the command.
In the above example if "!$Server::Tournament && %client.testAdmin(FFAForceMissionChange)" is true then item option 1 is displayed. If it is not true then it tests the prerequisites of item option 2.
You can VERY easily alter this menu to add or remove options and not a thing has to be altered client side! :)
I have run into a few problems though. Not with the admin mod, it is working fine, but with how I am going to do it as a resource.
The problem arises from the fact that an admin mod has to have little sections in many parts of code. For example, you want your players to be able to mute other players, so it integrates into the messaging system. Sinbin locks "bad" players in observer mode and prevents them from changing out of it for x time, so it has to integrate into your observer mode code.
Another example is something as simple as changing a players team. I know what my games team change functions are called but what are yours?
So now I need to ask the obvious question. How would you guys like to see it as a resource?
1) A raw but working server side admin menu with client integration (you can click on client name to do things to that client) that you guys could build all your own admin stuff with
OR
2) A full admin system that will be a real headache to integrate into your game. It will work well, but it will not be easy to build it in due to its complexity.
For an idea as to what I am including in this mod, you should have a look at the bwadmin 5 site manual for Tribes 1 (which I wrote) http://mods.tribalwar.com/wizard/bwadmin/
#12
02/26/2002 (7:02 pm)
Very cool stuff. I can't wait to mess around with it!
Torque Owner Ace
but ya ithink some of those features are a must for online play,,or else ya will always have them snot noesd brats that will try to ruin the game for every one