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Setting another users attributes?
How do you do it with NPC server or if it is possible, without NPC server.
ex: I want to set another users name. I would say "setname account 'name to give' " I don't understand how it is possible to do.. if someone can just explain to me how its done and how each command works, that would be great :D The only thing I know how to do is set the attributes of the player actually interacting with the NPC. I don't know how to tell the NPC to do something to someone else :( |
set it w/o the npcs server? you could use server.strings...
like set a string such as.. server.#a_attr //i use #a so it will be unique for all players. and then give it a value like setmp 0 //the space between setmp and 0 is used for tokenizing then tokenize #a(server.#a_attr); in a weapon that the person that you wanna change has (such as maybe a system weapon) and then change his stuff accordingly. he would check for a server.#a_attr string to be set for him to change his attributes and you could make the weapon he has do what you want. tokenizing the string would give you 2 tokens #t(0) = setmp #t(1) = 0 you would read token 1 to see what you want to do (in this case, set mp) so if(strequals(#t(0),setmp)) { yourcode; delete the server string; //bc if you dont he gets more mp over and over } within your code for setting mp you could use the value of #t(1) to set his mp. |
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Kinda sad that I haven't posted here for 3-5 days and thats the first thing I think to post...*dissappointed in self* |
I still don't get what part of that is telling the NPC to set someone elses attributes. I would think that it would have some sort of command saying what account it sets it to. :(
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The whole point is getting data from one client to another. It first gotes through the server (hence, i used server strings) then it is read by the other client. What is ther to get? Everyone in their system NPC has a code to read their server string and do what it says..
when it reads the server string it will do commands like setmp strtofloat(#t(1)); setplayerprop #C0,#t(1); etc. |
BTW, that 'setname' is not a good example. #n is a read-only attribute, so it wouldn't work on a non-NPCServed server.
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He wanted to know how to pass stuff from one client to another WITH the npc server, aka Admin NPC. You do it using with(getplayer(account))
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hmmm
The only thing wrong with that, is it would create a TON of server strings. It would be easier to do something like.....
setstring server.editplayer,#a,atribute,color/feature/value; so if (playerchats&&startswith(setplayer,#c)) { // First account // Second what youre editing // value // setplayer mikepg coat blue tokenize #c; setstring server.editplayer,#t(1),#t(2),#t(3); } in the client's system you'd want to have a timeout or some other action that reads in those variables constantly, checking to see if it's their account, and what features to change. |
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