
09-14-2005, 03:52 PM
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Registered User
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Join Date: May 2001
Location: US of A State of VA
Posts: 658
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Just an idea, delete my post if you don't like it, but you could possibly record the players x/y and level in a database npc every so often in intervals (5 seconds possibly) this information can be used for a multitude of things later. And upon the resaving of information check the new player x/y and if level's are same then you could possibly check the distance travled compared to a maximum value ?
You could possibly even run a seperate client script using timevar2 and a serverr.variable to determine if the player is running over his or her speed limit, (reporting to rc if so) this in conjunction with the above and the allready built in (but not too effecient we allready use it) check maybe that will solve the problem for the most part?
Prior Flame:
- Yes I know the clientside check could be hacked / disabled, but if they miss it or disable it incorrectly they will have allready been reported. And thats why you would have multiple checks to catch the culprit either way. |
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