Quote:
Originally Posted by xXziroXx
Don't blame the new system for that, blame the scripters of those servers for not using player.communityname instead of player.account.
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Yet the scripters have to account for tons of new things. A lot of times, players will have a community name of '0' or null, which means that a lot of commands on servers can't simply be changed (e.g. on Era, Events Team members can say :gather <acc> or say :gather and click someone; saying :gather then clicking gathers anyone with a glitched community name of '0'). Plus, when displaying, you have to check if the player has a pc:##### account (trial), because community name just says 'guest', which makes them impossible to identify, especially in profiles (for example, staff trying to ban someone would have to look them up in RC, which becomes difficult when they are in a GMAP (for example) and have a name like 'unknown'.
You've also got to store two separate arrays for, like you said, in the business flags. One for accounts (if the player's community name changes, which is more than possible), and one for community names (so people can see the "friendly" name). The same checks apply here (for the null community name, PCIDs, etc).
It's so much extra work for scripters than it should be. Trial accounts should simply be pruned after a time period of inactivity.
Quote:
Originally Posted by LoneAngelIbesu
"player.communityname" takes too long to type. I'm not joking, either.
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Agreed. The way this was implemented was horrible. findPlayerByCommunityName()? Seriously?