Full Version : Staff control
xmlspawner >>XMLPoints Discussion >>Staff control


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Messiah- 01-05-2006
Is it possible to quickly change xmlpoints from player controlled to staff controlled?
Is it possible to set starting and ending points for teams in team match?
And, I think, it would be great to randomize each player position within arena region (if set) in solo matches (deathmatch, etc.).
And to quickly (dis)allow using certain spells, weapons or armor.

P.S. If I want, I can make this by myself, these are just suggestions. Maybe some of them are already in this system, but it is just interesting for me.

Sorry for any mistakes, if any...

ArteGordon- 01-05-2006
yeah, control over starting and ending positions is on the list of things to do.
Also, being able to disable spells, etc. by having regions settings that can be set by the game is on the list.

You can easily change access to the games from player to staff only by changing the accesslevels on the commands in xmlpoints.cs

QUOTE

  Server.Commands.Register( "PointsLanguage", AccessLevel.Player, new CommandEventHandler( Language_OnCommand ) );
  Server.Commands.Register( "Challenge", AccessLevel.Player, new CommandEventHandler( Challenge_OnCommand ) );
  Server.Commands.Register( "LMSChallenge", AccessLevel.Player, new CommandEventHandler( LMSChallenge_OnCommand ) );
  Server.Commands.Register( "TeamLMSChallenge", AccessLevel.Player, new CommandEventHandler( TeamLMSChallenge_OnCommand ) );
  Server.Commands.Register( "Deathmatch", AccessLevel.Player, new CommandEventHandler( Deathmatch_OnCommand ) );
  Server.Commands.Register( "TeamDeathmatch", AccessLevel.Player, new CommandEventHandler( TeamDeathmatch_OnCommand ) );
  Server.Commands.Register( "DeathBall", AccessLevel.Player, new CommandEventHandler( DeathBall_OnCommand ) );
  Server.Commands.Register( "KingOfTheHill", AccessLevel.Player, new CommandEventHandler( KingOfTheHill_OnCommand ) );
  Server.Commands.Register( "TeamDeathBall", AccessLevel.Player, new CommandEventHandler( TeamDeathBall_OnCommand ) );
  Server.Commands.Register( "TeamKotH", AccessLevel.Player, new CommandEventHandler( TeamKotH_OnCommand ) );
  Server.Commands.Register( "CTFChallenge", AccessLevel.Player, new CommandEventHandler( CTFChallenge_OnCommand ) );
  Server.Commands.Register( "SystemBroadcastKills", AccessLevel.GameMaster, new CommandEventHandler( SystemBroadcastKills_OnCommand ) );
  Server.Commands.Register( "SeeKills", AccessLevel.Player, new CommandEventHandler( SeeKills_OnCommand ) );
  Server.Commands.Register( "BroadcastKills", AccessLevel.Player, new CommandEventHandler( BroadcastKills_OnCommand ) );
  Server.Commands.Register( "CheckPoints", AccessLevel.Player, new CommandEventHandler( CheckPoints_OnCommand ) );
  Server.Commands.Register( "TopPlayers", AccessLevel.Player, new CommandEventHandler( TopPlayers_OnCommand ) );
  Server.Commands.Register( "AddAllPoints", AccessLevel.Administrator, new CommandEventHandler( AddAllPoints_OnCommand ) );
  Server.Commands.Register( "RemoveAllPoints", AccessLevel.Administrator, new CommandEventHandler( RemoveAllPoints_OnCommand ) );
  Server.Commands.Register( "LeaderboardSave", AccessLevel.Administrator, new CommandEventHandler( LeaderboardSave_OnCommand ) );


and then either commenting out, or adding an accesslevel check to the buttons in the points gump in xmlpoints.cs

QUOTE


                   if (from.AccessLevel >= AccessLevel.GameMaster)
                   {

                       // add the last man standing challenge button
                       AddLabel(x2 + 30, 190, 55, a.Text(200230));   // "LMS"
                       AddButton(x2, 190, 0xFAB, 0xFAD, 401, GumpButtonType.Reply, 0);

                       // add the deathmatch challenge button
                       AddLabel(x3 + 30, 190, 55, a.Text(200231));  // "Deathmatch"
                       AddButton(x3, 190, 0xFAB, 0xFAD, 403, GumpButtonType.Reply, 0);

                       // add the kingofthehill challenge button
                       AddLabel(x1 + 30, 215, 55, a.Text(200232));  // "KotH"
                       AddButton(x1, 215, 0xFAB, 0xFAD, 404, GumpButtonType.Reply, 0);

                       // add the deathball challenge button
                       AddLabel(x2 + 30, 215, 55, a.Text(200233));  // "DeathBall"
                       AddButton(x2, 215, 0xFAB, 0xFAD, 405, GumpButtonType.Reply, 0);

                       // add the teamlms challenge button
                       AddLabel(x3 + 30, 215, 55, a.Text(200234));  // "Team LMS"
                       AddButton(x3, 215, 0xFAB, 0xFAD, 406, GumpButtonType.Reply, 0);

                       // add the team deathmatch challenge button
                       AddLabel(x1 + 30, 240, 55, a.Text(200235));   // "Team DMatch"
                       AddButton(x1, 240, 0xFAB, 0xFAD, 407, GumpButtonType.Reply, 0);

                       // add the team deathball challenge button
                       AddLabel(x2 + 30, 240, 55, a.Text(200236));  // "Team DBall"
                       AddButton(x2, 240, 0xFAB, 0xFAD, 408, GumpButtonType.Reply, 0);

                       // add the team KotH challenge button
                       AddLabel(x3 + 30, 240, 55, a.Text(200237));  // "Team KotH"
                       AddButton(x3, 240, 0xFAB, 0xFAD, 409, GumpButtonType.Reply, 0);

                       // add the CTF challenge button
                       AddLabel(x1 + 30, 265, 55, a.Text(200238));  // "CTF"
                       AddButton(x1, 265, 0xFAB, 0xFAD, 410, GumpButtonType.Reply, 0);
                   }

godfood- 01-05-2006
QUOTE (ArteGordon @ Jan 5 2006, 02:48 PM)
yeah, control over starting and ending positions is on the list of things to do.
Also, being able to disable spells, etc. by having regions settings that can be set by the game is on the list.

You can easily change access to the games from player to staff only by changing the accesslevels on the commands in xmlpoints.cs

You still planning on doing your version of a region controller? (can't wait for that btw biggrin.gif)

ArteGordon- 01-05-2006
yep. In fact, the points system will just take advantage of the ability to set the properties on the region on the fly just like anything else would (e.g. a spawner) in order to control things like spell, potion use, etc.

godfood- 01-05-2006
biggrin.gif I know you're busy fixing your computer right now, But do you have a random guess as to how long we'll be waiting for your region controller? (a month?, 6 months?). Seeing as you use your free time to create all these systems I understand it's hard to say when you'll have the time to create it, or even have any motivation to, I'm just anxious that's all smile.gif

ArteGordon- 01-05-2006
yeah, hard to say. Things will be busy for the next 2 months so I'm not sure if I will have anything before then, but it's possible.

Actually setting up the basic region control is easy. It's the gumps that are a pain.

What I might do is to make an initial release of the basic system with minimal gumps, but with full spawner control, and then add the user-friendly gumps later.

godfood- 01-05-2006
I could go for that, Maybe I could use that as an opportunity to learn how to write gumps. smile.gif

ArteGordon- 01-05-2006
hehe. I really dont like doing gumps.

Messiah- 01-06-2006
QUOTE (ArteGordon @ Jan 5 2006, 08:48 PM)
You can easily change access to the games from player to staff only by changing the accesslevels on the commands in xmlpoints.cs

I knew that I can do this way, but I thought, that maybe there is some sort of "1 variable control". It would be a sound idea to make 1 variable control of AccessLevel. You can include that in your next release, if you want...

ArteGordon- 01-06-2006
QUOTE (Messiah @ Jan 6 2006, 08:57 AM)
QUOTE (ArteGordon @ Jan 5 2006, 08:48 PM)
You can easily change access to the games from player to staff only by changing the accesslevels on the commands in xmlpoints.cs

I knew that I can do this way, but I thought, that maybe there is some sort of "1 variable control". It would be a sound idea to make 1 variable control of AccessLevel. You can include that in your next release, if you want...

yeah, good idea.

Galfaroth- 01-29-2006
QUOTE (Messiah @ Jan 5 2006, 08:18 PM)
Is it possible to set starting and ending points for teams in team match?
And, I think, it would be great to randomize each player position within arena region (if set) in solo matches (deathmatch, etc.).

You didn't answer to those two questions... I think you could make an Event system like Zippy's one where GM's can customize everything (flag points, score, autoteamjoin) and after winning, the winner team can get award (maybe GM can target bag with items, and everyone from winner team recive things from reward bag). There should be also resource stone which gives you weapon armor etc. And StartGate(you can pass without everything and it teleports you to the Island of War) and QuitGate(it removes everything from you and gives you reward if your team won).

Here is Zippy's script: http://www.runuo.com/forums/showthread.php?t=40125

ArteGordon- 01-29-2006
while these can be run by a GM, they are really designed to be run by players. You might want to check out Milts auto tournament system for a more GM-oriented system.

The game scripts can certainly be configured to start players anywhere that you like, but there is no configuration setting for that on the default game gumps.