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Nutty_101

Find the client an object is local to?

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Is there any way to see what client the object is local on? Curious if we can use it as another method to locate who creates units/vehicles.

Oh yeah, from the server not the clients.

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Is there any way to see what client the object is local on? Curious if we can use it as another method to locate who creates units/vehicles.

Oh yeah, from the server not the clients.

Example: (_veh = the vehicle you want to check)

_veh setVehicleInit "if(local this)then{TST_UNITLOCAL=player;publicVariable 'TST_UNITLOCAL'};";

processInitCommands;

the above is a very simple example, it can be worked out to test multiple objects and return multiple values etc.

Possible Issues:

[*] Vehicles are usually local to the server until someone drives it, at that moment the vehicle is local to that driver... In this case a test on the vehicle kinda produces a false alarm, as the player is just driving the vehicle and did not create it by himself smile_o.gif

[*] AI-Units are local to their leader, so if there is a human leader, the AI-Units will be local to him, and again a false alarm smile_o.gif

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From an anti-cheat perspective this could be extremely interesting.

The question here is, what happens when a hacker places an object or unit in a mission? For example the known hack with armed civilians destroying everything. If they are not created in the hacker's group, will they still be local to him or will they become local to the server?

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From an anti-cheat perspective this could be extremely interesting.

The question here is, what happens when a hacker places an object or unit in a mission? For example the known hack with armed civilians destroying everything. If they are not created in the hacker's group, will they still be local to him or will they become local to the server?

Must be tested.. If I am not mistaken, a unit (opposed to Vehicle) created from a clientmachine will remain local to him until he disconnects. But this I haven't checked in a long time so I could be wrong.

Easy to test though smile_o.gif

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I guess ill play with it tonight to see. On my missions i have all the vehicles and non player units setup in an array on the server. So if there are any new ones i can detect them but the problem is I wana know who made the suckers. Laugh.

The init command wouldn't be to back with the exception of having to pubvar everything back. For a map with massive amounts of ai or placed objects this might induce lag.

hummm...

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I guess ill play with it tonight to see. On my missions i have all the vehicles and non player units setup in an array on the server. So if there are any new ones i can detect them but the problem is I wana know who made the suckers. Laugh.

The init command wouldn't be to back with the exception of having to pubvar everything back. For a map with massive amounts of ai or placed objects this might induce lag.

hummm...

Any luck with the testing?

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The init command wouldn't be to back with the exception of having to pubvar everything back. For a map with massive amounts of ai or placed objects this might induce lag.

hummm...

Ehrr, if you have an array on the server with all the units you created then you simply got to substract that array from the current units arrays (taken from a dynamicly created trigger) and only do vehicle inits on the ones that are "extra".

I would suggest you to look into 6thSense.eu "Pack1", mainly the SIX_Misc. It contains the latest version of the 6thSense.eu Network Services Lite, with a new function to send data over the network, even making it possible to have it on the server while not having it on the clients. The new function i'm talking about is six_fNetTx.

Might come handy for streamlining ur communications.

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