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Messages - Elmo loves cookies

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46
TNet 3 Support / Tnet 3.0 about AntiCheating?
« on: June 17, 2016, 12:18:45 AM »
How can I protect the float (or int) values - against the change them through RAM editor(like a programm: http://www.cheatengine.org/)?
What the best way for protect this? ::)

or best - automatically add to Ban list by "deviceUniqueIdentifier" if the values have changed in a short time on a large range, it is possible?

47
TNet 3 Support / Re: Tnet 3.0 How work [RFC] for specific player?
« on: June 06, 2016, 11:51:40 PM »
I send to otherTNO:
  1. tno.Send("Kill", otherTNO.owner);

RFC body:
  1. [RFC]
  2.     void Kill()
  3.     {
  4.         // I Need DESTROY THIS OBJECT, How I can do this? If I write here "tno.DestroySelf();" - Sender will destroy, BUT I NEED destroy other player.
  5.         // You gave me the answer before, destroy by this from sender: otherTNO.DestroySelf(); - but I Need use coroutine on other player before destroy.
  6.        
  7.         GameController.instance.ChangeTo(GameController.instance.RespawnPanel);
  8.     }

48
THANKS!!! FANTASTIC!!!

49
How send a version string to the server as a custom packet on join?
what I should change in "TNServer.sln"?

50
TNet 3 Support / Tnet 3.0 Server on Linux
« on: June 02, 2016, 04:43:03 PM »
For using Linux, you need this 2 programs: putty(like a terminal for manipulations with your VPS), WinSCP(like a totalCommander for downloading/uploading files in your vps).

1: install Mono by this: http://www.mono-project.com/docs/getting-started/install/linux/#debian-ubuntu-and-derivatives
2: You need rebuild "TNServer.sln" for Framework 4.6



3: on vps instal screen, command: sudo apt-get install screen
4: run server: screen -dmS TNet mono /root/TNServer/TNServer.exe

Thats all!!!

51
TNet 3 Support / Tnet 3.0 How to make build "TNServer.exe" personal?
« on: June 01, 2016, 11:36:15 PM »
what I should to do for control connection to my "TNServer.exe"? - in future, after update My game, I wish to previous versions of the game can not connect to the "TNServer.exe"

52
TNet 3 Support / Re: Tnet 3.0 sync ScoreBoard
« on: May 31, 2016, 06:35:59 PM »
I can send only for Host, ( for All.Saved and others.Saved - not work )

I send like that:

  1. tno.Send("ChangeList", Target.Host, TNManager.playerName, "deaths");

  1. [RFC]
  2.     protected void ChangeList(string playerNameChanger, string category)
  3.     {
  4.         mScoreManager.ChangeScore(playerNameChanger, category, 1);
  5.     }

this for function:
  1. public void ChangeScore(string username, string scoreType, int amount) {
  2.                 Init ();
  3.                 int currScore = GetScore(username, scoreType);
  4.                 SetScore(username, scoreType, currScore + amount);
  5.         }

thats work on local, But I cant sync list with others player;( Help please...

53
TNet 3 Support / Tnet 3.0 sync ScoreBoard
« on: May 31, 2016, 06:15:19 PM »
How I can Sync with Tnet3.0 this ScoreBoard, code is:

  1. Dictionary< string, Dictionary<string, int> > playerScores;
  2.  
  3. //Setting value in scoreBoard like this:
  4.  
  5. public void SetScore(string username, string scoreType, int value) {
  6.                 Init ();
  7.  
  8.                 changeCounter++;
  9.  
  10.                 if(playerScores.ContainsKey(username) == false) {
  11.                         playerScores[username] = new Dictionary<string, int>();
  12.                 }
  13.  
  14.                 playerScores[username][scoreType] = value;
  15.         }
  16.  
  17. //Getting value from scoreBoard like this:
  18.  
  19. public int GetScore(string username, string scoreType) {
  20.                 Init ();
  21.  
  22.                 if(playerScores.ContainsKey(username) == false) {
  23.                         // We have no score record at all for this username
  24.                         return 0;
  25.                 }
  26.  
  27.                 if(playerScores[username].ContainsKey(scoreType) == false) {
  28.                         return 0;
  29.                 }
  30.  
  31.                 return playerScores[username][scoreType];
  32.         }
  33.  
  34.  

Its work localy perfect, But How I can send it through [RFC]? or how it easy realize scoreBoard in multiplayer?

54
TNet 3 Support / Re: Tnet 3.0 How work [RFC] for specific player?
« on: May 29, 2016, 08:35:05 PM »
just I cant use otherTNO.DestroySelf(); because there is some statistics value(kill/death)

if I use
  1. tno.Send("Kill", otherTNO.owner);
I send from my "TNObject.tno" -> to other "otherTNO.owner" command "Kill"
what I should write in [RFC] Kill?
like this?

  1. [RFC]
  2.     protected void Kill()
  3.     {
  4.         if (tno.isMine)
  5.         {
  6.             tno.DestroySelf();
  7.             GameController.instance.Death++;
  8.             GameController.instance.ChangeTo(GameController.instance.RespawnPanel);
  9.         }
  10.     }

But that`s don`t work, How I can call some command on specific "otherTNO.owner"? write example please:)

55
TNet 3 Support / Re: Tnet 3.0 How work [RFC] for specific player?
« on: May 28, 2016, 07:03:15 AM »
thats work like that:

  1. void OnTriggerEnter2D(Collider2D mOther)
  2.     {
  3.         if (tno.isMine)
  4.         {
  5.             if (mOther.tag == "Player")
  6.             {
  7.                 TNObject otherTNO = mOther.GetComponentInParent<TNObject>();
  8.                 if (otherTNO == null)
  9.                     return;
  10.  
  11.                 otherTNO.Send("Kill", Target.All);
  12.             }
  13.         }
  14.            
  15.     }

  1. [RFC]
  2.     protected void Kill()
  3.     {
  4.        
  5.         tno.DestroySelf();
  6.        
  7.     }

correctly it is, or this can give me some bugs in future?

56
TNet 3 Support / Re: Tnet 3.0 How work [RFC] for specific player?
« on: May 28, 2016, 05:52:22 AM »
hm, thats dont work:(

  1. void OnTriggerEnter2D(Collider2D mOther)
  2.     {
  3.         if (tno.isMine)
  4.         {
  5.             if (mOther.tag == "Player")
  6.             {
  7.                 TNObject otherTNO = mOther.GetComponent<TNObject>();
  8.                 if (otherTNO == null)
  9.                     return;
  10.  
  11.                 tno.Send("Kill", otherTNO.owner);
  12.             }
  13.         }
  14.        
  15.     }

  1. [RFC]
  2.     public void Kill()
  3.     {
  4.         tno.DestroySelf();
  5.     }

That`s Destroy Player who send RFC, but I need Destroy other Player in Trigger

57
TNet 3 Support / Tnet 3.0 How work [RFC] for specific player?
« on: May 27, 2016, 01:32:19 PM »
I don`t understand how its work, I write like this:

  1. void OnTriggerEnter2D(Collider2D mOther)
  2.     {
  3.         if (tno.isMine)
  4.         {
  5.             if (mOther.tag == "Player")
  6.             {
  7.                 TNObject otherTNO = mOther.GetComponent<TNObject>();
  8.                 Debug.Log("HisID: " + otherTNO.ownerID); //thats work fine!!!
  9.                 if (otherTNO == null)
  10.                     return;
  11.  
  12.                 tno.Send("Kill", Target.All, otherTNO.ownerID);
  13.             }
  14.         }
  15.        
  16.     }

There [RFC] function:

  1. [RFC]
  2.     public void Kill(int id)
  3.     {
  4.         Debug.Log(id + "andMyID: " + tno.ownerID);
  5.         if (id == tno.ownerID)
  6.         {
  7.             // THATS ALL DONT WORK, but "tno.ownerID" and "id" - is right!!!
  8.             Debug.Log("killing me");
  9.             GameController.instance.Death++;
  10.             tno.DestroySelf();
  11.         }
  12.     }

please help:)

58
TNet 3 Support / Tnet 3.0 sort list of TNManager.players
« on: May 26, 2016, 01:24:46 PM »
How (cheaply for mobile) sort leader in the list of Players by specific argument(kills and death)?
Where to store data on the player - in the TNManager.playerData or in some private variable?

59
TNet 3 Support / Tnet 3.0 send to other player [RFC]
« on: May 25, 2016, 08:23:31 AM »
How can I send [RFC] to specific player(who in my Trigger, or rayCast detected)?

60
TNet 3 Support / Tnet 3.0 Network Lobby
« on: May 16, 2016, 12:34:01 PM »
How I can send from "host"(first in channel) to all clients in the channel - start game(load specific level)?
I think what I should use [RFC], but how I can take all clients in this channel for sending it to them?

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