Admin Detection system

For fulfilled maps that most likely don't work on the latest patch (1.24 or later).

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Darkness568
Member
Posts: 97
Joined: June 18th, 2007, 12:45 am

Admin Detection system

Post by Darkness568 »

Hi. I am trying to make 2 maps that would be great to have a admin detection system where me and my trusted clan members can be a admin with special privileges like custom models and being able to kick someone in a game without going through the voting process.

I used to have a system like this, but the map it was in is now gone and the sites i got it from no longer seems to have it. The way it worked i believe was it was like a set variable admin[1]= (accname) i dont know how to do this and there was a kick system where they could kick no matter what and could not be kicked themselves. Also for the few people in the beginning of my tree tag map you choose what infernal you want and i would like there to be a special blank for a custom model just for admins (not rigged but cool looking model) and to have like a chat system for if your on the ent team like having the code -0001-0003 would activate the model and switch over.

I know its alot of work, but the main thing i would like is to have the admin detection and just the admin custom infernal. I am fairly sure i can use skeds battleship voting system and modify it for the admin and not have the voting process. Thank you and sorry for the large amount of text.
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Syre
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Posts: 506
Joined: November 17th, 2008, 3:49 pm

Re: Admin Detection system

Post by Syre »

Setting up group. Admin_Group is a Player Group. Set name to whatever you want.

Code: Select all

Untitled Trigger 001
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Player Group - Pick every player in (All players matching ((Name of (Matching player)) Equal to Name 1)) and do (Player Group - Add (Picked player) to Admin_Group)
        Player Group - Pick every player in (All players matching ((Name of (Matching player)) Equal to Name 2)) and do (Player Group - Add (Picked player) to Admin_Group)

Changeing units, should be easy enough to follow. Change knight to the different infernal.

Code: Select all

Untitled Trigger 002
    Events
        Player - Player 1 (Red) types a chat message containing -change as An exact match
        Player - Player 2 (Blue) types a chat message containing -change as An exact match
    Conditions
        ((Triggering player) is in Admin_Group) Equal to True
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Triggering player) Equal to Player 1 (Red)
            Then - Actions
                Unit Group - Pick every unit in (Units owned by Player 1 (Red) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Replace (Picked unit) with a Knight using The old unit's relative life and mana)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Triggering player) Equal to Player 2 (Blue)
            Then - Actions
                Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Replace (Picked unit) with a Knight using The old unit's relative life and mana)
            Else - Actions
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Darkness568
Member
Posts: 97
Joined: June 18th, 2007, 12:45 am

Re: Admin Detection system

Post by Darkness568 »

Alright thank you, but how can i use the admin group to be detected in the new infernal trigger so that the people listed in the admin group can only use it.
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Syre
Forum Staff
Posts: 506
Joined: November 17th, 2008, 3:49 pm

Re: Admin Detection system

Post by Syre »

As i showed in the second trigger.

Code: Select all

((Triggering player) is in Admin_Group) Equal to True
The first trigger makes it so if the name of the person is in the game, it adds that person to the Player group "Admin_Group" Then. Simply with the condition above, it checks whether the person is in the group or not. If they arent it wont work, and if the persons in the group it will continue with the trigger and spawn the infernal for him.
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Darkness568
Member
Posts: 97
Joined: June 18th, 2007, 12:45 am

Re: Admin Detection system

Post by Darkness568 »

Oh ok i never really saw that lol. Thank you and i will see if it works in my map properly.

Edit: Seems to be working properly just havnt tested if other players can use it which i am sure they cant. Thank you for your help.