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 Post subject: [Add-On] Admin Panel
PostPosted: Wed Jul 22, 2009 7:06 pm 
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Download This File And Extract it to

Client\Src

Then Add It To Your Source

Go To FrmMirage
and Under
Private Sub Form_KeyUp(KeyCode As Integer, Shift As Integer)
add
Code:
        Case vbKeyF12
            If GetPlayerAccess(MyIndex) > 1 Then
                frmAdmin.Visible = True
            End If



Your Admin Menu Will Now Open Under F12

This is what the Admin Menu Looks Like
Image
Image


Attachments:
frmAdmin.zip [1.25 KiB]
Downloaded 652 times

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Last edited by Doomy on Wed Jul 22, 2009 7:20 pm, edited 2 times in total.
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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Wed Jul 22, 2009 7:13 pm 
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looks good just don't forget to make sure to check if they are 2 access or higher to access the panel.

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Wed Jul 22, 2009 7:18 pm 
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lol whoops
not sure but i think what i did will work

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Wed Jul 22, 2009 7:26 pm 
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Heh, nice.

Just to screw around, I programmed an Admin Panel that uses only input boxes. ;D

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Wed Jul 22, 2009 7:27 pm 
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Nean wrote:
Heh, nice.

Just to screw around, I programmed an Admin Panel that uses only input boxes. ;D

lol
i would like to see that in a engine lol

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Fri Jul 24, 2009 6:24 pm 
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You only check access client-side. It'd mean players would be able to enter the menu, but of course not be able to actually "do" something because the options are protected (I hope). But an admin panel shouldn't be included in a player .exe anyway.


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Fri Jul 24, 2009 9:52 pm 
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Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client..

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sat Jul 25, 2009 12:45 am 
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Joost wrote:
You only check access client-side. It'd mean players would be able to enter the menu, but of course not be able to actually "do" something because the options are protected (I hope). But an admin panel shouldn't be included in a player .exe anyway.

ya it is blocked, it really is just sending a message to the server like the chat box, and if that is blocked then this should be.

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sat Jul 25, 2009 9:11 am 
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Labmonkey wrote:
Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client..

Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sun Jul 26, 2009 4:03 am 
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Joost wrote:
Labmonkey wrote:
Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client..

Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.


QFT. In one of my edits I tried to reduce forms and components by combining editors into one form, and all the main menus. On the Menu form I used control arrays, which I've been told is better than bazillions of individual controls.


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sun Jul 26, 2009 4:06 am 
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James wrote:
Joost wrote:
Labmonkey wrote:
Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client..

Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.


QFT. In one of my edits I tried to reduce forms and components by combining editors into one form, and all the main menus. On the Menu form I used control arrays, which I've been told is better than bazillions of individual controls.


Control arrays don't exist. They're a figment of Microsoft's imagination.

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sun Jul 26, 2009 7:47 am 
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Code:
Dim C() as Control


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Mon Jul 27, 2009 9:36 am 
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James wrote:
Joost wrote:
Labmonkey wrote:
Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client..

Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.


QFT. In one of my edits I tried to reduce forms and components by combining editors into one form, and all the main menus. On the Menu form I used control arrays, which I've been told is better than bazillions of individual controls.

Been there, done that. I was the first one to only use one component server-side, removing all timers, with Atty, my pr0 friend.


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Mon Jul 27, 2009 11:12 am 
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Joost wrote:
James wrote:
Joost wrote:
Labmonkey wrote:
Joost making seperate exes is great when your making a big game and you have lots of admin only stuff and it will save lots of space, but for small mirage games its not a noticeable difference, and is kind of an inconvience to devving if you have to give all mods a separate client..

Forms are evil. Components are evil. Don't use them when you don't need them. Over half the forms in ES were admin-related stuff, fucking waste of space.


QFT. In one of my edits I tried to reduce forms and components by combining editors into one form, and all the main menus. On the Menu form I used control arrays, which I've been told is better than bazillions of individual controls.

Been there, done that. I was the first one to only use one component server-side, removing all timers, with Atty, my pr0 friend.


Pfft. Forms are for newbs. (y)

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sun Aug 09, 2009 2:05 pm 
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You should have the server do the access check and the client open the panel if the server check has passed.


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sun Aug 09, 2009 4:49 pm 
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ShadowMaster wrote:
You should have the server do the access check and the client open the panel if the server check has passed.

the server already does that.

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Mon Aug 10, 2009 1:11 am 
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lul at Joost being the first to use one component in a server everzzzzz.

I was the first to use no contorls then cause im l337. Use windows to generate a console window, poll said window. Use a timer class instead of timers. It doesn't really matter in VB, it is all slow (death to VB!)

Joost is right saying have a little as possible though, it may save you something (if possible at all). I advise to try to live with 1 or two forms like essense or eyns and such. If you know how to, I would even suggest using DX for all of it. Forms add a good amount of bulk to executable files for some reason.

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Mon Aug 10, 2009 1:22 am 
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lol programming it in dx should be really hard.

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sat Sep 19, 2009 1:39 am 
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This worked fine on MS4, thanks!


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Sat Sep 19, 2009 4:14 am 
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Lithium00 wrote:
This worked fine on MS4, thanks!


No problem, don't forget to rate it.

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Tue Oct 20, 2009 9:59 am 
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I found a bug.
You typed /warp in the warp button, while it should be /warpto.


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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Tue Oct 20, 2009 7:28 pm 
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anasky wrote:
I found a bug.
You typed /warp in the warp button, while it should be /warpto.


k thx ill fix it later

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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Wed Dec 01, 2021 9:14 am 
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 Post subject: Re: [Add-On] Admin Panel
PostPosted: Thu Jan 06, 2022 9:44 pm 
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 Post subject: Re: [Add-On] Admin Panel
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