[bf1942] api - adminmod

Sebastian Kleye sebastian.kleye at web.de
Mon Mar 31 14:09:44 EST 2003


yes, sorry...my fault :)

----- Original Message -----
From: "Noplay" <james4-bond at laposte.net>
To: <bf1942 at icculus.org>
Sent: Monday, March 31, 2003 8:57 PM
Subject: Re: [bf1942] api - adminmod


> No ogc use not api of HL, he catch call client.dll<->hl.exe
>
> Only the serv parts need have an api
>
> ----- Original Message -----
> From: "Sebastian Kleye" <sebastian.kleye at web.de>
> To: <bf1942 at icculus.org>
> Sent: Monday, March 31, 2003 8:07 PM
> Subject: Re: [bf1942] api - adminmod
>
>
> > I think thats not a good idea...this kind of API opens the door for
> ogc-like
> > cheat plugins, maybe. Ingame kick-/mapvoting via GUI would be a good
> > suggestion for any of the the next bf patches.
> >
> > -Seb.
> >
> > ----- Original Message -----
> > From: "Tóth Attila" <attes at fcsk.hu>
> > To: <bf1942 at icculus.org>
> > Sent: Monday, March 31, 2003 7:25 PM
> > Subject: [bf1942] api - adminmod
> >
> >
> > > > I'd love try to develop a tool like the famous adminmod for
> Battlefield.
> > > > But without an api that is between players and server there is no
way
> > > > for such a tool.
> > >
> > > There would be a huge need for that. Mapvote and onscreen statistics
> > (after
> > > you die) would be really fancy as well.
> > >
> > >
> >
>




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