Tonka Trucks
Well-known member
- Joined
- Apr 27, 2006
- RedCents
- 20¢
After considering everything I've posted and after a nice drive to think, I've wondered if it was possible for an addition in both the /warp and /zone plugins to have a GMCheck before the commands are allowed to continue to function. Even though this *could* create a headache to some degree from preventing a player from using these commands with a GM in the zone, it would still be a fail-safe check to make MQ's active hacks a little more passive, per se.
For the /warp, it would just be a simple :gmcheck (if GM then end). (Fail-safe for the idiots who can't put a GMCheck in their HUD).
For the /zone, it would have to be something where you were stationary in a zone long enough to collect the information from the client and check against a GM being present. Pretty much a pause after moving to next zone after zoning and then :gmcheck (if GM then end).
I know enough about C# to interpret it, but not enough to go writing or re-writing a macro or plugin. Forgive my crude attempt to write C# in this post too.
Simple suggestion that would put MQ users a bit deeper under the GM radar.
-TurkReno
<-- Like my suggestion? Pass along the Red Cent!
For the /warp, it would just be a simple :gmcheck (if GM then end). (Fail-safe for the idiots who can't put a GMCheck in their HUD).
For the /zone, it would have to be something where you were stationary in a zone long enough to collect the information from the client and check against a GM being present. Pretty much a pause after moving to next zone after zoning and then :gmcheck (if GM then end).
I know enough about C# to interpret it, but not enough to go writing or re-writing a macro or plugin. Forgive my crude attempt to write C# in this post too.
Simple suggestion that would put MQ users a bit deeper under the GM radar.
-TurkReno
<-- Like my suggestion? Pass along the Red Cent!