View Full Version : rpg style mod that saves data for later use?
23rd Nov 2001, 04:54 PM
Is it possible to write a mod, that saved data on the server fot later use? :) Like linking it with a sql server
I know its possible in q2, but does ut support it :)
This way it would be possible to write an rpg style mod, that allows you to return later, upgrade skills etc
Would be very nifty :)))
Thks in advance :)
24th Nov 2001, 03:22 AM
I think this should be possible
Perhaps you should try using a child of UBrowserHTTPClientto go to an PHP site that adds everything to a MySQL database. Try looking in UBrowserUpdateServerLink and UBrowserUpdateServerWindow too.
You should use an URL like (
Good luck :)
24th Nov 2001, 05:15 AM
i'm sorry because i can't help you on that point, but if you succeed, it would be a wonderfull idea !
I hope you'll succeed because it would be the first mod on that kind.
GOOD LUCK :)
24th Nov 2001, 06:32 AM
Technically, UT should support things like this very well. I dunno whether it's possible in UScript (it prolly is though), but if that's not possible you could make a native C class with a DLL, and the possibilities shˇuld be limitless. (Never tried it myself though)
24th Nov 2001, 10:31 AM
You don't need to write native code I think, Unreal has got its http client which can be used to call a PHP script that sets can change things in the database.
24th Nov 2001, 10:38 AM
Another, way less professional, approach would be to just store the variables in arrays in a custom .ini file on the server. IE, everyone get's an ID that's used for his instance of the array, and in that array you store the info about him. You could probably use a struct array for things like this, but I don't know what the maximum size is you could use with this.
Also, calling an PHP script would be fairly easy but how are you planning on have it return the values ?
24th Nov 2001, 07:39 PM
I know it has been done in quake 2 already ingame char creation
abilities upgradedable and fast with hundreds of playernames in database
I also read somewhere it should be possible using the netcode in ipdrv and upddrv
I cant really give any more advice since i'm also quite new to uscript (but not to coding :P)
I've just worked through replication and working my way up :)
that at least seemed easy enough, but i cant find any references on how to make ingame menus :P
But i guess i'll just download some mod and start reading the code :) If i make any good progress, i'll keep you up to date :)
I'll write native functions if i have to, coffee is the key :)))
But for now back to studying utscript :))
24th Nov 2001, 11:29 PM
I think I like eXoR's way of doing it... You could probably do it 100% with UScript & .ini files. No need to mess with anything non-UScript, and servers would be VERY easy to set up (just like any other UT server). You would just need to make sure that only the server records all the player stats and stuff, not any of the clients, and you would need some way of identifying a player when they logged back onto a server (perhaps a password system?).
25th Nov 2001, 04:59 AM
It would be harder to get things stored on the client then on the server, so that's not a problem :)
About the identifying .. a password system would indeed be the best option. Match it to your array number and you're done. The part of creating a new member could get a little tricky but it certainly can be done.
25th Nov 2001, 01:18 PM
Yeah but a server only can handle 16 - 32 players at most, and the player will always be bound to the server he started on if you use eXoR's way :/
25th Nov 2001, 01:28 PM
Well, that's not really a bad thing if you're trying to create a persistent universe type thing. If you want to be able to move your character from one server to another, that might be a problem, because then you would have to store character info on the client, and storing it in .ini format makes it pure cheater bait.
23rd Dec 2001, 07:06 PM
would it be possible to do these sort of things to save high scores and such?
because i want to be able to record and save best times.
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