Game Development Community

How to ? prevent changes in .cs files

by Christopher Castillon · in Torque Game Engine · 06/02/2004 (8:40 pm) · 5 replies

Let us say theoretically i finished designing my game etc etc. using the scripting language torque uses.

and i now want to distribute the game(sort of a demo or something), how do i do that? what files do i give out? how do i "burn in" the script files so that they cant be edited with notepad or something?

noob question i guess :)
thanks for any answer

#1
06/02/2004 (8:46 pm)
Just distrabute the .cs.dso's except teh default.cs prefs.cs and main.cs
#2
06/03/2004 (1:28 am)
Can anyone please put together something like....


The newbie guide to torque's most frequently asked questions.

The first chapter should detail how to enter coplex algorithms such as ".cs" into the searchinator 2000 blank at the upper right.

Make it known that if you ask one of these questions that the offender will be ridiculed and sent via link back to the newbs guide, LOL.
#3
06/03/2004 (1:57 am)
...
#4
06/03/2004 (3:06 am)
Just distributing the .dso files is not security. For a start, the engine will still compile replacement .cs files into dsos, so if you make a new cs file it will overwright the old functionality. That might sound pretty hard, but there are plenty of ways of discovering script stuff: tab complete in the console, tree(), .dump() on object IDs you get from the editor.

Short answer, if you're trying to prevent single player cheating don't bother, it's impossible with or without script (and why bother anyway? That kind of thing increases your game's life).

If you're trying to prevent multi player cheating, you *need* to make the server/client architecture such that it's impossible (or as near as you can get it) to cheat on the client with script.

I suppose it would be much harder if you just plane disabled the console window from opening... a bit undesirable though.

Mon opinion.

Ian
#5
06/04/2004 (1:06 am)
Thank you for the opinion 'Omroth' , very helpful. yeah, i guess we cant prevent gamers from 'cheating' 100 percent, atleast the one 'DiGi' suggested is good enough to prevent ordinary gamers from modyfing a torque scripted game

yeah, maybe something like a pinned newbies guide would be helpful too.

.. i hope the book kenneth finney wrote is a torque 'bible', otherwise it would be a waste of a college student's money

heheheh