How to Disable the world and GUI editors : Quick and Simple
by iHugMedia · in Torque Game Engine · 09/20/2004 (11:29 pm) · 9 replies
Hello. I bought TGE a 4 days ago, and have been looking for a way to disble the editors, but I only found ones that said edit a file or add this in a place I dont know of.
Lets start from the basics.
Please back up the files before doing this.
World Editor:
1. Open up the directory your Torque game is in.
2. Navigate to the directory which Editor.cs is located. (Default is Torque\common\editor)
3. Open Editor.cs with a text editor. Any will do.
4. Scroll down to the bottom of the file.
5. Comment out or delete the final line. (It should be GlobalActionMap.bind(keyboard, "f11", toggleEditor);)
6. Save the file.
the World editor is now disabled.
UI Editor:
1. Open up the directory your Torque game is in.
2. Navigate to the directory which Guieditorgui.gui is located. (Default is Torque\common\editor)
3. Open Guieditorgui.gui with a text editor. Any will do.
Now there are two things you can do:
-
4. Scroll down to the bottom of the file.
5. Comment out or delete the final line. (It should be GlobalActionMap.bind(keyboard, "f10", GuiEdit);)
Or:
4. Select all text in the file except the final line and the header
-
6. Save the file.
the GUI Editor is now disabled
Lets start from the basics.
Please back up the files before doing this.
World Editor:
1. Open up the directory your Torque game is in.
2. Navigate to the directory which Editor.cs is located. (Default is Torque\common\editor)
3. Open Editor.cs with a text editor. Any will do.
4. Scroll down to the bottom of the file.
5. Comment out or delete the final line. (It should be GlobalActionMap.bind(keyboard, "f11", toggleEditor);)
6. Save the file.
the World editor is now disabled.
UI Editor:
1. Open up the directory your Torque game is in.
2. Navigate to the directory which Guieditorgui.gui is located. (Default is Torque\common\editor)
3. Open Guieditorgui.gui with a text editor. Any will do.
Now there are two things you can do:
-
4. Scroll down to the bottom of the file.
5. Comment out or delete the final line. (It should be GlobalActionMap.bind(keyboard, "f10", GuiEdit);)
Or:
4. Select all text in the file except the final line and the header
-
6. Save the file.
the GUI Editor is now disabled
About the author
Pretentious arts student
#2
The engine is made to be moddable, which is not always a plus side for some games (MMOG's, player campaigns, etc.).
You could deleete the files and come up with a clever script to delete those files at startup if detected.
^I just came up with an Idea!
09/20/2004 (11:52 pm)
Well, its more so that a player doesn't accidently slip their finger during runtime.The engine is made to be moddable, which is not always a plus side for some games (MMOG's, player campaigns, etc.).
You could deleete the files and come up with a clever script to delete those files at startup if detected.
^I just came up with an Idea!
#3
Short of ripping the code out of the C++... you're going to have a hard time removing the editors
09/21/2004 (8:14 am)
And those same scripts could be renamed to something else and still executed.Short of ripping the code out of the C++... you're going to have a hard time removing the editors
#4
As soon as you figure out the perfect solution to keep anyone from using or even reinstalling the editors or even stopping them from modifying any objects at all from outside means, that's when they'll take your GUIs and Missions and put them in the free TGE demo and mod them there.
09/21/2004 (11:06 am)
One more thing to consider....As soon as you figure out the perfect solution to keep anyone from using or even reinstalling the editors or even stopping them from modifying any objects at all from outside means, that's when they'll take your GUIs and Missions and put them in the free TGE demo and mod them there.
#5
- Brett
09/21/2004 (11:12 am)
Drop the console and type:toggleEditor();There's your editor... You need to remove it as Gonzo said. Unless you want the editor accessible in game. We control access to it by requiring that it be started from the main menu.
- Brett
#6
You can't block that stunt with the mission file, but you can at least stop it for the GUI by only shipping the .dso files.
09/21/2004 (11:20 am)
@ Gonzo - Good point.You can't block that stunt with the mission file, but you can at least stop it for the GUI by only shipping the .dso files.
#7
and it will open. So when you take that function out then they'll type in...
which is going to be tougher to get rid of. I understand you want your game to be moddable. That's cool, I do to. But for quality control purposes and to cut down on cheating via scripting you need to have a tight leash on what they can and can not have.
That's tough to do, but it can be done. Don't look for an easy way to solve these problems, because there are no easy solutions. Just the correct solutions.
09/21/2004 (11:27 am)
And if you take out the toggleEditor function, the next thing someone will type in is...EditorGui.open();
and it will open. So when you take that function out then they'll type in...
Canvas.setContent(EditorGui);
which is going to be tougher to get rid of. I understand you want your game to be moddable. That's cool, I do to. But for quality control purposes and to cut down on cheating via scripting you need to have a tight leash on what they can and can not have.
That's tough to do, but it can be done. Don't look for an easy way to solve these problems, because there are no easy solutions. Just the correct solutions.
#8
ROTFL
Drop your console and paste these lines into it....
GuiGroup.save("./guis/AllyourGUIs.cs");
GuiDataGroup.save("./guis/RBLoooooong2mEeeeeeeeee.cs");
NEXT!!!!!
09/21/2004 (11:39 am)
Quote:
You can't block that stunt with the mission file, but you can at least stop it for the GUI by only shipping the .dso files.
ROTFL
Drop your console and paste these lines into it....
GuiGroup.save("./guis/AllyourGUIs.cs");
GuiDataGroup.save("./guis/RBLoooooong2mEeeeeeeeee.cs");
NEXT!!!!!
#9
I think its like Copy Protection: If you find a way, they'll get around it.
It wouldnt really matter for an online game, because the changes would only be client, wouldn't they?
09/21/2004 (4:23 pm)
We can manually erase everything in the edtior GUI's.I think its like Copy Protection: If you find a way, they'll get around it.
It wouldnt really matter for an online game, because the changes would only be client, wouldn't they?
Torque Owner Gonzo T. Clown
Which is why I suggested in those "other" threads that you go into the engine and place "return 0;" at the beginning of every editor function so that even if they did put them back in, nothing would work right(regarding editors, the engine will be fine).