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Gibson Design Studios.com Website and Graphic Design

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Medal Of Honor:Allied Assault Homepage

      Ak2 Still Alive And Kicking
We hit a milestone the other night, and I was so pleased with myself that I wanted to post an update.

The AK2 script engine was fired up and tested successfully for the first time. What's the AK2 script engine, you ask? Well, it gives you, the server admin, some very granular control over how AK2 handles scanning, kicking, and banning.

AK2 will execute scripts for various things (such as a player joining a game server). These scripts can be modified to accomodate different games, capabilities, and special configurations. Here's a sample:

// set the script's name
script(Default_PlayerJoined);
// search the global banlist for this player's CoD GUID
search(global,auth,cod,%auth);
// if we found player's GUID, take whatever action was specified in the database
if (%found)%action;
// search for player's IP address
search(global,source,%ip);
if (%found)%action;
search(global,nickname,%nickname);
if (%found)%action;
accept;

Some things to note:


  • "%something" indicates a variable. Most data gleaned from the game's status command or available in one of AK2's databases can be referenced.
  • If your game server doesn't support authentication data (ex: CoD's GUID) then there's no reason to search for it. This accelerates AK2's performance by eliminating unnecessary steps.
  • "search(global....)" searches for items in the global banlist. Multiple banlists will be supported, so you can have some servers with a more restricted player list.
  • The first player-disposition action (accept, kick, or ban) found stops execution of the script (if we already know what to do with this player, there's no reason to keep looking). Again, this accelerates AK2's performance by eliminating unnecessary steps.
  • The last line ("accept;") tells AK2 to accept this player if he wasn't already accepted, banned, or kicked by one of the above commands (ie the current AK's default behavior, "accept if not denied"). The opposite behavior ("deny if not accepted") could be easily accomdated by changing the last line to "kick;"


Here're a few more scripts that are fairly self-explanatory, and would be executed after Player_Joined when the appropriate %action was determined:

script(Default_Accept);
if (%new) say(Welcome to the server, %nickname);
ifnot (%new) say(Welcome back, %nickname);

script(Default_Kick);
say(%nickname kicked for %reason);

script(Default_Ban);
say(AMF, %nickname);

As I said, the script engine was tested successfully for the first time... as demonstrated by it's ability to kick me off my own server (quite rude, that). I'm considering a hard-coded accept for my nickname, IP, and GUID.

Hmmm...
Jul 2 2004, 11:40 PM  

      Bunches Of Goodness
Two big milestones were hit today.

1. We have a version of the CKR for CoD mod in beta (see the main site page for IPs). There are still plenty of things to add and test, but its finally coming into form. Thanks go to MPowell1944 and Xero, who pretty much did all the development work. Once this mod is finished, we will begin working on the CoD Combat Mod, a more expansive mod to enhance the gameplay experience.

2. We have a prototype of the Autokick 2 interface and have developed a proof of concept for our server technology. Our ideas are beginning to take shape. Autokick will be delivered in multiple components, with a server binary at the heart of it all. A thin client (ie it just manages the user interface) will run on windows or linux, while the server provides some centralization to support co-admins, security, a player client (for getting rid of the cheaters), scanning and lots of other good stuff.

crow
Nov 1 2003, 04:49 AM  

      Errata
Almost through with the spec document for Autokick 2. Dang, it is going to be good. Also started testing out some of the linux libraries and a linux client definately looks like a go.

On the CoD front, still plodding along.....waiting for the multiplayer so we can start testing in a server environment. Don't yet have an idea on the specific settings, but we should get a few extra features squeezed in there once we know how this pup will work over a network.

crow
Oct 19 2003, 07:51 AM  

      September 8, 2003
Quick entry - must sleep. Started the CKR for CoD / CoD: Combat mod specification today. We'll need an MP version before I can say definitively what will be in or out. Lots of work to do......

Crow
Sep 9 2003, 05:36 AM  

      September 7, 2003
Today, I began summarizing the early results of the admin poll (if you haven't taken it yet, please do - the link is on the main page of this site). So far, so good.

In the next few days, I'll begin using these results to pare down the feature list for Autokick 2.0 and we'll see where everything shakes out.

Our development team is beginning to take shape and I'll announce the memebers on the main page soon. Look for folks with "Developer" as their title in the forums and you'll get an idea of who's going to be the next great coder of the 21st century.

ck
Sep 7 2003, 04:54 AM  

      September 4, 2003
Found a few interesting things in the CoD pak files. BTW - if you want to explore around the console, press the Home key while holding down the Backspace key in the game.

Someone sent me a pretty good breakout of the weapons in CoD (let's just call him Scott S). If any of you have started experimenting with the settings in there, please feel free to share. If I have to do it alone, it will take forever to get a good weapons mod up and running! As of now, most of my time is being consumed by this site and creating more content. C'mon CoD multiplayer demo! Wanna meet'cha real bad....

ck
Sep 5 2003, 01:49 AM  

      August 30, 2003
For the past week, most of the development time has been spent on designing and creating content for the website. But since this is entry A#1, here's a quick update for where I'm at......

We're still working on a target list of features. I'll be using the admin survey to help finalize this list, so please take a second and fill out the survey if you haven't already.

Most of the coding so far is just exploratory stuff. I've got a few of the APIs I want to use and am still wrestling with going to C++ or staying with VB. I'll wait and see what the final list of features we're going for looks like and then make the call. I did however upgrade to Visual Studio .Net 2003 and, oh boy, its different than VS 6.0. Looks like I'm finally going to have to break down and learn XML. Crap.

I've also been playing, er, I mean researching, Call of Duty. As soon as they release a multiplayer demo, I should be able to get Autokick up to speed to support it. There's some interesting things in the pak files for CoD - check out the localization string files and you'll see some nifty features that may end up in the final game.

ck
Aug 31 2003, 01:11 AM  

Gibson Design Studios -Web - Print - Audio






Right Click (CTRL+click on Mac) and save the graphic of your choice to your server. Do not hotlink please. Link to:
http://www.autokick.com

If you would like to trade links or advertise, please contact crowking@autokick.com with any further questions.


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