ID:138673
 
ok, im not asking how to login

what i need to know, is how, if possible if it is possible to do the following:

I have a DBZ game (digitalblas.homestead.com) that requires the users of my game to register before they can be admitted into the game

is it possible to have them TYPE their login name, and the password that i supply them with (i would have already registered that name with dantom)

i dont want people to be able to register ANY name they wish, b/c i have assigned each login name a dmi character file already, also, this game is promised as exclusive to those who register, i would like to keep the game size small this way

pleeze help if you guys can

on another note (this would probably fit the babble section, but oh well :) ) if anyone needs some inspiration go to my site at digitalblas.homestead.com
is it possible to have them TYPE their login name, and the password that i supply them with (i would have already registered that name with dantom)


Check out the documentation for the prompt() function.
In response to Deadron (#1)
is it possible to have them TYPE their login name, and the password that i supply them with (i would have already registered that name with dantom)

Check out the documentation for the prompt() function.

You might want to maintain a separation of keys and character names. Let's say you've told Joe Schmoe that he can play a character named "MiniDino." (No, I don't know anything about the show--just played the game a little. Looks good so far!)

Anyway, you go to Dantom and find out that some goofball has already taken the name (maybe even a player you just kicked out of the game--you can't very well ask Dantom to make him give up his key). Well, no big deal--the idea of having a key is that it's kind of a universal access code to all worlds (and then, certain worlds can block the key if they want). The key doesn't need to have anything to do with the character in a given world. My key could be "EvilDemon" and I could still play a character called "Goody-Goody Nicey-Poo."

(Sorry if this is all stuff you already know... just trying to explain my train of thought...)

You might want to try this: let the players create their own keys and key passwords with Dantom, and then you assign the character names and character passwords. Then, in the game itself, you have a "waiting room" where people have to enter their character and password before being admitted into the game proper. You could do it with something like this pseudocode (i.e., untested code):

client
var/loginAttempts = 0

mob
verb
sign_in(myCharacter as text, myPassword as text)
if(myCharacter == "MiniDino" && myPassword == "entrez-vous")
usr.Move(locate("StartTurf")) //find turf by "tag" var
else
client.loginAttempts++
if(client.loginAttempts < 3)
usr << "Incorrect. Please try again."
else
usr << "Take off, you hoser!"
usr.Logout()

Of course you probably wouldn't want to hard-code the passwords into the program; you could start up the world before players get there, and have an administrator command that lets you put passwords in a save file or something. This way you could have many servers running many instances of your world, give each world a different set of character passwords, and not have to worry about what the players' keys are.
In response to Guy T. (#2)
Looks good so far!

Heh... I think it was Manifaceae's game I played... er, I guess it must have been, since I haven't registered for yours! Well, good job, Manifaceae. :)

I wonder... I don't know enough about DBZ to hog a character slot from someone who would make a better player, but have you considered offering "observer" access to others? Maybe they could look around the world but not actually affect it.

(My current project limits the number of players to 12 at a time, just to keep things suspenseful--but there's also a room where spectators will be able to chat while waiting for the next game, and listen to all the in-game dialogue and events... at least that's the plan!)
In response to Guy T. (#2)
On 3/29/00 7:13 pm Guy T. wrote:
You might want to maintain a separation of keys and
character names.

In addition to all of this, I know Dantom was going to use a system that allowed you to have your own key-authorization scheme. I don't know how/if it will/does work, but you could probably do something along the lines of this:

--database of keys--
|
New Game
|
--- database changes the key encrypted passwords
--- database uses an authorization code
|
Send Email with authorization code to players
|
Players submit the authorization code and receive the key and password
|
Players can now log into the current game