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Post » Wed Aug 22, 2012 9:48 am

I was wondering.. when creating a multiplayer game with spells and cooldowns. Woulndt It be wise to have the server check player cooldowns? So that no one can cheat by telling the game that the cooldown has finished?

Any idea how I would accomplish this?
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Post » Wed Aug 22, 2012 9:50 am

@Schoening
Yes, one of the main functions of a multiplayer game server is to provide against cheating.

What server are you using with socket.io? (e.g. your own node.js server hosted on Heroku)Velojet2012-08-22 09:56:10
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Post » Wed Aug 22, 2012 10:01 am

Right now I am working offline with Junartars Example server.

I intend to put it on Heroku, still reading reviews.

Why? Do they have cheat solutions?
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Post » Wed Aug 22, 2012 8:19 pm

[QUOTE=Schoening]... I intend to put it on Heroku, still reading reviews. Why? Do they have cheat solutions?[/QUOTE]
No, no inbuilt cheat filters on Heroku. You need a full games platform (like Photon Cloud) for that.

If you're using juantar's server, you'll need to code your own cheat filters.
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Post » Wed Aug 22, 2012 8:49 pm

Ill check that photon Clout out ^^

Any Advice on the Scripting? I am guessing It's not hard and I just need more basic knowledge of javascript?.................

Some one Push me in the right direction anyways please :p
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Post » Wed Aug 22, 2012 8:59 pm

The page overview from the SDK manual holds a bunch of links to JS documentation.
Read all this documentation. That's the direction.Kyatric2012-08-22 20:59:30
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Post » Wed Aug 22, 2012 10:29 pm

That's all I needed ^^ Thx
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