how would I protect a console command from being used by a player, but still letting a gamemode use it?
[lua]function hello(ply, cmd, args)
if ply:IsValid() then return end
// code here
end
concommand.Add("hello", hello)[/lua]
I think he wants the gamemode to run the command on the client though
[QUOTE=Willox;23098327]I think he wants the gamemode to run the command on the client though[/QUOTE]
yes, I want it to be used on the client.
[QUOTE=Carmine3777;23111953]yes, I want it to be used on the client.[/QUOTE]
In the /server/ file put
[lua]
function test(ply,cmd,args)
if args[1] == nil then ply:ChatPrint("Must contain arguements") return end
if ply:IsAdmin() or not ValidEntity(ply) then -- if we're admin or console then continue
PrintMessage(HUD_PRINTTALK, args[1])
end
end
concommand.Add("AdminMessage", test)
[/lua]
Use [url]http://wiki.garrysmod.com/?title=Umsg[/url] or [url]http://wiki.garrysmod.com/?title=Datastream[/url] instead of the command.
[QUOTE=yoBrelliKX;23150555]Use [url]http://wiki.garrysmod.com/?title=Umsg[/url] or [url]http://wiki.garrysmod.com/?title=Datastream[/url] instead of the command.[/QUOTE]
concommand.Add does the same as that but if you want to protect it use if ply:IsAdmin() then protected end in the server file, it's not like they're gonna magically know what console command you put in the server side anyway.
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