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Uncrackable MultiPlayer Keypad

PostPosted: Sun May 04, 08 2:01 am
by Alex
So... attached is the source of the keypad used in my RPG server. It's basically unhackable.

But please.. keep in mind, don't place the actual code in the map.
Use a serverside mutator to change the code in the keypad, as people can open the map using either SDK (if not protected) or Unreal Tournament Package Tool, which allows you to view all classes and their properties.

If you use a serverside mutator, noone can get the code :)

If anyone is actually interested in how it works and how it's unhackable, just request for it, and I will post.

PostPosted: Sun May 04, 08 3:22 am
by Alex
Code: Select all
//=============================================================================
// KeyMutator.
//=============================================================================
class KeyMutator extends Mutator config (DeusEx);

var config string newCode;

function PostBeginPlay()
{
  local LKeypad Keypad;
  Super.PostBeginPlay();

  ForEach AllActors(Class'LKeypad', Keypad)
  {
    if(Keypad != None)
    {
      Keypad.validCode = newCode;
    }
  }

}


That does the trick in changing all keypad's to 1 keycode. Of course, for numerous keypads with different codes, you must make it a bit more advanced.