From 862a720eee5ae7af50004d29eee582f440c0e075 Mon Sep 17 00:00:00 2001 From: Beu Date: Wed, 15 Dec 2021 18:09:49 +0100 Subject: [PATCH] Allow linking without forced controlled by spectators --- PhysicsController.Script.txt | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/PhysicsController.Script.txt b/PhysicsController.Script.txt index ac13fbd..02a387d 100644 --- a/PhysicsController.Script.txt +++ b/PhysicsController.Script.txt @@ -1,7 +1,7 @@ #Extends "Modes/TrackMania/TM_TimeAttack_Online.Script.txt" #Setting S_AdminPlayers "" as "Comma separated admin to manage all players physics" -#Setting S_LinksSpectatorsToPlayers "" as "Comma separated Spectator login linked to a Player login with a colon" // Exemple : "Spectator1Login:Player1Login,Spectator1Login:Player2Login,Spectator2Login:any" +#Setting S_LinksSpectatorsToPlayers "" as "Comma separated Spectator login linked to a Player login with a colon" // Exemple : "Spectator1Login:Player1Login,Spectator1Login:Player2Login,Spectator2Login:any". To prevent all spectators to control all players, just add a random key:value like "lock:lock" #Setting S_ForcePlayersToBeControledBySpectators False as "Force Players to be controlled by Spectators" #Setting S_AllowPlayersToBeControledBySpectators True as "Allow Players to be controlled by Spectators" @@ -577,7 +577,7 @@ Void SetML() { if (!Net_PlayerIsAdmin && (Last_ControledByAdmins || (Last_ServerForcePlayersToBeControledBySpectators && (!Last_PlayerIsSpectator || (!Net_CanControlPlayers.exists("any") && !Net_CanControlPlayers.exists(Owner.User.Login)))) || - (!Last_ServerForcePlayersToBeControledBySpectators && (!Last_ServerAllowPlayersToBeControledBySpectators || !Last_PlayerAllowToBeControledBySpectators) && Last_PlayerIsSpectator)) + (!Last_ServerForcePlayersToBeControledBySpectators && (!Last_ServerAllowPlayersToBeControledBySpectators || !Last_PlayerAllowToBeControledBySpectators) && Last_PlayerIsSpectator) && (!Net_CanControlPlayers.exists("any") && !Net_CanControlPlayers.exists(Owner.User.Login))) ) { Label_Warning.Visible = True;