Scripts in the override folder?
#1
Posté 01 septembre 2010 - 02:08
Any clues?
I know things like heads and textures will work from there so my last ditch idea is to track down the texture file that is applied to the player for those spells, make a "blank" one, and put those in the override. That should work but now I'm curious to see how to make a script work from the override.
-- Mistress, so in need of a second cup of coffee this morning!
#2
Posté 01 septembre 2010 - 02:18
The priority is bif < override < module < patch-hak < hak
this mean that if you got script in override, if you save the same script in module the module version will have higher priority, if the script would be in (patch)hak then even if you would did change to the spell in module it would not manifest until you would either remove spell from hak (and really how much users know how) or upload the modified spell into the top hak (the same issue)
#3
Posté 01 septembre 2010 - 02:20
Modifié par ShaDoOoW, 01 septembre 2010 - 02:22 .
#4
Posté 01 septembre 2010 - 02:34
The request is from a player, not a builder. He doesn't want to have to edit individual module files to import the script in order to use it. My original package was designed to be imported via an erf file.
Ahhh... That could be it though. My downloadable erf would not have contained BOTH versions of the file (ncs and nss).
Following your inheritance chain: So as long as the module he is currently playing has not added a custom version of these spell scripts, then the versions in the override should work?
Thanks for the quick reply. =)
#5
Posté 01 septembre 2010 - 02:48
wtf? not including both version is baaad idea. If you do not include ncs it wont work until builder hits "build module" and recompile all script. If you do not include nss then if someone will want to change lets say AC in barkskin he would opened the default script (since your nss is missing) and after compiling he would overwrite the ncs you included.TheSpiritedLass wrote...
Ahhh... That could be it though. My downloadable erf would not have contained BOTH versions of the file (ncs and nss).
exactlyTheSpiritedLass wrote...
Following your inheritance chain: So as long as the module he is currently playing has not added a custom version of these spell scripts, then the versions in the override should work?
#6
Posté 01 septembre 2010 - 02:56
Thanks again ShaDoOoW. =)
#7
Posté 01 septembre 2010 - 05:47
#8
Posté 01 septembre 2010 - 09:16
I am reading that you are trying to have a Player, Playing from a client, place something in his override to change the scripts that a server is useing.
If that is the case. The client can place scripts in his override, haks or anywhere else for that matter and never see a change.
The simple fact of the matter is that scripts are loaded by the server only. The client will never load them.
If he is playing single player or running the server it will work. If he is connection to a server over the net he is SOL.
#9
Posté 02 septembre 2010 - 02:31
if it goes .bif / override / module, but there is nothing in the override, then it would simply go..
.bif / module... correct?
Or are you saying it checks override, even if nothing is there?
Modifié par Genisys, 02 septembre 2010 - 02:32 .
#10
Posté 02 septembre 2010 - 06:12
also there is exception, that some files can't be put into module - 2da, tgas...
#11
Posté 02 septembre 2010 - 11:53
ShaDoOoW wrote...
Well you need to place content of the erf file into override not the erf itself, if he did it, then probably these spells are in module he plays.
I did verify this with him a while back. He did put the script files themselves in the override, not the erf file.
I am reading that you are trying to have a Player, Playing from a client, place something in his override to change the scripts that a server is useing.
I got the impression that he is attempting to use the scripts for client side modules. Granted this is a guess on my part since he uses the term "mod" not server or PW. He also mentioned that he is on a mac and can't "inject" the scripts into other mods. Good to know that players can't put their own scripts in the override and have it work on the server!
#12
Posté 02 septembre 2010 - 01:10
There are 2das that override server 2das, some people know how to hack it, some don't..
I've personally witnessed more than one player log in with 254 in all stats & around 1,700 hit points...
So, it's a good idea to observe players, and even have a script to alert you of any cheaters right away...
Many of these kids today are too smart for their own good..
Modifié par Genisys, 02 septembre 2010 - 01:11 .
#13
Posté 02 septembre 2010 - 01:16
but we are talking about scripts, scripts can'tGenisys wrote...
Actually Spirited Lass, they can...
There are 2das that override server 2das, some people know how to hack it, some don't..
I've personally witnessed more than one player log in with 254 in all stats & around 1,700 hit points...
So, it's a good idea to observe players, and even have a script to alert you of any cheaters right away...
Many of these kids today are too smart for their own good..
some 2das can, but ability/hp cheating is not done via them
#14
Posté 03 septembre 2010 - 12:12
I've asked him to send me a module that isn't doing the spell visual correctly. That should not only make troubleshooting easier but also clear up the assumption that he is dealing with a mod versus a server.





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