nwnx_hak
#1
Posté 20 juin 2011 - 12:09
[quode]
nwnx_haks
- New alpha plugin. Allows abitrarily hiding haks and setting a
fallback TLK for players logging in. Currently the script that
checks whether a login is 'enhanced' or not is hardcoded. Haks
can be hidden by level. E.g. a 'basic level' (1) that includes
a top hak with custom classes & a 'full level' that includes
tilesets, etc. It would be up to the builder to ensure that
a player didn't go places that had content he/she did not have the
haks to see. I use it to add custom haks and also a fallback
to CEP and hiding server side HAKs from players.
- Functions: exposed to scripts
int SetFallBackTLK(string sTLK);
int SetHakHidden(string sHak, int nLevel = 1);
void DumpHakList();
void SetPlayerEnhanced(object oPC, int nEnhanced);
[/quote]
Im unsure of the exacts of it, but it sounds like it allows for the server admin to 'hide' haks from the players.
Meaning they could potentially have unlimited serverside hak's, without requiring players to have matching hak's.
Is anyone up to the task of porting to windows?
#2
Posté 20 juin 2011 - 04:15
each hak can have an integer assigned to it that would indicate 'hak level', for lack of a better phrase. then via dialogue, or whatever, a player can indicate which 'hak level' he/she has downloaded and then forward when they log in they will see all the haks at their 'hak level' and if they don't actually have the haks will get booted as normal.
one could easily hide any server side haks from a player with no intention of them ever having it and players could log in without it just fine.
i hope i've given a better gist of it. naturally there are many caveats in doing this for stuff that needs to be distributed to players. my goal was to be able to slowly ween my server off of CEP or to diverge from it in the future. using the cep2_custom.hak for client side stuff is a pain for players that play other servers too. it also can't easily be versioned, tho I think Higher Ground does it somehow.
a quick example: in my module i have 2 levels level 1: custom top hak (custom classes). level 99: server side haks that players will never see and never need care about.
Modifié par pope_leo, 20 juin 2011 - 04:22 .
#3
Posté 20 juin 2011 - 04:21
#4
Posté 21 juin 2011 - 03:23
pope_leo wrote...
i hope i've given a better gist of it. naturally there are many caveats in doing this for stuff that needs to be distributed to players. my goal was to be able to slowly ween my server off of CEP or to diverge from it in the future. using the cep2_custom.hak for client side stuff is a pain for players that play other servers too. it also can't easily be versioned, tho I think Higher Ground does it somehow.
part of our visualeffects.2da
4105 HGVFX_CURRENT_VERSION_IS_BETA_21 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4106 HGVFX_CURRENT_VERSION_IS_BETA_22 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4107 HGVFX_CURRENT_VERSION_IS_BETA_24 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4108 HGVFX_CURRENT_VERSION_IS_BETA_25 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 4109 HGVFX_UPGRADE_TO_VERSION_13 D 0 **** **** **** smp_desecrate100 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0 4110 HGVFX_UPGRADE_TO_VERSION_14 D 0 **** **** **** smp_desecrate100 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0 4111 HGVFX_UPGRADE_TO_VERSION_15 D 0 **** **** **** smp_desecrate100 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0 4112 HGVFX_UPGRADE_TO_VERSION_16 D 0 **** **** **** smp_desecrate100 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0 4113 HGVFX_UPGRADE_TO_VERSION_17 D 0 **** **** **** smp_desecrate100 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0 4114 HGVFX_UPGRADE_TO_VERSION_18 D 0 **** **** **** smp_desecrate100 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 0
From an area onenter:
/* do not remove the beta 5 and beta 11, as they signify changes to new compatibility checks */ effect eUpgrade = SupernaturalEffect(EffectVisualEffect(HGVFX_CURRENT_VERSION_IS_BETA_5)); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eUpgrade, oGreeter); eUpgrade = SupernaturalEffect(EffectVisualEffect(HGVFX_CURRENT_VERSION_IS_BETA_11)); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eUpgrade, oGreeter); /* current version upgrade VFX */ eUpgrade = SupernaturalEffect(EffectVisualEffect(HGVFX_CURRENT_VERSION_IS_BETA_25)); ApplyEffectToObject(DURATION_TYPE_PERMANENT, eUpgrade, oGreeter);
Just make sure the vfx you use is eye-popingly hard to ignore. We use a massive desecration field that is fairly lag-inducing (from the PRC iirc).
Funky
Modifié par FunkySwerve, 21 juin 2011 - 03:26 .
#5
Posté 24 juin 2011 - 03:06
Baaleos wrote...
I will have your babies if you port it to windows.
unfortunately, I don't know anything about windows development. there doesn't seem too much interest in it so far, so kind of doubting it would be ported. dunno.
@ Funky: Thanks for sharing! Naturally, I feel my plugin works better for my servers needs, but this is a clever way of versioning the hak for sure.
#6
Posté 24 juin 2011 - 07:16
pope_leo wrote...
@ Funky: Thanks for sharing! Naturally, I feel my plugin works better for my servers needs, but this is a clever way of versioning the hak for sure.
Oh, I wasn't offering the plugin, just demonstrating the versioning method, which is acaos'. Our hak plugin is one of the very few things we've kept to ourselves, and allows us additional capabilities beyond nwnx_hak. Though I *was* poking fun at acaos about you getting wise to his game the other day.
Oh, by the way, serious props on the other plugins you released - the damage shield functionality is going to save me all kinds of headaches.
Funky
Modifié par FunkySwerve, 24 juin 2011 - 07:18 .
#7
Posté 25 juin 2011 - 10:43
Cheers, glad to hear it!
Out of curiositty, is Acaos working on any public nwnx stuff any more? I took a peek at the new core2.8 nwnx stuff and it seems he's absent.
Modifié par pope_leo, 25 juin 2011 - 05:33 .
#8
Posté 25 juin 2011 - 05:48
Funky
#9
Posté 21 juillet 2011 - 06:58
#10
Posté 23 mai 2012 - 01:06
I would like to use it but it should have port to windows first...
#11
Posté 23 mai 2012 - 09:49
Yes - it would hide those haks from the clients, allowing the client to log in
However, if they attempted to go into an area that required those visuals or tilesets -it would crash them.
Remember - the requirement for haks on client side is there to help them avoid crashes.
If this was on windows - I would be using it to create unlimited server side hak's which would get me around the 16k limit, even though we have the cep_custom hak, that too will run out of space - this plugin would give unlimited capacity, without requiring the client to have matching haks.





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