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scarface
Joined: 12 Jun 2005 Posts: 94 Location: Sweden
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Posted: Sun Mar 25, 2007 1:53 Post subject: |
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Gryphyn wrote: | milliorn wrote: | take this as sarcasm but funny heh |
Yep, but just pointing out that it's a lot of effort for something that will still only produce circumstantial evidence, at best.
If you want the Police-State to this extent turn PvP off, and only allow PvP in a special 'arena'. - It's a flag on an AREA, as well as the MOD, and they can be different.
Cheers
Gryphyn |
Erm, you don't know what you're talking about, sorry if that sounds rude but I have to be brutally honest here.
The entire point of these hooks is for a scripting method is to determine the player who started in a PvP situation for numerous reasons, not only as punishment, but my entire bounty system is now based off these hooks and they work flawlessly by determining the first attacker of a PvP situation, so there is no need for any "circumstantial" or any evidence whatsoever, and there wasn't any effort at all.
During your premature sarcastic post, you have failed to understand the entire point of this is, and I can tell, you quite clearly don't really know anything about hack & slach PvP modules judging by that last gem you posted, so keep your sarcasm to yourself. |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Sun Mar 25, 2007 2:32 Post subject: |
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Gryphyn wrote: | milliorn wrote: | take this as sarcasm but funny heh |
Yep, but just pointing out that it's a lot of effort for something that will still only produce circumstantial evidence, at best.
If you want the Police-State to this extent turn PvP off, and only allow PvP in a special 'arena'. - It's a flag on an AREA, as well as the MOD, and they can be different.
Cheers
Gryphyn |
I fail to see what's so 'police state' about it. Being able to detect first attacker just makes enforcing of PvP mod rules that much easier, and far less arbitrary. All that turning PvP off would accomplish in a PvP mod would be to destroy the purpose of the mod, no?
Funky |
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Gryphyn
Joined: 20 Jan 2005 Posts: 431
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Posted: Sun Mar 25, 2007 23:44 Post subject: |
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@Scarface, FunkySwerve & Others...
My Apologies.
You are correct and I forgot my audience...
and my comments were uncalled for.
I do understand that there are other ways to use/play NWN than the style I have chosen. And you are free to choose your own.
I'll let you get back to it.
Sorry,
Gryphyn |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Tue Mar 27, 2007 5:18 Post subject: |
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I don't even have a PvP mod, aside from a capture the flags style guild event. Just sayin... ^^
Funky |
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milliorn
Joined: 03 Jun 2006 Posts: 29
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Posted: Mon Apr 02, 2007 23:50 Post subject: |
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Gryphyn wrote: | @Scarface, FunkySwerve & Others...
My Apologies.
You are correct and I forgot my audience...
and my comments were uncalled for.
I do understand that there are other ways to use/play NWN than the style I have chosen. And you are free to choose your own.
I'll let you get back to it.
Sorry,
Gryphyn |
the point of this all again was to simply determine the first attacker in a module cause the module is based on pvp(action). therefore, if you create a system where you earn points, however you do so, you may want to know who is first attacker. for example, effy starts fight, imp finishes fight. without the hook, there be no 100% way to determine if imp was self defense, or not. this is important if punishment is dealt to imps that hunt effys. yet, even better it can determine again who started it. same goes with pickpocketing. can determine if someone is spamming it or not, an create an action based on it. atm there is nothing that can effectively regulate that either until now. |
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dorrian
Joined: 05 Apr 2007 Posts: 7
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Posted: Thu Apr 05, 2007 5:01 Post subject: |
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I would also be extremely interested in somehting like this if it gets put together and running - the pickpocket side of it that was mentioned especially.
I think it could open a lot more options wihin the design of a number of key systems for us - not only the way that we handly pvp but also some of the ways that we use npc interactions if we could tie scripting into the use of pick pocket. |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Thu Apr 05, 2007 7:02 Post subject: |
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It's already put together, read the thread for the link.
Funky |
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nwn_martin
Joined: 06 Apr 2007 Posts: 10
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Posted: Sun Apr 08, 2007 7:55 Post subject: running it on linux.. |
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hello guys, has anyone got it running on a linux?
patch 1.68
nwnx_events.txt:
NWNX Events version 1.1.2 for Linux.
(c) 2006-2007 by virusman (virusman@virusman.ru)
! SaveChar hooked at 805d694.
! ActPickPocket hooked at 81166f0.
! ActAttack hooked at 8116da0.
! UseItem hooked at 8113e98.
! ConversationNodeSelect hooked at 82399b0.
! ShowEntryNode hooked at 81ce26c.
! ConditionalScript hooked at 82385b4.
! RunProc located at 825d38c.
Request: "GETEVENTID"
Params: " "
Request: "GETEVENTID"
Params: " "
Request: "GETEVENTID"
Params: " "
nwnx2.txt:
NWN Extender v2.7-rc1
--------------------------------
ODBC plugin Registerred.
MNX plugin Registerred.
FUNCTIONS plugin Registerred.
HASHSET plugin Registerred.
EVENTS plugin Registerred.
* NWNX2 activated.
INIT(S): valid ret=0x0820149c
INIT(O): valid ret=0x08201129
INIT(S): reset ignored ret=0x0820149c
INIT(O): reset ignored ret=0x08201129
REJECTED: (S) ret=0x081c7230 but we wanted ret=0x0820149c!
thanx, if anyone can point me at what i did wrong. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Sun Apr 08, 2007 10:33 Post subject: |
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Try setting debuglevel to 2 or 3 and read the logs again.
(add "debuglevel=3" to "[EVENTS]" section in nwnx2.ini) |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Sun Apr 08, 2007 18:26 Post subject: |
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Runs fine on my lin servers.
Funky |
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nwn_martin
Joined: 06 Apr 2007 Posts: 10
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Posted: Sun Apr 08, 2007 18:56 Post subject: home again :) |
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[EVENTS]
debuglevel=3
NWNX Events version 1.1.2 for Linux.
(c) 2006-2007 by virusman (virusman@virusman.ru)
! SaveChar hooked at 805d694.
! ActPickPocket hooked at 81166f0.
! ActAttack hooked at 8116da0.
! UseItem hooked at 8113e98.
! ConversationNodeSelect hooked at 82399b0.
! ShowEntryNode hooked at 81ce26c.
! ConditionalScript hooked at 82385b4.
! RunProc located at 825d38c.
o EVENTS: Fired event 3 (0000D505). Calling 'vir_events'
Request: "GETEVENTID"
Params: " "
o EVENTS: Fired event 3 (0000D505). Calling 'vir_events'
Request: "GETEVENTID"
Params: " "
o EVENTS: Fired event 3 (0000D505). Calling 'vir_events'
Request: "GETEVENTID"
Params: " "
o EVENTS: Fired event 3 (7FFFFFFD). Calling 'vir_events'
Request: "GETEVENTID"
Params: " "
o EVENTS: Fired event 3 (0000D505). Calling 'vir_events'
Request: "GETEVENTID"
Params: " "
nwnx2.txt:
NWN Extender v2.7-rc1
--------------------------------
ODBC plugin Registerred.
MNX plugin Registerred.
FUNCTIONS plugin Registerred.
HASHSET plugin Registerred.
EVENTS plugin Registerred.
* NWNX2 activated.
INIT(S): valid ret=0x0820149c
INIT(O): valid ret=0x08201129
INIT(S): reset ignored ret=0x0820149c
INIT(O): reset ignored ret=0x08201129
REJECTED: (S) ret=0x081c7230 but we wanted ret=0x0820149c! |
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scarface
Joined: 12 Jun 2005 Posts: 94 Location: Sweden
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Posted: Mon Apr 09, 2007 19:06 Post subject: |
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My server kept crashing with this plugin, and I figured out why... The actual events plugin doesn't crash when loaded, but the modified nwnx-module.dll plugin does, when i load the modified version my server will crash after a few event calls, with the original it doesn't crash at all, but then it doesn't work either so I guess it could be either one, can you check it out vman, cheers. |
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jec2
Joined: 17 Jul 2008 Posts: 49
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Posted: Fri Aug 22, 2008 15:59 Post subject: RE: DETERMINING WHO ATTACKED FIRST (PVP, etc.) - linux nwn1 |
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virusman wrote: | Ok, I'll add these two events to the top of my NWNX todo list, but don't expect it to be done in the next 2 weeks.. I just need a little break from NWNX, scripting, etc. to give more time to RL and my PW development.
P.S. Are you talking about NWN1 or NWN2? |
havent seen much on this.. prolly just not seeing the right posts for info, but was this done then? with latest plugins, is it possible to determine who attacked first??
thanks...
jec. |
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jec2
Joined: 17 Jul 2008 Posts: 49
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Posted: Tue Aug 26, 2008 21:55 Post subject: Re: RE: DETERMINING WHO ATTACKED FIRST (PVP, etc.) - linux n |
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jec2 wrote: | virusman wrote: | Ok, I'll add these two events to the top of my NWNX todo list, but don't expect it to be done in the next 2 weeks.. I just need a little break from NWNX, scripting, etc. to give more time to RL and my PW development.
P.S. Are you talking about NWN1 or NWN2? |
havent seen much on this.. prolly just not seeing the right posts for info, but was this done then? with latest plugins, is it possible to determine who attacked first??
thanks...
jec. |
anybody know?
thanks..
jec |
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FunkySwerve
Joined: 02 Jun 2005 Posts: 377
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Posted: Tue Aug 26, 2008 22:48 Post subject: |
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Vman is on vacation until Septemberish.
Funky |
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