FLHook Development

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  • Storage Bases

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    hook could probably dp it client side
    wouldn’t lag the server then
    wouldn’t let players other than the original owner buy the item that way

  • Archetype::Equipment struct update

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    thanks, very nice 🙂

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    I have tried many things, even modified my cmds.ccp and cmds.h to try adding those into arguments and see if it worked, still got nothing, i have done nothing to change the way its coded, just directly from the way you coded it (unless your source code is wrong). i tried adding those into arguments and it just showed Console: with no message. i guess i will continue using Flshell longer though i was gonna get rid of it soon to make the server look more professional.

  • 88 flak Flhook 1.6.0 fatal compile error

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    .< LOL

  • FL-Hook AIR/Flash Playerinterface

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    @HazardFN:

    Have you tried running it in compatibility mode?

    nope

    just took 1.5.9 and it worked for now^^

  • In-game patrols, destructible bases.

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    @jase240:

    owie, first whats CTD?

    CTD = Crash To Desktop

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    I think it only compiles on VS .NET 2003 (VC7)…

    VC6 should no longer work, because the __FUNCDNAME macro is not implemented or something like that…

    So, sorry only VC7 should work to compile it.

  • Cloaking issues

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    @kosacid:

    ye basically make the missile like a mine lol it will lock on to the nearest target including cloaked ships

    I think another way of solving this would be to edit the packet data the flsends out? just make it so if your cloaked, you dont recieve any data relating to mines or missiles (problem tho would be you wouldnt actually see these if they were shot so it wouldnt feel… right? not sure.

  • FX

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    dunno if this helps

    struct IMPORT Fuse
    {

    public:
    //  Fuse(class Fuse const &);
     Fuse(struct ID_String const &, float);
     virtual ~Fuse(void);
     void Burn(float);
     virtual void FreeActions(void);
     bool IgniteAt(unsigned int, unsigned short, float);
     bool IsSpent(void)const;
     void Load(void)const;
     bool OverrideLifetime(float);
     void RandomizeActions(void);
     bool UnBurn(unsigned short, float);
     void UnLoad(void)const;

    protected:
    bool ReadFuseValues(class INI_Reader &);
    };

    struct IMPORT FuseAction
    {

    public:
     FuseAction(void);
     virtual bool IsTriggered(unsigned short)const;
     virtual bool IsTriggered(void)const;
     virtual int Load(void);
     virtual float Randomize(void);
     virtual bool ShouldRandomize(void)const;
     virtual Trigger(unsigned int, unsigned short);
     virtual int UnLoad(void);
     virtual void UnTrigger(unsigned short);

    protected:
    // virtual void CopyArchProperties(class FuseAction const &);
    bool ReadFuseActionValue(class INI_Reader &);
    };

    never mind i look in FLCoreCommon.h and the structure all ready been done
    thanks to motah for pionting it out 😛

  • How to get hull value in code ?

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    Oh, I mean that make a function like hull regan, you can use an item to add your ship cargo hold, not use flhook command.

    Think about that can make the game more funny.

  • Making FLHook compstible with FLAC

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    Your all wrong the best program available at the moment is Lancer Solurus’s Auto Updater. 😄

    Anyway to be honest i dont think either program is better than the other both have pros and cons, any problems i had with FLAC were quickly solved by supplying feedback to Eagle.

    At the end of the day we have 2 awesome server operator programs and its down to the server owners what they use and i dont see any point in debating or arguing over which is better because they are as good as each other.

  • Nickname in flhook and anticheat system

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    Hehe awesome! If you have any other issue, feel free to ask 😉

  • FLhook Mobile Docking

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    @F!R:

    ;D …. as i learned 2 know the flhook wizzard group,
    i m optimisitc, we might get a value 2 set the time
    like “respawnifbasewaskilled = xxx” or “staydead = xxxx”.
    And those x’s could than be BIG X

    But another variable to set the respawn location
    in case of the destruction of the base pilots are docked,
    would be GREAT.
    ;D

    “respawnifbasewaskilled@ = hell01_01_base”
    or - so we know Trent lost everything in the Freeport 7 incident -
    “deletecharifbasewaskilled = true”

    The last one could also reduce the work to implement the proxy bases.
    😉

    Well, Trent ends up on NY getting a starflier from Juni with no cash at hand… thats maybe an idea ;D

  • How to build flhook with Dev C++ ?

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  • Anti Cheat

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    FLhook has a lot better functionality in the way it accesses FL Server and i have looked at the source code but am unable to follow it. What I would like is a FLHook dll that allows external access to it’s commands and is C# friendly

    To be honest, I dislike the idea of people executing whatever they want on my machine, which somehow seems to be the next step…

  • XP/FLHook/GetFLName Problems

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    I forgot to include it in the changelog, but this is fixed in the 1.6.0 version (fixed == ignoring returnvalue)

  • FLHook Mobile Spawn

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  • Serverside Hit Detection

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    ill check it out later…

  • Suppressing new/departing player messages

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    My guess from inspecting the disassembly is that a “new player” chat message is not sent from the server to the client; but instead only a player list update message and the client independently generates the new player message from this update. If this is the case I suspect I’ll need to hook the client to suppress the message - as I want the player chat list to be accurate.

    Yes, you are right. You need to edit the client to make that work.
    But, serverside, you can supress the messages being sent when pushing F1 and reloading your char. This also gets rid of the “New Player:” after someone has died. (after death, the client reloads the char)
    With this we were able to reduce our new player spam dramatically.

  • Archetype::Ship struct partial reversal

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    the function converts the float to an int internally