Beam Command
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yeah thats the latest. anyways:
we have 2 different admin characters, both with superadmin rights, both tried to beam themselves (.beam <name>and .beam$ <id>). For one it’s working perfectly, for the other one it crashes the server</id></name>
I remember reading about that you are renaming characters with Ioncross.
The Ioncross rename function should really not be used, since it messes up the charfile.
This may cause problems with FLHook and/or FLServer on multiple occasions.
The fixed beam command also doesnt work for those renamed chars the way it should, since it cannot emulate the F1 process.But if this also happens with completely new characters, then maybe the beam command is still buggy.
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Yeah, we’re about to stop with IFSO renaming. We’ll try to test it via FLHook as renaming is quite important to us as an RP server…
What I don’t get is that beaming works for all admins (none of them renamed) except 2 guys and for those it can’t be fixed even by creating brand new accounts.
If there are any scenarios we should test or more info you would need, just let us know…thanks
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Yes, those 2 guys: When does it crash? Directly on typing the command or after undocking again?
Also: After executing the command, it says “OK”. Right before that, there should be a “New Player: xxx” message, just as if you would have pressed F1 or just logged in. Check if its there.
If its not, its very likely that those chars have been renamed with Ioncross.
If its there, the command may still be buggy -
… maybe that’s not an flhook / beam problem.
Maybe writing the player file or indexing the players or … .Reading this remembers me, that i got the impression
that a player can crash the server by deleting a char
and creating a new especially with identical name.(NOT SURE ABOUT)
PS. In any case: M0tah’s “kick after beam” seems 2 fix the prob 4 beaming.
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OK, there we go (forget about the 2 guys, just a coincidence) - beaming on a base in the same system crashes the server.
We tested:
NY (Manhattan) -> Gamma (Tripoli) …OK
Gamma (Tripoli) -> Alpha (Ibiza) …OK
Alpha (Ibiza) -> NY (Manhattan) …OK
…
NY (above Manhattan) -> NY (Manhattan) …crash
Gamma (Tripoli) -> Gamma (Crete) …crashThis was done under the fresh new account (not renamed).
Sorry if it’s a known issue, we didn’t know and therefore came to a wrong conclusion. Now that we know we can avoid it.
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OK, there we go (forget about the 2 guys, just a coincidence) - beaming on a base in the same system crashes the server.
We tested:
NY (Manhattan) -> Gamma (Tripoli) …OK
Gamma (Tripoli) -> Alpha (Ibiza) …OK
Alpha (Ibiza) -> NY (Manhattan) …OK
…
NY (above Manhattan) -> NY (Manhattan) …crash
Gamma (Tripoli) -> Gamma (Crete) …crashThis was done under the fresh new account (not renamed).
Sorry if it’s a known issue, we didn’t know and therefore came to a wrong conclusion. Now that we know we can avoid it.
It wasnt, until now. Thanks for testing, will see whats going wrong there.
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Too lazy to look up whats exactly the problem, so I will skip the F1 emulation when beaming to a base in the same system. This has never caused issues anyway so far.
Will be in the next FLHook Plugin version, gonna release it today.On another note our anti-cheat was using functions like getclientid and enumeqlist in the 1.5.6LC version. First one just returning client id, the second one returning id and archid of equipment of a given character. Are there any plans on including those or should we plan to include them in a plugin?
No, that should indeed go into a plugin. The reason for this is that added functionality should always go into plugins.
The only stuff I change in the FLHook Plugin version is fixing/optimizing/enhancing stock FLHook features. -
On another note our anti-cheat was using functions like getclientid and enumeqlist in the 1.5.6LC version. First one just returning client id, the second one returning id and archid of equipment of a given character. Are there any plans on including those or should we plan to include them in a plugin?
No, that should indeed go into a plugin. The reason for this is that added functionality should always go into plugins.
The only stuff I change in the FLHook Plugin version is fixing/optimizing/enhancing stock FLHook features.OK, then I’ll try to push Korrd into looking at the plug-in tutorial… After that it shouldn’t be such a big deal to do some copy&paste…
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I’m looking at the tutorial now.
has the plugin be written on C++, or can any other languages be used? if no, i will then learn C++ again, as it’s been like 10 years since I last used it.What i am looking forward to write is a name-change automation, with a web front end that will load all the requests on a datafile, and a server side program that reads the file and does the namechanges with the hook. . .