2.0.0 Plugins/KosAcid Projects/Plugin Ports
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Again, player control - dig it: SetCloak function at miscCmds.cpp
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Yeah sorry i mean for the client dll. How cloaking works is quite clear for me so far. But i want to change the behaviour of the clients. Because actually players can be cloaked by hooking. But if hooking is deactivated all players will remain cloaked - and i would like to reverse that effect.
Probably i should move that request to another subforum. If i would have the code for the client dll i could built it on my own…
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w0dk4 wrote:
VC10 is unsupported as of now since it has resulted in undefined crashes. Also, the current FLHook source is incompatible with VC10, use VC9 for now.We first need to find out why VC10 FLHook has problems before switching to it completely.
In any way, the FLHook on the forge is still a work in progress. However, I think that when compiled with VC9, it should be pretty much bug free.
Please allow me abreacting a little bit, because i just cost my 5hours to got and install VS2010Express
AhHHHHHHHHHHHHHhhHHHHHHHHHHHHHhhhhHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhhhhhHHHHahahhhhhhhhhhhhhhhhhaahhhhhhhhhhhhhhhhhhhhhhhhhhHHH
I think it’s done
I just reupdate codes from TSP forge, Revision 157, the readme.txt is really confused me, because it’s written “version: 1.6.2 plugin”, so it’s actually the FLHook 2.0 plugin version right?
So, can i use VS2009Express to compile it? because i got lot’s of error in VS2010E before it tell me it’s fail…
EDIT:
Oh, i forgot one thing i also want to ask.
If i rework my plugin with lastest flhookplugin_sdk, will my plugin still working on FLHook 1.6.1? because few days before another chinese modder wants me update my Banners plugin(works on 1.6.0. And not the sf.net one, my plugin is more complex bit), i want to make it running in last release of FLHook and keep compatible with old FLHook above 1.6.0, is that possible?
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I think not possible, because
1.6.0 uses hooks at <plugin>.ini file
[Hooks] hook = LoadSettings,0 hook = ClearClientInfo, 0 hook = HkIServerImpl::PlayerLaunch, 0 ; Has to have a priority of one higher than the anti-cheat plugin! hook = HkIServerImpl::MineAsteroid, 11 hook = HkIServerImpl::PlayerLaunch, 0
1.6.1 uses hooks at usually at Main.cpp with the following format:
/** Functions to hook */ EXPORT PLUGIN_INFO* Get_PluginInfo() { PLUGIN_INFO* p_PI = new PLUGIN_INFO(); p_PI->sName = "Mine Control Plugin by cannon"; p_PI->sShortName = "minecontrol"; p_PI->bMayPause = true; p_PI->bMayUnload = true; p_PI->mapHooks.insert(pair<string, int="">("LoadSettings", 0)); p_PI->mapHooks.insert(pair<string, int="">("ClearClientInfo", 0)); p_PI->mapHooks.insert(pair<string, int="">("HkIServerImpl::PlayerLaunch", 0)); p_PI->mapHooks.insert(pair<string, int="">("HkIServerImpl::MineAsteroid", 11)); p_PI->mapHooks.insert(pair<string, int="">("HkIServerImpl::SPMunitionCollision", 0)); p_PI->mapHooks.insert(pair<string, int="">("HkTimerCheckKick", 0)); return p_PI; }</string,></string,></string,></string,></string,></string,>
And 2.0.0 -//-:
/** Functions to hook */ EXPORT PLUGIN_INFO* Get_PluginInfo() { PLUGIN_INFO* p_PI = new PLUGIN_INFO(); p_PI->sName = "Mine Control Plugin by cannon"; p_PI->sShortName = "minecontrol"; p_PI->bMayPause = true; p_PI->bMayUnload = true; p_PI->ePluginReturnCode = &returncode; p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&LoadSettings, PLUGIN_LoadSettings , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&ClearClientInfo, PLUGIN_ClearClientInfo , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkIServerImpl::PlayerLaunch, PLUGIN_HkIServerImpl_PlayerLaunch , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkIServerImpl::MineAsteroid, PLUGIN_HkIServerImpl_MineAsteroid , 11)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkIServerImpl::SPMunitionCollision, PLUGIN_HkIServerImpl_SPMunitionCollision , 0)); p_PI->lstHooks.push_back(PLUGIN_HOOKINFO((FARPROC*)&HkTimerCheckKick, PLUGIN_HkTimerCheckKick , 0)); return p_PI; } ```</plugin>
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Express works well
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Well, im back, and tried VS2008E, it works……i mean it can use to compile…but…It’s give me a bad result…
I have commented out my codes from source file, and just keep following code still:
#include <iostream>#include <sstream>#include <string>#include "../flhookplugin_sdk/headers/FLHook.h" #include "../flhookplugin_sdk/headers/plugin.h" #include "header.h" PLUGIN_RETURNCODE returncode; EXPORT PLUGIN_RETURNCODE Get_PluginReturnCode() { return returncode; } EXPORT void LoadSettings() { returncode = DEFAULT_RETURNCODE; } BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved) { if(fdwReason == DLL_PROCESS_ATTACH) LoadSettings(); return true; } EXPORT PLUGIN_INFO* Get_PluginInfo() { PLUGIN_INFO* p_PI = new PLUGIN_INFO(); p_PI->sName = "Banner Plugin By NeXoSE"; p_PI->sShortName = "banners"; p_PI->bMayPause = false; p_PI->bMayUnload = false; p_PI->ePluginReturnCode = &returncode; return p_PI; }</string></sstream></iostream>
And the header.h has been totally commented out.
But, when i compiled(with debug mode) and moved my banners.dll file to flhook_plugins and fire up the FLServer, it gives me a Runtime Error: Abnormal program termination……
I don’t know what’s wrong with it…
My project file is base on the condata plugin’s vcproj file, but seems condata will not have those problem.
How to solve this problem? Please help.
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8-[….]
Wait you have not [zone] section at li01.ini like[zone]
nickname = Zone_Li01_Manhattan_death
pos = -33270, 0, -33039
shape = SPHERE
size = 4100
damage = 2000000
sort = 99.500000
density = 0
relief_time = 0
population_additive = false?
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Mirkha wrote:
sorry but i think i don’t understand :-?every file is unencrypted and they don’t have a “[zone]” section
do you mean that i need to add it to each file ? and with wich parameter(s) ?Freelancer SDK will solve it!
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HeIIoween wrote:
@Nexose recompile than hook under VS2008E too.I got another runtime error using recompiled FLHook:
Debug Assertion Failed!
Programs: PATH_TO_FL
File: f:\dd\vctools\……crt\src\memcpy_s.c
Line: 61Expression: src != NULL
Any idea please?
Here is parameters for compiler:
/Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_USRDLL" /D "BANNERSPLUGIN_EXPORTS" /D "_VC80_UPGRADE=0x0710" /D "_WINDLL" /D "_MBCS" /Gm /EHa /RTC1 /MDd /Zc:wchar_t- /Fo"Debug\\" /Fd"Debug\vc90.pdb" /W3 /nologo /c /ZI /TP /errorReport:prompt /OUT:"Debug/banners.dll" /INCREMENTAL /NOLOGO /DLL /MANIFEST /MANIFESTFILE:"Debug\banners.dll.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"Debug/banners.pdb" /SUBSYSTEM:WINDOWS /DYNAMICBASE:NO /IMPLIB:"Debug/banners.lib" /MACHINE:X86 /ERRORREPORT:PROMPT ../flhookplugin_sdk/libs/FLHook.lib ../flhookplugin_sdk/libs/FLCoreServer.lib ../flhookplugin_sdk/libs/FLCoreCommon.lib ../flhookplugin_sdk/libs/FLCoreRemoteClient.lib ../flhookplugin_sdk/libs/FLCoreDALib.lib ../flhookplugin_sdk/libs/FLCoreFLServerEXE.lib ../flhookplugin_sdk/libs/FLCoreDACom.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib
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Try with the last platform sdk from ms, switch from debug configuration to active (Release)
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Look at crash offset