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Re: [Script] Hooks.dll [message #373738 is a reply to message #369904] Fri, 27 February 2009 04:47 Go to previous messageGo to next message
raven
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You'd need a connect/preconnect hook to do the second part.. perhaps something to be included in a future release? Rocked Over

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Re: [Script] Hooks.dll [message #373745 is a reply to message #373688] Fri, 27 February 2009 05:31 Go to previous messageGo to next message
jnz is currently offline  jnz
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halo2pac wrote on Fri, 27 February 2009 01:29

Can you
StringClass tmp;
RequestSerial(ID, tmp);

In the Loading_Hook?

also if the loader is in a ban list, can u disconnect him before he joins?


You can request a player's serial wherever you want, but it will only call the hook when a player's client sends it, and it only sends it when it's requested. Also be careful, there is a bug in server.exe. The loading hook is called twice, with the boolian toggled. Just do a check on it to make sure it is 0 before sending the request. The loading hook isn't called for the player join, so don't expect to get the serial when they join.

A pre-join hook that is block-able will be avaliable. I think there's 3 options:
"The game is full"
"Version missmatch"
"You are banned from this channel"
The user sees this message as they try to join.

I wont be putting any sort of functionality in Hooks.dll, the actuall banning is up to you to impliment.

[Updated on: Fri, 27 February 2009 05:33]

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Re: [Script] Hooks.dll [message #373809 is a reply to message #369904] Fri, 27 February 2009 11:32 Go to previous messageGo to next message
halo2pac is currently offline  halo2pac
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Is it also possible took hook their scripts version while they load?

And is it possible to make a custom hook:
Like if extra data is sent along with the client...
like i send like ...
"CMD_VAR 0111"

Could you hook that?


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Re: [Script] Hooks.dll [message #373810 is a reply to message #373809] Fri, 27 February 2009 11:36 Go to previous messageGo to next message
jnz is currently offline  jnz
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halo2pac wrote on Fri, 27 February 2009 18:32

Is it also possible took hook their scripts version while they load?

And is it possible to make a custom hook:
Like if extra data is sent along with the client...
like i send like ...
"CMD_VAR 0111"

Could you hook that?


Sure, but as I said before, the loaded hook isn't called for the first load.

It's possible, but i'm definetly not implimenting it. Also pointless.
Re: [Script] Hooks.dll [message #446111 is a reply to message #369904] Sat, 23 April 2011 00:04 Go to previous messageGo to next message
sla.ro(master) is currently offline  sla.ro(master)
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i included hooks.dll into my scripts.dll and Version Hook Call not work, if i remove hooks.dll from being loaded, version call works.

how to fix that?

btw.. i use a Lua SSGM and worked before i added hooks.dll
Re: [Script] Hooks.dll [message #446113 is a reply to message #369904] Sat, 23 April 2011 00:36 Go to previous messageGo to next message
jnz is currently offline  jnz
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Make sure your code is not blocking the chat hook when a player joins, or when ever you requesting them to send the serial.
Re: [Script] Hooks.dll [message #446114 is a reply to message #446113] Sat, 23 April 2011 00:38 Go to previous message
sla.ro(master) is currently offline  sla.ro(master)
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jnz wrote on Sat, 23 April 2011 10:36

Make sure your code is not blocking the chat hook when a player joins, or when ever you requesting them to send the serial.


chat hooks blocks version, lol, i fixed it by removing add chat hook.

[Updated on: Sat, 23 April 2011 00:38]

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