Author Topic: Scripts/Blueprints and .hak relationship  (Read 591 times)

Legacy_Evelath

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Scripts/Blueprints and .hak relationship
« on: April 22, 2011, 08:21:31 pm »


               Hi Everyone,

I am looking at potentially reducing the number of scripts that I currently have in my toolset's palette and want to move them into a single .hak file.  If I were to create a new hak (scripts), and put in the script files for MYSELF, would all the players need that --exact same file--?  

So if I have:

"Scripts.hak" (This file actually has all the scripts)

And my players have:

"Scripts.hak" (This file has nothing inside it)

Would there be any kind of problem for them entering?  If I remember correctly it only checks the names to ensure they match, and not so much the content inside.  And if the content inside are simply a number of scripts for the toolset, it shouldn't have too much of a problem being used?

Anyone with knowledge on this would be much appreciated '<img'>
               
               

               
            

Legacy_kalbaern

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Scripts/Blueprints and .hak relationship
« Reply #1 on: April 22, 2011, 08:29:03 pm »


               Should be just fine. You can't have a completely empty hak though. Place a 2da or even a single script in it and all should be fine for the players.
               
               

               
            

Legacy_Lightfoot8

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Scripts/Blueprints and .hak relationship
« Reply #2 on: April 22, 2011, 09:21:29 pm »


               If you are useing CEP there is already a hak inclued for doing this.  It is cep2_custom.hak
Just place your scripts in it.  since the players already have the blank .hak  you will not need to have them download/make there own blank copy.
               
               

               
            

Legacy_Evelath

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Scripts/Blueprints and .hak relationship
« Reply #3 on: April 22, 2011, 09:30:31 pm »


               Great!  Thank you both for the information '<img'>
               
               

               
            

Legacy__six

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Scripts/Blueprints and .hak relationship
« Reply #4 on: April 26, 2011, 09:27:38 am »


               Course, anything that works in a server-only hak will work just as well in a server-only override, and is more accessible that way if you need to fix any errors further down the line. The same applies for a few 2da files as well.
               
               

               
            

Legacy_Evelath

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Scripts/Blueprints and .hak relationship
« Reply #5 on: April 26, 2011, 06:05:30 pm »


               Just to be certain; you are saying that it is more feasible to use an override, right?

The only pitfall with overrides is that you are basically handing over your source code to players.  (Unless I am not understanding overrides properly...  Don't those have to be distributed to players, same as .haks?)
               
               

               
            

Legacy__six

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Scripts/Blueprints and .hak relationship
« Reply #6 on: April 26, 2011, 08:31:13 pm »


               Oh, no no. If you're going to be distributing an empty hak to the clients, and keep all your scripts in your own copy only, then you should be able to get away with not distributing anything at all, and putting your scripts in your own override only. Override adds content directly into the entire game, without linking it to specific modules, like haks do - for scripts etc, think of it as just storing the module in a different format. Either way the players don't need a copy.

Basically anything you extract from the module into override should work server-side only. Anything that must go into a hak (like custom artwork) won't.
               
               

               


                     Modifié par _six, 26 avril 2011 - 07:32 .
                     
                  


            

Legacy_Evelath

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Scripts/Blueprints and .hak relationship
« Reply #7 on: April 26, 2011, 09:43:10 pm »


               Ahhhh, I didn't know that.  So overrides can apply directly to the server I am running as well?  

I was always under the impression that it was something player-specific that added content to their personal experience.
               
               

               
            

Legacy_Calvinthesneak

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Scripts/Blueprints and .hak relationship
« Reply #8 on: April 29, 2011, 07:36:45 am »


               I used to do this frequently.  A top hak with certain 2da files omitted from the client side hak so that people would have a more difficult time stealing my work.

At any rate differing server and client versions of same hak work fine as long as the client doesn't need to load the omitted file locally.