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[LE] Can player be kill with script even if using TGM ?


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You might be able to add a spell to the player that fires when they're a certain distance from known objects. Players in god mode can still be effected by magic effects without the non-detrimental flag ticked, so if they exceed your bounding area you can then kill them.

 

But again, you're trying to fight the console. That's a losing plan :tongue:

I've solved the TGM issue and there are very simple methods to bypass console commands to be used by player in game (in key places of the mod).
The TCL is what's been troubling me, i can't find a solution.

 

TCL is probably one of those things you can't really fight with scripting. Just don't worry about it. Defensive programming is good practice but as you realized with TCL, there will be a wall you'll hit eventually where you can't prevent players from doing something intended.

Edited by Rasikko
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You might be able to add a spell to the player that fires when they're a certain distance from known objects. Players in god mode can still be effected by magic effects without the non-detrimental flag ticked, so if they exceed your bounding area you can then kill them.

 

But again, you're trying to fight the console. That's a losing plan :tongue:

I've solved the TGM issue and there are very simple methods to bypass console commands to be used by player in game (in key places of the mod).
The TCL is what's been troubling me, i can't find a solution.

 

TCL is probably one of those things you can't really fight with scripting. Just don't worry about it. Defensive programming is good practice but as you realized with TCL, there will be a wall you'll hit eventually where you can't prevent players from doing something intended.

 

TCL it's a real challenge and a big headache.
And i do worry about it, because i'm trying to avoid complaints from players that won't admit they are using "CHEATS" and insist that the mod is broken, and all of that just because they TCL through a specific "trigger box" and the script attached to it didn't fire.
Well i think it's something i'll have to live with, or i'll just ignore or delete those posts... or keep trying to find a solution...
Edited by maxarturo
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Haha as others have said, you are up for a hard task if you're trying to failsafe your mod against the console.. Now one way I can think of that would be pretty funny but still should work is to check when the player opens the console. So if the player opens the console you can have a messagebox show up that says "no cheating allowed in this mod" and then you can quit the game from the script. :tongue:

 

It should technically work and it would solve the problem with console commands.. if they can't open the console the problem is solved.

 

I would probably go about it this way: Make a quest and a player reference alias. Attach a script to it where you register for the console menu. In that same script you can check for multiple things so the failsafe is only active while the player is actually in your dungeon or doing the quest. Such as checking for the players current cell, quest stage etc etc. And then you'd use the OnMenuOpened event to run the messagebox and quit the game.

 

Let me know if you have any questions about this approach. I think it would work.

Edited by morogoth35
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Haha as others have said, you are up for a hard task if you're trying to failsafe your mod against the console.. Now one way I can think of that would be pretty funny but still should work is to check when the player opens the console. So if the player opens the console you can have a messagebox show up that says "no cheating allowed in this mod" and then you can quit the game from the script. :tongue:

 

It should technically work and it would solve the problem with console commands.. if they can't open the console the problem is solved.

 

I would probably go about it this way: Make a quest and a player reference alias. Attach a script to it where you register for the console menu. In that same script you can check for multiple things so the failsafe is only active while the player is actually in your dungeon or doing the quest. Such as checking for the players current cell, quest stage etc etc. And then you'd use the OnMenuOpened event to run the messagebox and quit the game.

 

Let me know if you have any questions about this approach. I think it would work.

This is actually a very good idea !, why the hell didn't i think of this in the first place !.
Unfortunately, i won't be using this approach because i already did all this huge amount of work to place in "key areas" of the mod "defensive programming - modding" to counter attack console commands TGM - Unlock - disable, and all this work would had been for nothing!.
Nevertheless, thanks for taking the time to think about this.
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Honestly if a mod stopped me from using the console, that mod would be binned immediately. There's *way* too many glitches (or, for that matter, other mods!) where use of it is a necessity.

 

If someone hits ~, all the consequences afterwards are on them :p

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Honestly if a mod stopped me from using the console, that mod would be binned immediately. There's *way* too many glitches (or, for that matter, other mods!) where use of it is a necessity.

 

If someone hits ~, all the consequences afterwards are on them :tongue:

I've come to agree with you on this one "If someone hits ~, all the consequences afterwards are on them".
So, it should just have be enough to warn the player about the consequences (breaking the quest) if using console commands.
Edited by maxarturo
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  • 2 months later...
For anyone interested.


I found a simple solution to fight TCL, at least for those key areas that you want the player to solve your puzzle or what ever condition - situation you have created in your mod.


Example :

- If you have a door that opens only after solving your puzzle, put in the other side of the door a trigger box that "ON TRIGGER ENTER" will move the player back in front of the door with a message "No Cheats Allowed".

The trigger box will get disable only by the opening of the door or if you have a Tracking Script running on your puzzle - quest.


Simple, but works.

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How about "Disable" << console command ? :smile:

How about flying around ignoring your "puzzle" ??

 

idk why u care about ppl cheating :x...

You can't stop this xD

I have already solved long time ago the "Disable/Enable" console command, and the "Unlock" for doors, and the "PlayerAddItem", and the "TGM", and recently the "TCL". For all those key places and items of the mod.
Players can still choose to "fly around ignoring the puzzle" with the risk of getting out of the optimization boundaries (which are very tightly made on purpose) and finding themself in the VOID !! so forcing themself to load a previous save.
If you had read my previous post, i have already explain why i care so much about players using console commands.
The mod i'm working is been constructed with the logic of "Chain Reaction", this means that almost all cells are Linked - attached to at least one other cell in one way or an other.
A lot of things are running on the background on the cell you will be at, that will affect the cell itself and will affect - update the cells you will revisit.
So if you don't go through a specific "Trigger Box", or open a specific "Puzzle Door", or ignore a certain "Cell", or completely ignore a certain "Puzzle", or add to your inventory a specified "Quest Item", a cell + all cells won't update, an enemy won't ever spawn, a key won't ever be added to your inventory, and the list goes on and on........ and you will end up with a broken mod !!! unable to continue...
So i'm adding "Fail Safes" to the mod to avoid players breaking it, i've put way too much work into this, i've spent more than 3000 hours working this mod till now, and i've earned countless hours of migraines...
* Just to be clear, i'm doing this just for those KEY AREAS of the mod.
* And yes, you can stop it !, all you need is clever defensive programming and cleaver workaround.
Edited by maxarturo
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How about "Disable" << console command ? :smile:

How about flying around ignoring your "puzzle" ??

 

idk why u care about ppl cheating :x...

You can't stop this xD

TGM can really screw things up, if you were expected to say, lose a certain amount of health in order for something to happen.

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