INF Strength Keypads in DXMP - Is it possible?

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INF Strength Keypads in DXMP - Is it possible?

Postby King J » Tue Feb 10, 04 8:15 pm

As the subject says:

INF Strength Keypads in DXMP - Is it possible?


Be great if you could let me know - it just wound work

its secure


Its Driving me crazy!

Thanks

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Postby Blade » Tue Feb 10, 04 8:46 pm

iirc keypads cant be opened by codes in mp, but only with multitools...
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Workaround

Postby King J » Tue Feb 10, 04 9:14 pm

Does anyone know a workaround to this problemb ( mabey dadealus - hear he is very good level designer / coder )

?
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Postby Dae » Tue Feb 10, 04 9:19 pm

Do you mean that thing allows you to enter the door only with a knowledge of the code (ie without multitools)? And please, register on forum.
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Postby KingJ » Tue Feb 10, 04 9:44 pm

OK im registered :roll:

what im am trying to say is the creation of UNHACKABLE keypads in DXMP, i can do it in Single Player but in multiplayer i get "Its secure" ! I know from experience on Funline 2 Tonight that unhackable keypads are possible ( entrance to secret area ). But how? how? HOOOOOW?!?!?!

Thanx
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Postby DarkKnight » Wed Feb 11, 04 8:12 am

Jim has a keypad that is unbreakable and has a single code (No code no go)

I'll ask Jim about renameing it and releasing it (I've got a copy atm) :) :)
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Postby KingJ » Wed Feb 11, 04 9:32 am

Is this jim bowen we are talking about?

if so great - he is a great modder :lol:
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Postby DarkKnight » Wed Feb 11, 04 9:24 pm

Yeah JimBowen.

He does/did have a keypad with multi user logins (So every member had his or her own login) but I don't know what happend to that :?
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Postby KingJ » Thu Feb 12, 04 7:19 am

NOOOOOOOO :( :( :( :( :(

This is not good

Unless anyone knows some code to bypass "its secure"
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Postby Blade » Thu Feb 12, 04 9:34 pm

ok i found the code in question
you need to make a mod though, so if you dont know how to do it, ask someone to do it for you
all you need to do is to modify one of the three keypads
this is the standard code for a keypad regarding hacking:


function HackAction(Actor Hacker, bool bHacked)
{
local DeusExPlayer Player;

// if we're already using this keypad, get out
if (keypadwindow != None)
return;

Player = DeusExPlayer(Hacker);

if (Player != None)
{

// DEUS_EX AMSD if we are in multiplayer, just act based on bHacked
// if you want keypad windows to work in multiplayer, just get rid of this
// if statement. I've already got the windows working, they're just disabled.
if (Level.NetMode != NM_Standalone)
{
if (bHacked)
{
ToggleLocks(Player);
RunEvents(Player,True);
RunUntriggers(Player);
}
return;
}

//DEUS_EX AMSD Must call in player for replication to work.
Player.ActivateKeypadWindow(Self, bHacked);
}
}


the part in red is the code to get rid of
that's it
example:
1)open keypad1
2)override the hackaction method with the one above
3)save as mykeypad1 or anything else
4)compile
5)use it on the map and distribute the .u file alongside with the map

hope it helps
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Uh Oh

Postby KingJ » Fri Feb 13, 04 5:33 pm

Ok, edited the Keypad Code ( Not Keypad1, 2 etc because they have no code ) but removing the stuff in red. Then added a keypad2, compiled all the code and tested it in multiplayer but one small problemb

its secure


what am i doing wrong now?
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Postby Blade » Fri Feb 13, 04 5:56 pm

i'll see if i can do it
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Postby Blade » Tue Feb 17, 04 7:44 pm

i've done it
the BladePad is ready just go to http://dxblade.altervista.org
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Postby Aussiefella » Mon Feb 23, 04 11:20 am

jesus fucking christ!, talk about n00b, there is an option, in hackabledevices, set hackable to false :P
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Postby DarkKnight » Mon Feb 23, 04 1:27 pm

lol....aussie...read the post more :P

He is talking about a key pad the brings up the "enter code" window like SP :roll:

Jim has one that has multi codes (Every member could have a different code to the same door) But last I heard he found a bug and had to redo it....but it isn't that important so I think he is doing other sruff.
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