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News: Zombie Master 2 discussion

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1  Other / Trouble in Terrorist Town / Re: Vanilla TTT on: February 03, 2012, 10:52:42 PM
Would anyone be willing to give me a link to a well populated/good community TTT serv?
2  Other / Trouble in Terrorist Town / Vanilla TTT on: February 01, 2012, 11:18:15 PM
It seems all there is left of TTT is a bunch of  custom unbalanced TTT servers. Would anybody be interested in playing on a pure vanilla TTT server?
3  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: July 06, 2011, 05:02:00 PM
To detect/kick
On line 492:
"if bomb:GetPos():Distance(ply:GetPos()) > 256 then ply:Kick( "Exploiter/SH" ) return end"
4  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: July 05, 2011, 06:34:17 AM
Fix: Blow up C4 from anywhere (Feature from SH)
Problem: Distance is only checked on a successful disarm, but not a failure.

Filename: terrortown/entities/entities/ttt_c4/shared.lua

-Solution-

Remove lines 497-499, 506
Add lines 492: "if bomb:GetPos():Distance(ply:GetPos()) > 256 then return end"
5  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: March 20, 2011, 10:30:04 PM
Is there any flag that you can add on an entity to prevent them from being able to be picked up with the magneto stick?
I feel like there was, but I don't know what it is. But I could be completely wrong.

Also if you were to accept donations, I would most likely donate to you, but those are pretty valid reasons not to want donations.


Accepting donations after the prize money he received is what I would consider pretty greedy.
6  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: March 05, 2011, 11:38:27 PM
no

edit:
To be frank, every time someone suggests more of this obsessive controlling bullshit I am more inclined to strip all logging features out just to fuck with all these admins who want to play justice and all these players who can't deal with getting shot if the bullet does not have a fucking signed release form A12.b clause C.III (also known as the "I do declare I doth spot thee pulling out yonder knife"-form) attached to it.

No, I'm not going to log who looked at your head. I'm not going to log who shot a bullet while at one point having looked at a barrel within 25 units of your person. I'm not going to log who bought a knife and then selected it in his weapon menu without pulling it out but certainly considering it anyway. I'm not going to log any more shit.

Short answer: no.


also:
calling a traces for that is just asking for lag
7  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: February 05, 2011, 10:48:46 PM
[gamemodes\terrortown\entities\entities\ttt_traitor_button\init.lua:103] attempt to call method 'TraitorUse' (a nil value)

Had that a few times in server console.
Was on map ttt_crummycradle_a4


Oh that was probably me. I was messing around with the traitor HUD and made it so I saw all the traps/could try to use them.
8  Other / Trouble in Terrorist Town / Re: Spectator guns. on: February 05, 2011, 08:20:41 PM
function IgnitePly()

for k,v in pairs(player.GetAll()) do
    if v:IsAlive() then
        v:Ignite()
    end
end

end
hook.Add("RoundEnd", "IgnitePlayers", IgnitePly)
9  Other / Trouble in Terrorist Town / Re: "hackers" on: February 05, 2011, 04:18:46 PM
As long as you give me the anti-cheat afterwards :)

Add nexusop on steam.
10  Other / Trouble in Terrorist Town / Re: "hackers" on: February 04, 2011, 09:43:18 PM
Sure you have the latest SH code? Because it doesn't set sv_cheats to 1 by default, im sure of it, when i load SH up, and type sv_cheats, its set to 0 until i enable mat_fullbright, or speedhack.


Would you mind giving the latest files for anti-cheat purposes? I don't need your account information.
Oh Mr.Gash, in case you haven't figured out, he uses a module to load the cheat.
11  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 16, 2011, 07:28:36 PM
You'll have to be more clear than that. There are already numerous checks, ie. you can't cycle to dead players with left/right mouse and if you are spectating a player who dies you are put back into roam/noclip mode.

I've said it three times, you still spectate the player when they are dead. Oh, didn't see what Jo said.
12  Other / Trouble in Terrorist Town / Re: [SPLIT] Server hackers on: January 15, 2011, 02:45:54 PM
What method does/will it use?


Hooks. Uses debug library for a few things.
13  Other / Trouble in Terrorist Town / Re: [SPLIT] Server hackers on: January 15, 2011, 02:13:41 AM
I say we should make a new thread on the forums that should discuss all forms of server defense. Anti-hackers, Script Enforcers (Lol), DDOS protection ect. It would help a lot of lone server owners n such and maybe someone will learn something new.


I will be releasing an anti-cheat soon.
14  Other / Trouble in Terrorist Town / Re: [SPLIT] Server hackers on: January 15, 2011, 01:22:49 AM
Serversecure2 by azuisleet will stop any source-query spam DOS
15  Other / Trouble in Terrorist Town / Re: [SPLIT] Server hackers on: January 14, 2011, 09:54:51 PM
Yeah, a 'little somebody' Sent the code to Garry and GBPS ;)
Main reason why im VaCCed. :rolleyes:

If he did that, why didn't you simply ban him, unless he was using serenity Steamid spoofer.


gbps had the dll beforehand
phoenix dont act like your tough shit because anybody could ddos your server down right now
16  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 14, 2011, 09:52:55 PM
You'll have to be more clear than that. There are already numerous checks, ie. you can't cycle to dead players with left/right mouse and if you are spectating a player who dies you are put back into roam/noclip mode.


when the player who you are spectating dies you still spectate his entity
17  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 13, 2011, 06:58:14 PM
Do an Alive() check while spectating, you end up spectating the dead persons spectate position.
18  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 09, 2011, 07:32:31 PM
Someone could just run a script before TTT loads that stores the original debug.getupvalue.

Whats the point with the _R.Player.GetWeapons overwrite then?
19  Other / Trouble in Terrorist Town / Re: Trouble in Terrorist Town - a GMod gamemode on: January 09, 2011, 02:41:46 AM
BKU put a hook on debug.getupvalue and just return, you can get the original _R.Player.GetWeapons() function with it.
20  Other / Trouble in Terrorist Town / Re: You were killed by_____ on: December 20, 2010, 02:44:42 AM
local function checkteam(pl)
   if pl:IsActiveTraitor() then
       return "TRAITOR"
   else
       return "INNOCENT"
   end
end

function whokilled(pl,dmg,kl,x)
   pl:SendLua("print('You were killed by '..kl:Name()..'['..checkteam(kl)..']'"))
end

hook.Add( "PlayerDeath", "TTTDeath", whokilled)

someone asked for some help on this @ fp so posted here
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