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46  Liberty Unleashed / Bug Reports / Re: Liberty Unleashed Issues List [0.1.0.16] on: June 05, 2016, 05:51:34 pm
This topic needs a update
You'll have to PM the user if you want that done. It isn't an official topic, so there isn't much we can do, unfortunately.

This user not have time for updating this topic. But you can ;)

Posted the December 29, 2015, 08:28:20 pm
Last Active:   December 27, 2015, 04:25:37 pm

Or.. .you could just add them to mantis ;)

I may or may not have fixed one or two of the bugs listed in this thread yesterday.... *whistles*

If you fixes them then i will ;-; Mantis looks like just decoration right now
(Oh btw you could fix the GUI when is free'd, that makes my mind explode when I add UI stuff related and I don't think I'm the only one...)
47  Liberty Unleashed / Bug Reports / Re: Update The Ban!! on: May 08, 2016, 08:40:59 pm
What about SSD drives Ankris? SSD TYPICALLY can not be modified and is designed to hold the operating system and you could buy another hdd to store data or i spouse a external hdd would be the least modifiable??

This new method I made today generates a new unique ID on the main HDD if you mean that.
48  Liberty Unleashed / Bug Reports / Re: Update The Ban!! on: May 08, 2016, 06:27:17 pm
I could share a script for client auth using file class, but I'm not sure bcs it can be considered as 'fuckpc' or 'pc attack attempt' by someone.

I tested it and there's a ~88% of chance to be impossible to find how does work. Every string inside is encrypted.
49  Scripting / Script Help / Re: Hash password, not working in classes on: May 04, 2016, 05:17:03 pm
Code: [Select]
::SHA1(password.tostring());

Should fix the instance error (I had this error before)
50  Scripting / Script Help / Re: Hash password, not working in classes on: May 04, 2016, 04:46:20 pm
The error in general is MD5[Hashing of passwords] I guess I should give it up and put these functions in a command. make the encrypted text transfer over to the class functions.

MD5 was broken by a chinese guy. It's recommeded at least SHA1 or even better SHA256

Code: [Select]
::SHA1(password.tostring());
51  Off Topic / General Chat / Re: Introduction on: May 04, 2016, 04:11:59 pm
If the server is popular and active enough, I'd highly recommend they contact VRocker about getting official status and a forum section for their server!


http://thijn.minelord.com/stats/lu/stats.php?ip=193.242.211.157&port=2301
52  Scripting / Script Help / Re: Hash password, not working in classes on: May 04, 2016, 04:08:42 pm
I don't see anything wrong in that line. In classes is a bit hard to find a error, use // until disappears.
53  Scripting / Script Help / Re: Hash password, not working in classes on: May 04, 2016, 03:17:39 pm
you can add functions to a class, however I believe they use the local scope of the class, so if you need anything global then you'll probably have to add a double colon before whatever it is you need to use (i.e. ::FindVehicle ).
54  Scripting / Script Releases / Re: Simple crouch on: January 10, 2016, 01:25:51 am
I am having trouble with this script. When I press V my character doesnt crouch  :-[ I put in the content.xml <script folder="lu_crouch-master"/> at the end and I put the folder lu_crouch-master in Scripts :-X What am I doing wrong? ;-; I am looking foward to your reply :D By the way love your server  ;D

Make a directory and unzip the files in: ./LUServer/Scripts/lu_crouch/

content.xml: <script folder="lu_crouch"/>
55  Scripting / Script Help / Re: Tracking a vehicle and remove it on command on: January 06, 2016, 12:53:16 pm
tested

Code: [Select]
const MAX_VEHICLES_PER_PLAYER = 3;
const INVALID_ID = -1;

banned_vehicles <- [122, 150, /* add your banned vehicles here*/];
vehicles_spawned <- array(GetMaxPlayers(), array(MAX_VEHICLES_PER_PLAYER, INVALID_ID));
vehicles_spawnedcount <- array(GetMaxPlayers(), 0);

function onPlayerCommand(player, command, text) {
switch(command.tolower()) {
case "spawncar": case "v": case "vehicle": case "veh": case "car": {
if (!text || !IsNum(text)) return MessagePlayer("Invalid ID. Usage: /"+command+" <90-150>", player);

text = text.tointeger();

if (text < 90 || text > 150) return MessagePlayer("Invalid ID. Usage: /"+command+" <90-150>", player);

foreach(idx, val in banned_vehicles) {
if (val == text) return MessagePlayer("This vehicle is currently banned", player, Colour(255, 0, 0));
}

local vehicle = CreateVehicle(text, Vector(player.Pos.x, player.Pos.y + 5, player.Pos.z), player.Angle);

vehicle.OneTime = true;

local id = vehicles_spawned[player.ID][vehicles_spawnedcount[player.ID]];
local tmp = FindVehicle(id);
if (tmp) tmp.Remove();

vehicles_spawned[player.ID][vehicles_spawnedcount[player.ID]] = vehicle.ID;
vehicles_spawnedcount[player.ID]++;
if (vehicles_spawnedcount[player.ID] == MAX_VEHICLES_PER_PLAYER) vehicles_spawnedcount[player.ID] = 0;

return true;
}
}

MessagePlayer("invalid cmd", player, Colour(255, 0, 0));
}

function onPlayerPart(player, reason) {
foreach(idx, val in vehicles_spawned[player.ID]) {
vehicles_spawned[player.ID][idx] = INVALID_ID;
}

vehicles_spawnedcount[player.ID] = 0;
}
56  Scripting / Script Help / Re: Tracking a vehicle and remove it on command on: January 05, 2016, 02:34:25 pm
Code: [Select]
const MAX_VEHICLES_PER_PLAYER = 3;
const INVALID_ID = -1;

banned_vehicles <- [122, 150, /* add your banned vehicles here*/];
vehicles_spawned <- array(GetMaxPlayers(), array(MAX_VEHICLES_PER_PLAYER, INVALID_ID));
vehicles_spawnedcount <- array(GetMaxPlayers(), 0);

function onPlayerCommand(player, command, text) {
switch(command.tolower()) {
case "spawncar": case "v": case "vehicle": case "veh": case "car": {
if (!text || !IsNum(text)) return MessagePlayer("Invalid ID. Usage: /"+command+" <90-150>", player);

text = text.tointeger();

if (text < 90 || text > 150) return MessagePlayer("Invalid ID. Usage: /"+command+" <90-150>", player);

foreach(idx, val in banned_vehicles) {
if (val == text) return MessagePlayer("This vehicle is currently banned", player, Colour(255, 0, 0));
}

local vehicle = CreateVehicle(text, Vector(player.Pos.x, player.Pos.y + 5, player.Pos.z), player.Angle);

vehicle.OneTime = true;

local id = vehicles_spawned[player.ID][vehicles_spawnedcount[player.ID]];
if (vehicles_spawnedcount[player.ID] == 0) id = vehicles_spawned[player.ID].len() - 1;

local tmp = FindVehicle(id);
if (tmp) tmp.Remove();

vehicles_spawned[player.ID][vehicles_spawnedcount[player.ID]] = vehicle.ID;
vehicles_spawnedcount[player.ID]++;
if (vehicles_spawnedcount[player.ID] == MAX_VEHICLES_PER_PLAYER) vehicles_spawnedcount[player.ID] = 0;

break;
}
}

MessagePlayer("invalid cmd", player, Colour(255, 0, 0));
}

function onPlayerPart(player, reason) {
foreach(idx, val in vehicles_spawned[player.ID]) {
vehicles_spawned[player.ID][idx] = INVALID_ID;
}

vehicles_spawnedcount[player.ID] = 0;
}
57  Scripting / Script Help / Re: Tracking a vehicle and remove it on command on: January 04, 2016, 11:22:31 pm
Code: [Select]
const MAX_VEHICLES_PER_PLAYER = 3;
const INVALID_ID = -1;

banned_vehicles <- [122, 150, /* add your banned vehicles here*/];
vehicles_spawned <- array(GetMaxPlayers(), array(MAX_VEHICLES_PER_PLAYER, INVALID_ID));
vehicles_spawnedcount <- array(GetMaxPlayers(), 0);

function onPlayerCommand(player, command, text) {
switch(command.tolower()) {
case "spawncar": case "v": case "vehicle": case "veh": case "car": {
if (!text || !IsNum(text)) return MessagePlayer("Invalid ID. Usage: /"+command+" <90-150>", player);

text = text.tointeger();

if (text < 90 || text > 150) return MessagePlayer("Invalid ID. Usage: /"+command+" <90-150>", player);

foreach(idx, val in banned_vehicles) {
if (val == text) return MessagePlayer("This vehicle is currently banned", player, Colour(255, 0, 0));
}

local vehicle = CreateVehicle(text, Vector(player.Pos.x, player.Pos.y + 5, player.Pos.z), player.Angle);

vehicle.OneTime = true;

local id = vehicles_spawned[player.ID];
if (vehicles_spawnedcount[player.ID] == 0) id = vehicles_spawned[player.ID].len() - 1;

local tmp = FindVehicle(id);
if (tmp) tmp.Remove();

vehicles_spawned[player.ID][vehicles_spawnedcount[player.ID]] = vehicle.ID;
vehicles_spawnedcount[player.ID]++;

break;
}
}

MessagePlayer("invalid cmd", player, Colour(255, 0, 0));
}

function onPlayerPart(player, reason) {
foreach(idx, val in vehicles_spawned[player.ID]) {
vehicles_spawned[player.ID][idx] = INVALID_ID;
}

vehicles_spawnedcount[player.ID] = 0;
}

not tested.
58  Servers / Advertise your server! / Re: Aurora on: December 30, 2015, 03:25:37 pm


"Little" update: new HUD (with 20 avatars!), advanced IP data for detecting VPNs and removed legends. Soon heists, airstrikes, and dynamites!
59  Liberty Unleashed / Bug Reports / Re: Liberty Unleashed Issues List [0.1.0.16] on: December 29, 2015, 08:28:20 pm
[issues]
GUIWindow.Remove(); // Doesn't remove
Some player markers are moving instantly from stadium (vpos 0 0 0) to current player pos (and viceversa)

[requests]
GUISprite.Remove();
Custom fonts.

This topic needs a update
60  Servers / Advertise your server! / Re: Valkyrie on: December 26, 2015, 02:53:48 pm
I added a system language. If someone wants to translate, just PM me.

Current translators:
- Polish - Kewun
- Spanish (ES) - PerikiyoXD
- Spanish (MX/UY) - PoPe
- Portuguese - Glaze

Little changelog: Race load optimized (changed to XML and saved to memory), custom races, custom languages, bank interior (thanks to danielius).

Lithuanian! Would help me and danielius!

If someone wants to translate, just PM me.

+danielius left, +you aren't active in LU
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