Show Posts
|
Pages: [1] 2 3 ... 6
|
1
|
Liberty Unleashed / Liberty Unleashed Chat / Re: whole lu hacked
|
on: August 02, 2014, 03:03:18 am
|
A kid of 13 years old found a method... (me)
Edit: More, more and more...
Congratz, you achieved nothing.
In the next version, your exploit will not work anymore. Happy?
k. I can find anothers methods.
|
|
|
2
|
News and Content / Updates/Changes / Re: Update 0.1.0.15 (02/08/14)
|
on: August 02, 2014, 02:47:19 am
|
Nice!!! Edit: What da ... I can't join, maybe fails when LU dll is injected? Singleplayer is launched ... Edit 2: Yes, fails the inject. I injected manually with PerX and works... Edit 3: GetTickCount64 isn't found (AUTO-DLL, Manual DLL nope) AND LAST EDIT: Error 403 forbidden when I try re-download again LU client. And server didn't update lol... *update:fix_some_errors->more_errors*
|
|
|
4
|
Scripting / Script Snippets / Re: Detecting player AFK time
|
on: July 31, 2014, 11:19:57 am
|
Here's another way:
Note: The timer can be replaced with a different method if needed, like the "onTimeChange" event or something.
function AFKCheck() { foreach( ii , iv in Players ) { if( iv.Spawned ) { if( !IsTabbed[ iv.ID ] ) { if( ( time( ) - LastTick[ iv.ID ] ) >= MAX_PAUSE_TIME ) { IsTabbed[ iv.ID ] = true; } }
} } }
function onPlayerUpdate( player ) { if( IsTabbed[ player.ID ] ) { local amount = time( ) - LastTick[ player.ID ]; IsTabbed[ player.ID ] = false; } LastTick[ player.ID ] = time( ); }
function onScriptLoad( ) { Players <- { }; LastTick <- array( 128 , 0 ); IsTabbed <- array( 128 , 0 ); // Time before each player is considered "paused" in seconds // NOT in milliseconds MAX_PAUSE_TIME <- 2; AFKTimer <- NewTimer( "AFKCheck" , 500 , 0 ); }
function onPlayerConnect( player ) { Players[ player.ID ] <- player; }
function onPlayerPart( player , reason ) { Players[ player.ID ] <- null; }
EDIT: Some details I forgot to mention ... The MAX_PAUSE_TIME can be any number, but 2 seems decent enough, so I chose it. It is used for how much time needs to pass before a player is considered "paused" and NOT how often the check happens.
Also, you can add other things to happen when a player pauses or unpauses. Turn the player into a ghost or something cool if you want.
And there's another way in Client
|
|
|
5
|
Scripting / Script Snippets / Detecting player AFK time
|
on: July 30, 2014, 02:26:33 pm
|
Time <- array ( GetMaxPlayers ( ), 0 ); // Set by default all the array to 0 with size of the MaxPlrs Name <- array ( GetMaxPlayers ( ), null ); // Store the names
function onScriptLoad ( ) {
NewTimer ( "IncreaseAllAFK", 1000, 0 ); }
function IncreaseAllAFK ( ) {
local Players = GetPlayers ( ) + 5; // If one player left with ID 1 and exists another with ID 2, increase +5 the player count
for ( local i = 0; i < Players; i ++ ) {
if ( FindPlayer ( i ) ) {
Time [ FindPlayer ( i ).ID ] ++; // Increase AFK time
if ( Time [ FindPlayer ( i ).ID ] >= 30 ) {
local Colname = FindPlayer ( i ).ColouredName;
if ( Colname.find ( "[AFK]" ) == null ) {
Name [ FindPlayer ( i ).ID ] = FindPlayer ( i ).ColouredName;
FindPlayer ( i ).ColouredName = Colname + " [#ffffff][AFK]"; } }
// Kicks after 7 minutes
if ( Time [ FindPlayer ( i ).ID ] >= 420 ) {
MessagePlayer ( "You was kicked by AFK limit time. [ 7 minutes ]", FindPlayer ( i ) );
KickPlayer ( FindPlayer ( i ) ); } } } }
// Check if a key was pressed:
function onPlayerKeyStateChange ( pPlayer, Key, Pressed ) { if ( Time [ pPlayer.ID ] >= 30 ) {
MessagePlayer ( "You were AFK for " + Time [ pPlayer.ID ] + " seconds. ", pPlayer ); // Show time
Time [ pPlayer.ID ] = 0;
pPlayer.ColouredName = Name [ pPlayer.ID ];
return; }
Time [ pPlayer.ID ] = 0; }
P.S. : I forgot some things.
|
|
|
6
|
Liberty Unleashed / Suggestions / Re: List of suggestions & bugs
|
on: July 19, 2014, 01:09:16 am
|
Ok, another thing:
Is not need create an anti-debugger or similar, because, only the noobs uses trainers.
Method: Anti-renaming the window title name (Liberty Unleashed to GTA3) (PM if don't know for what), and prevent the change of the value of a address (PM for the address, needs pointer CPlayer and offset)
|
|
|
7
|
Liberty Unleashed / Suggestions / Re: List of suggestions & bugs
|
on: July 18, 2014, 03:04:23 am
|
onServerCrash is just not doable. Why? Because 99% of the time, the crash is caused by Squirrel so trying to push even more to something that has died will just end badly. We are working on increasing the stability of the server to reduce the crashes as the server doesn't have an excuse for crashing.
As for the other stuff, i will look into the garages now (I actually have the source open! It's a miracle...) and at one point we did fix the colour bug but the code sortof got lost... That will be reimplemented soon
Oh, ok...
|
|
|
8
|
Liberty Unleashed / Suggestions / Re: List of suggestions & bugs
|
on: July 17, 2014, 12:11:57 pm
|
ยท * Event: onServerCrash
Lol, and how do you expect this to work? It's like requesting a dead person to tell his family he's dead. He can't, he's dead. Same goes with the server. It dies. You'd be happy if it was able to free up some memory before dying.
Aha, and how we save any player data (kills, deaths, pos..) when is crashed? Exception handlers can be created with
seterrorhandler(); With one argument being the function to handle errors.
How works?
|
|
|
11
|
Scripting / Script Releases / Re: [Map Editor] Gamesparks' Map Editor
|
on: July 09, 2014, 07:11:34 pm
|
What's the code in line 807?
Random spawn
*slow claps* I still need to know what functions you call or what not... Otherwise I wouldn't know whether it's my code's fault or not...
Fuu, load skin of the account (array), armour spawn(shop) (array), random spawn (array), set weapons, unmute.
|
|
|
13
|
Scripting / Script Releases / Re: [Map Editor] Gamesparks' Map Editor
|
on: July 08, 2014, 01:10:04 pm
|
I don't know the problem but... I added the MapLoader to my system of accounts, commands, and now works, without errors.
heh? What's wrong?
He had the same problem.
Well, yes, but what was the error? You're not being specific enough.. I need to have the error in order to be able to fix it!
|
|
|
15
|
Scripting / Script Releases / Re: [Map Editor] Gamesparks' Map Editor
|
on: June 27, 2014, 03:13:06 pm
|
And what about the event 'onPlayerSpawn' ?
I have no idea what's causing it, as I said, it might be your script interfering... MapLoader or MapEditor does not call "onPlayerSpawn" to cause an error.
I don't know the problem but... I added the MapLoader to my system of accounts, commands, and now works, without errors.
|
|
|
|