Liberty Unleashed
Liberty Unleashed => Liberty Unleashed Chat => Topic started by: Ahmed Abouelnas on July 16, 2013, 01:09:23 am
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how to protect my server from hacking when i put it online
like no one took my scripts
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You can't steal server side scripts. You can however copy client side scripts. There is currently no way to avoid that. Yes, you could compile them but I've experienced that this will only break scripts.
So either lock your server and give the password to people you trust, or dont use client side scripts.
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You can't steal server side scripts. You can however copy client side scripts. There is currently no way to avoid that. Yes, you could compile them but I've experienced that this will only break scripts.
So either lock your server and give the password to people you trust, or dont use client side scripts.
thnx for help
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I haven't had any problems using compiled client scripts.
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Trust me, Vortrex, there are problems with client scripts.
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I've already told people a way to fix this that VRocker came up with. :P
Set your client scripts to read a custom-made function in your server scripts upon load. Make it so they won't load until they read from it. That way no one can run them when compiled, even if they upload them to their server.
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I've already told people a way to fix this that VRocker came up with. :P
Set your client scripts to read a custom-made function in your server scripts upon load. Make it so they won't load until they read from it. That way no one can run them when compiled, even if they upload them to their server.
This requires the compile scripts to work first. Something that's been broken for ages.
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I've already told people a way to fix this that VRocker came up with. :P
Set your client scripts to read a custom-made function in your server scripts upon load. Make it so they won't load until they read from it. That way no one can run them when compiled, even if they upload them to their server.
This requires the compile scripts to work first. Something that's been broken for ages.
According to VRocker, compiling scripts has always worked. :P
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I've already told people a way to fix this that VRocker came up with. :P
Set your client scripts to read a custom-made function in your server scripts upon load. Make it so they won't load until they read from it. That way no one can run them when compiled, even if they upload them to their server.
This requires the compile scripts to work first. Something that's been broken for ages.
According to VRocker, compiling scripts has always worked. :P
Well since both me and Thijn are scripters and Thijn is a beta-tester, moreover we are in-charge of projects which include doing more than /spawncar /wep, I think you should believe us.
Also, Thijn talked to VRocker about bugged compiled scripts a long time ago.
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I've already told people a way to fix this that VRocker came up with. :P
Set your client scripts to read a custom-made function in your server scripts upon load. Make it so they won't load until they read from it. That way no one can run them when compiled, even if they upload them to their server.
This requires the compile scripts to work first. Something that's been broken for ages.
According to VRocker, compiling scripts has always worked. :P
Well since both me and Thijn are scripters and Thijn is a beta-tester, moreover we are in-charge of projects which include doing more than /spawncar /wep, I think you should believe us.
Also, Thijn talked to VRocker about bugged compiled scripts a long time ago.
Thijn being a beta tester doesn't exactly out-rank the guy who made the mod...
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Like I said before, I have never experienced any problems with compiled client scripts. For me, they always work like non compiled ones do.
This goes for both my VPS (Linux) and my PC (Windows).
EDIT: I guess I'll explain my process of this:
- For onScriptLoad, compile the client script (it just allows a fresh copy in case something was edited or something).
- In Script.xml, use the compiled files for client scripts, and not the uncompiled ones.
- When calling client functions, use the compiled script path, not the uncompiled.
I guess I should mention that I used GUI and it works too. It's a little buggy because of my scripting errors (lack of testing), so back when I showed you my script Shadow, that's why.
I'm not saying that it's perfect right now, but I haven't had any issues. I can (probably) rule out platform and/or architecture incompatibilities, because my Linux VPS is 32 bit and my Windows PC is 64 bit.
Shadow/Thijn, what is it you have problems with when using the compiled scripts?
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Shadow/Thijn, what is it you have problems with when using the compiled scripts?
I can't talk for Shadow. But when I was testing GameSparks with compiled scripts everything (yes, everything) was either not working, or wrong. GUIs were either not appearing or in wrong positions or having wrong labels.
Going back to uncompiled scripts and everything worked like it should.
I've also compiled the scripts on the server, so it isn't compatibility issues.
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Shadow/Thijn, what is it you have problems with when using the compiled scripts?
I can't talk for Shadow. But when I was testing GameSparks with compiled scripts everything (yes, everything) was either not working, or wrong. GUIs were either not appearing or in wrong positions or having wrong labels.
Going back to uncompiled scripts and everything worked like it should.
I've also compiled the scripts on the server, so it isn't compatibility issues.
Exactly.same.issue.
Nothing worked.
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Shadow/Thijn, what is it you have problems with when using the compiled scripts?
I can't talk for Shadow. But when I was testing GameSparks with compiled scripts everything (yes, everything) was either not working, or wrong. GUIs were either not appearing or in wrong positions or having wrong labels.
Going back to uncompiled scripts and everything worked like it should.
I've also compiled the scripts on the server, so it isn't compatibility issues.
Exactly.same.issue.
Nothing worked.
Exactly the same happened with Liberty RPG