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Patrick

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Posts posted by Patrick

  1. 1 hour ago, Filoni said:

    It's the best resource in MTA that i see for all the time. Here  is no GUI control panel, but even so here is so many settings that is good. But some default settings is bad:

     

    Quote

    It's a very early alpha version, so there is much wrong about it
    No gui, no config file, not easy to use, etc
    In order to improve it I'd have to rewrite the whole thing
    I have no time for that so I'm sharing what i have done so far.

  2. Hi!

    The idea is really good and would be awesome to have something like that in MTA, since .luac doesn't provide full protection (ofc).

    But... I think we don't have it for good reasons, just like bytecode isn't safe and the Lua VM can be exploited "easily".
    Thats why Roblox removed bytecode support in 2012: https://blog.roblox.com/2012/08/bye-bye-bytecode/ 

    Could these vulnerabilities be fixed or exists at all with your method of compiling directly to machine-code?

    • Like 1
  3. Welcome!

    Troubleshooting steps for collisions
    1) Export collision at 0,0,0 XYZ coordinates.
    2) Ensure the rotations and scale values are at their defaults. If they aren't, you can reset the values through Hierarchy tab on your right side -> Reset scale/transforms.
    3) Ensure the dimensions are less than 256 +/- on each axis, within a 512m cube.
    4) Ensure the model topology is clean and has no isolated edges or vertices, as these can cause invisible walls.
    5) While a collision can contain 32k vertices, it's strongly recommended to stay below 5k.
    6) For invisible walls, install Goldfish's edition of Kam's scripts and run CST exporter. Export .cst -> import into Steve M's Collision Editor -> save as single .col file. Goldfish's Kam's scripts: https://gtaforums.com/topic/907323-rel-kams-gta-scripts-2018/

  4. Hi, it's not possible because one overwrite the other.
    You have to handle this inside one function.

    function Output(...) -- "magic parameter" for all
        local args   = {...} -- put them into a table
        local length = #args
        
        if length == 1 then -- 1 parameter passed to function
        	local text = args[1]
        
        elseif length == 2 then -- 2 parameter passed to function
            local text, player = args[1], args[2]
        
        elseif length == 5 then -- 5 parameter passed to function
        	local text, player, colorR, colorG, colorB = unpack(args) -- or you can use unpack instead of indexing table one by one
        end
    end

     

    • Like 1
    • Thanks 1
  5. Welcome!

    local connection = exports.dm_mysql:getConnection()
    
    function onJoin()
        local serial = getPlayerSerial(source)
        local ipadress = getPlayerIP(source)
        local serialcheck = dbQuery(connection, "SELECT banned FROM accounts WHERE serial = ?", serial)
        local result = dbPoll(serialcheck, -1)
      	
        if result and #result == 1 then -- found an account
            local banned = tonumber(result[1]["banned"]) == 1 -- A Boolean from database is 0 (false) or 1 (true), this will be true if the value 1, false otherwise 
    
            if banned then
                outputChatBox("Banned", source)
            else
                outputChatBox("Not banned", source)
            end
        end
    end
    
    addEventHandler("onPlayerJoin", root, onJoin)

     

    • Like 1
  6. 4 hours ago, Weaita said:

    1) That they can't decrypt the files, on MTA forum I have seen several post with tips to create a secure encrypter. For example using "keys" in server side or something like that.

    2) That the load does not have too much impact on the PC of the players. And avoid problems like this.

    Hi.

    - Models are loaded to the memory, just like the secret key. If someone can dump out the key from the memory, he can do it with models as well.
    Currently this key is inside an encrypted, non-cached script.

    - Model loading is a performance heavy operation by default, encryption just makes it worse. (everything has a price)
    I try to make the loader as optimized as possible, but loading a large file is problematic, doesn't matter is it encrypted or not.
    By the way this method doesn't increase the file size.

    • Like 2
  7. 4 hours ago, Weaita said:

    I just have a question, it's possible to fix this little bug? Objects attached to a skin don't keep the brightness of that skin.  I think it's a MTA limitation but I mention it in case it has a solution.

    Maybe it is possible somehow to get ped's brightness and modify parachute's with shaders, but I have no idea how could you do it.

    Btw do you use the latest pAttach release? Don't you have bugs while attaching objects to player's head? ... I mean wierd movement / rotation offsets

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