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Messages - NE.Restricted

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76
F ired
A lone
I nternationally
L ost
FAIL!!!!

77
General Discussion / Re: What are some good Web Hosting websites?
« on: February 24, 2014, 05:36:34 pm »
http://www.weebly.com/
-with free builder, free themes, free html edit and paid footer removal (or you could just hack the footer out like me)

78
Tutorials / Re: How to configure your server
« on: February 22, 2014, 07:46:19 pm »
Aslo add
Code: [Select]
filterscripts *YOUR FILTERSCRIPT*
Added

79
Tutorials / Re: How to configure your server
« on: February 19, 2014, 06:39:59 pm »
it says unable to start remote console server
That is normal and happens most of the time.

80
Tutorials / How to configure your server
« on: February 06, 2014, 05:55:26 pm »
Hello, guys!
In this tutorial, I will tell you how to configure your server.
Lets get started:
Step 1. Download your server from http://vicecitymultiplayer.com/
Step 2. Save it
Step 3. Open the server.conf file with notepad. You will see something that looks like this this:
echo Executing Server Config...
friendlyfire 1
lanmode 0
maxplayers 50
port 5192
hostname VCMP Server
gamemode0 VCMP_Mode 1
filterscripts ...
rcon_password none


Friendlyfire is a boolean value that can be set to 0 or 1. 0 is when players cant kill team members and 1 is vice versa.
Lanmode is also a boolean value. 0 is when the whole world can play in your server, and 1 is when only people in your network can play.
Maxplayers is the amount of max players that can play on your server. 50 is default.
Port is the UDP port used to connect to this server
Hostname is the name of the server, for example: Littlewhitey's VCMP Server.
Gamemode is the name of the scripts, without the .amx extension.
filterscripts is not there by default, and is used to specify filterscripts (script files inside the folder filterscripts) without the .amx extension.
Rcon_password is the password used to make yourself an admin.

Step 4. Edit the values so that they are exactly what you want.
Step 5. Your server is now completely configured! Thanks for reading.

81
ShowRoom (pawn) / Re: [INC] My plugin - A whole new way of scripting
« on: December 13, 2013, 08:37:30 am »
They're not really new functions though, and this is nowhere close to C++. The language isn't even consistent; in some places you have "start" and "end":
Code: [Select]
int Test arg start
MessageSendAll("Droopy proopy, hello fellow");
end

But then in others you're still using braces:
Code: [Select]
int OnPlayerText args playerid, text start
if(strcmd(text, "hello", true) == 0)
{
MessageSendPlayer(playerid, (color), "Hello!");
Test();
}

Plus, the example code is broken and would fail to compile with your INC, and so people will get the idea that it still works. For example:
Code: [Select]
count add 1;

The macro you assign to add is just +, which means this entire line of code is only count + 1. It won't actually increase the counter, so you'd have to do count = count add 1. Which is still convoluted because I can't name a single programming language off the top of my head (and trust me, there are a lot... including Visual Basic) that use "add" as an operator.

In my mind this is the kind of INC that looks cool on paper, but to actually use it would be more confusing than simply learning Pawn.
1. I meant like 1% c++ because pawn already is.
2. It isnt consistent because start is }( and not (.

82
mIRC/pawn Scripting / Re: I need help with kick health hack
« on: October 19, 2013, 12:40:20 pm »
This is public
[pawn]public healthkick(playerid)
{
if (HP >= 99)
   Kick( playerid );
   return 1;
}
[/pawn]

OnPlayerConnect i SetPlayerHealth(playerid,98); OnPlayerSpawn i SetPlayerHealth(playerid,98); OnGameModeInit i SetTimer("healthkick",100,1);

After I compile without error

Is this useful?
Is this useful?
No. Most hackers use 2012 trainer. They could do:
/heal 98 1
This set their health to 98 constant. This means, if they receive damage, the health reverts to 98

83
ShowRoom (pawn) / Re: [INC] My plugin - A whole new way of scripting
« on: October 13, 2013, 09:38:21 pm »
Moved, fixed broken download link, added [INC] tag.



Personally I think this makes things much more confusing for Pawn scripters than they already are.
Thats for new pawn scripters, who don't like the current scripting in pawn. This language is similar to .NET and C++ except some more functions.

84
ShowRoom (pawn) / [INC] My plugin - A whole new way of scripting
« on: October 13, 2013, 07:14:36 pm »
Hey guys I have a new plugin I want to share!
Functions:
int - public
arg - (
start - ){
end - }
new_variable - new
add - +
subtract - -
multiply - *
divide - /
MessageSendPlayer - SendClientMessage
MessageSendAll - SendClientMessageToAll
SkinNew - AddPlayerClass
SkinNewEx - AddPlayerClassEx
VehicleNew - AddStaticVehicle
PickupNew - AddStaticPickup
An example using these:
Code: [Select]
int OnPlayerText args playerid, text start
if(strcmd(text, "hello", true) == 0)
{
MessageSendPlayer(playerid, (color), "Hello!");
Test();
}
int Test arg start
MessageSendAll("Droopy proopy, hello fellow");
end
int PrintNumbers arg amount start
new_variable count;
while(count < amount)
{
printf("%d", count);
count add 1;
end
SkinNew, VehicleNew and PickupNew don't have examples :(

Instructions:
Download the file and save it to /pawno/include.
On your pwn files, add this line at top: #include <nerestricted_plugin>

Download:
Click here

85
Snippet Showroom / Re: Non-Damagable cars
« on: September 23, 2013, 02:47:28 pm »
Nice Job  ;)
Hmm nice job? I could make even professional systems than this

lol... he is polite. :-X
And what stops you to make better system ?
I know he is polite. Just telling him that this is not the best I can make.

Okay... but this isn't something you made. Can you please be more constructive with your criticism?
What you mean? That I copied it? If so, no i didn't copied it.

86
0.4 Public Beta #2 / Re: [SUGGESTION] VCMP 0.4 Server and Client
« on: September 23, 2013, 02:45:37 pm »
Firstly, you cannot tell certain people or groups of people they are not allowed to post. That is the forum moderators' business only.

Secondly, the server likely will not be released in the next public beta due to the fact that plugins are still under development, and that new features still need to be stress-tested in one place, rather than having users on multiple different servers.

I did not tell anyone that he cant post. I just removed a post since it was useless.

87
0.4 Public Beta #2 / [SUGGESTION] VCMP 0.4 Server and Client
« on: September 22, 2013, 04:54:29 pm »
I would like a downloadable vcmp 0.4 beta server and client.
Thanks.

Post by revolver removed

88
Snippet Showroom / Re: Non-Damagable cars
« on: September 22, 2013, 02:28:47 pm »
Nice Job  ;)
Hmm nice job? I could make even professional systems than this

lol... he is polite. :-X
And what stops you to make better system ?
I know he is polite. Just telling him that this is not the best I can make.

89
ShowRoom (pawn) / Re: GUPS 1.17 Fixed version (And a extra script!)
« on: September 22, 2013, 10:11:39 am »
you lack some brain cells, but that's fine.


THE thing is, hashing it 3 times is not safe as it can produce collisions

hashing a hash is as stupid as it sounds.
return from ntencrypt("bananas"): 153616851
return from ntencrypt("fsdghas"): 155976153

You failed

What heekzs presented was a theoretical example of what is known as a hash collision. Please read at least the first few paragraphs of this Wikipedia article, because what you posted is ignorant of it:

http://en.wikipedia.org/wiki/Collision_(computer_science)

That being said, using multiple iterations of a hashing method is not insecure in and of itself, and makes it more difficult to compute hashes since each hash iteration takes longer to calculate. The tradeoff is that this also slows down your server, which would not be necessary if your hashes were salted properly.

The only time collisions would become a concern, which is highly unlikely due to the extreme unlikelihood of a collision ever occurring, is that if, by chance, one of the hashes in your sequence has a collision, then all of the hashes generated from that hash will also collide.

See also:
Key stretching
I have read it but I dont understand that how do these 2 have the same hash value.
If it makes lag, I could use a timer, variable and a loop.

90
ShowRoom (pawn) / Re: GUPS 1.17 Fixed version (And a extra script!)
« on: September 21, 2013, 07:32:31 pm »
you lack some brain cells, but that's fine.


THE thing is, hashing it 3 times is not safe as it can produce collisions

hashing a hash is as stupid as it sounds.
return from ntencrypt("bananas"): 153616851
return from ntencrypt("fsdghas"): 155976153

You failed

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