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Snippet Showroom / Re: New Fixed GetPlayerWeapon+ SetPlayerWeapon+ DisableWeapon+ Restore Weapon[By me]
« on: March 17, 2014, 04:21:19 pm »
F ired
A lone
I nternationally
L ost
FAIL!!!!
A lone
I nternationally
L ost
FAIL!!!!
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Aslo addAddedCode: [Select]filterscripts *YOUR FILTERSCRIPT*
it says unable to start remote console serverThat is normal and happens most of the time.
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":1. I meant like 1% c++ because pawn already is.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.
This is publicIs this useful?
[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?
Moved, fixed broken download link, added [INC] tag.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.
Personally I think this makes things much more confusing for Pawn scripters than they already are.
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 What you mean? That I copied it? If so, no i didn't copied it.I know he is polite. Just telling him that this is not the best I can make.Nice JobHmm nice job? I could make even professional systems than this
lol... he is polite.
And what stops you to make better system ?
Okay... but this isn't something you made. Can you please be more constructive with your criticism?
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 know he is polite. Just telling him that this is not the best I can make.Nice JobHmm nice job? I could make even professional systems than this
lol... he is polite.
And what stops you to make better system ?
I have read it but I dont understand that how do these 2 have the same hash value.you lack some brain cells, but that's fine.return from ntencrypt("bananas"): 153616851
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("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
you lack some brain cells, but that's fine.return from ntencrypt("bananas"): 153616851
THE thing is, hashing it 3 times is not safe as it can produce collisions
hashing a hash is as stupid as it sounds.