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Arran

MTA Contributors
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Everything posted by Arran

  1. onResourceStart is server side only. Change them to onClientResourceStart.
  2. Arran

    How i can...

    *roll eyes* I misunderstood the question.
  3. Arran

    How i can...

    You want them all to be one colour regardless of their nametag colour or team? Go to killmessages_server.lua and between line 95 and 96 do something like: (assuming you wanted white which is 255, 255, 255) wr,wg,wb,kr,kg,kb = 255,255,255,255,255,255
  4. You would be able to connect to it in LAN tab or quick connect: localhost:22003 check if you can do that. If you can but others cant connect then its most likely going to be port forwarding or the firewall. With my router port forwards can break when the local IP changes so had to change which local IP the port forward was assigned to.
  5. Well you get hamachi. Create or join a network. Start a local server. Anyone in that network should be able to see it in the "local" or "LAN" tab of server browser ingame.
  6. You ask for a decompiler, and then agree with the person that disagrees with the idea of having a decompiler. Thats just like well, you hating on yourself. Anyway, this may come in handy if we cant figure out a script to autocompile changed files after an SVN commit.
  7. Arran

    Security in MTA

    If a player tries to change their health or armour, the MTA inbuilt anticheat will detect that and kick them. If a player tries to change their money it will not work either. It is said that element data is not secure because a player would be able to change the element data and it would update with the server and other clients. (I am talking about setElementData here and not something like health) People new to scripting will overuse element data in their scripts but most of the time you can replace it with tables. Element data is only required when something has to be synched with everybody like for keeping dxscoreboard up-to-date. If only the server needs to know something then use a table which prevents any of this security problem as well as being bandwidth efficient. If you shoot a player with health cheats then the onClientPlayerWeaponFire event would have triggered but not the onClientPlayerDamage, if there was something like onClientPlayerShouldTakeDamage then maybe we could end health cheaters. There are various ways to detect cheating, they just need to be found. There are some anticheats on the community which should help.
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