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[HELP] Making a Compiled File


Jessica

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Hi there, for those of you who've seen my last couple of post's you'll know i'm quite new here, and still in the learning process of learning to script LUA.

So, i'm already working on a gamemode, which i won't say to much about as i want it to be a surprise, so, what i'm going to be on the release day, is release two versions, one in which you can only edit a few things, like items spawns, vehicle spawns ect, and the other, that will be totally editable, sort of like a source code.

Anyway, i was digging around and found thishttps://luac.multitheftauto.com/ and from what I've read about it, it's only moderate on security level and can still be decompilied, does anyone know of any programmes i can use to 100% secure my scripts?

Any help given is appreciated.

Script

WjK9ihM.png

Maps

map.png

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I wouldn't recommend disabling cache, it is safe thought but every time a player joins they'll need to download everything again, there used to be other ways to compile as far as I know but currently it can only be done at https://luac.multitheftauto.com, or to be more correct, if it's compiled elsewhere it won't load for security reasons. I don't think anyone actually managed to decompile anything compiled at https://luac.multitheftauto.com yet, here's more info about that if you're interested: viewtopic.php?f=91&t=78858

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  • MTA Team
I don't think anyone actually managed to decompile anything compiled at https://luac.multitheftauto.com yet

In the thread itself it have been mentioned, that the extra obfuscation is decompile-able.

I wouldn't recommend disabling cache, it is safe thought but every time a player joins they'll need to download everything again

It's harder to get the script from the memory than from a file and please don't tell me that your script is bigger than 5MB (which is still a small amount to download).

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Just enable cache for the script files wich will never be more than 500kb if going crazy.

luca.mtasa.com is decompilable yes, but the difficulty to do so makes it highly unlikely that someone with the knowledge to decompile is in the level of stealing stuff. (for someone in that level it'd be far easier to just do it by himself)

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In the thread itself it have been mentioned, that the extra obfuscation is decompile-able.
You can never be 100% safe but any kind of compiling makes it harder for most thieves, that tread has most of the info regarding the compiler that's why I linked to it.
It's harder to get the script from the memory than from a file and please don't tell me that your script is bigger than 5MB (which is still a small amount to download).
According to the wiki, cache: When the script file type is "client", this setting controls whether the file is saved on the clients' hard drive. Default is "true". Using "false" will mean the file is not saved. i.e it has nothing to do with the storage device level. Most servers will definitely handle downloads above 5MB each time a client joins, the problem are all of those players with slower network that might leave due to slow (large) downloads. It's a balance between what's acceptable or not and it's up to the server owner to decide about that, there are many cases where it's probably the best security solution to avoid saving anything on the clients hard drive.
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There's no such thing as having your scripts 100% secure. Personally, I'd recommend both compiled scripts and disabling cache. Then there are always other things you can add to your script to prevent people from trying to run your compiled scripts, such as make sure the server is a specific IP or not.

However, the latter is hardly of use if they know how to decompile it.

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