Please help me

፨ẴzɏϻΘķ፨

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Apr 9, 2016
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Good afternoon - tell me how do I in C# to select a player to work through its library... - make a module for auto racing supplements server the player is - it's on the server
 

፨ẴzɏϻΘķ፨

Member
Member
Apr 9, 2016
123
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Canada
I made a module that shakes the file with any references to the folder with the server - is it possible to specify the path to the races that swayed the file on the server and in the client the player - for example when you type the command player rocked a file in the game client
 

DreTaX

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Jun 29, 2014
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I made a module that shakes the file with any references to the folder with the server - is it possible to specify the path to the races that swayed the file on the server and in the client the player - for example when you type the command player rocked a file in the game client
It's impossible to touch client files from server...
 

MasterPeace

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Feb 2, 2015
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He want to edit client.

I think RustBuster is what we need if it's really in development and working. I would like to get into source when it will be released. Didn't really look at this project yet, just watched video, but I guess it will work on client side, inject like cheats or something so I'm waiting to see that.
 

DreTaX

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Jun 29, 2014
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At your house.
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He want to edit client.

I think RustBuster is what we need if it's really in development and working. I would like to get into source when it will be released. Didn't really look at this project yet, just watched video, but I guess it will work on client side, inject like cheats or something so I'm waiting to see that.
It will be obfuscated.
 

DreTaX

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doesn't matter what language wakes not heavy load?The problem with many servers is a pile of bags of players on the server
You don't get what im saying......... I was asking which language do you need It in.

Nice code in js, with two example methods:
JavaScript:
var LootableObject = null;

function On_PluginInit() {
    LootableObject = Util.TryFindReturnType("LootableObject");
}


// This function is able to loop through all the currently existing bags, but Its slower
function CheckForCloseBag(Vector3) {
    var LootableObjects = UnityEngine.Object.FindObjectsOfType(LootableObject);
    for (var x in LootableObjects) {
        if (Util.ContainsString(x.name.toLowerCase(), "lootsack") {
            var dist = Util.GetVectorsDistance(position, x.transform.position);
            if (dist <= 3) {
                x._inventory.Clear();
                Util.DestroyObject(x.gameObject);
            }
        }
    }
}


// This method checks for bags in a 3 meter radius.
function CheckForCloseBagFaster(Vector3) {
    var LootableObjects = UnityEngine.Physics.OverlapSphere(Vector3, 3);
    for (var x in LootableObjects) {
        if (Util.ContainsString(x.name.toLowerCase(), "lootsack") {
            x._inventory.Clear();
            Util.DestroyObject(x.gameObject);
        }
    }
}

// Usage:

function On_PlayerKilled(DeathEvent) {
    if (DeathEvent.Victim != null && DeathEvent.VictimIsPlayer) {
        var Data = Plugin.CreateDict();
        Data["Position"] = DeathEvent.Victim.Location;
        Plugin.AdvancedTimers.CreateParallelTimer("DeathDelay", 2000, Data).Start();
    }
}

function DeathDelayCallback(ATimedEvent)
{
    ATimedEvent.Kill();
    var data = ATimedEvent.Args;
    var Position = data["Position"];
    CheckForCloseBagFaster(Position);
}