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 clientWhat?
It's impossible to touch client files from server...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
I just need to be worked out system.dll playerIt's impossible to touch client files from server...
What do you mean?I just need to be worked out system.dll player
I wanted to remotely download players dll files with anti-cheat - but I need to read the file System.dll on the client the player and not the serverWhat do you mean?
Not possible.I wanted to remotely download players dll files with anti-cheat - but I need to read the file System.dll on the client the player and not the server
It will be obfuscated.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.
Good day - you can help make the map cleaner?delete players corpses,animals,bags after deathIt will be obfuscated.
I don't know about the corpses, but I think animals, bags, are possible.Good day - you can help make the map cleaner?delete players corpses,animals,bags after death
C# or JS?Good day - you can help make the map cleaner?delete players corpses,animals,bags after death
doesn't matter what language wakes not heavy load?The problem with many servers is a pile of bags of players on the serverC# or JS?
You don't get what im saying......... I was asking which language do you need It in.doesn't matter what language wakes not heavy load?The problem with many servers is a pile of bags of players on the server
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);
}