View Full Version : [U Source] Ubuntu v2 Public (Unreleased)
RuffianSoldier
14th November 2005, 20:06
Here is the source for my Ubuntu v2 Public
This is just the source - I did not include the binary.
This also includes my code for my MacGyver warning system.
It does not make you undetected from the FeedPirahnas mod - but it warns you when a server has it enabled.
Feal free to ask any questions.
EDIT: I had to fix the source - I reuploaded
KizZamP-
14th November 2005, 20:12
about that macgyver warning system,what do you mean by that?
because if it is like "join a server,and it'll say " thing,you'll get kicked before it...
RuffianSoldier
14th November 2005, 20:18
it says:
MacGyver Mod Detected; Class 'FPLauncher'
MacGyver Mod Detected; Class 'FPExaminer'
you dont get kicked right away when a server has the mod
valenti1232289
14th November 2005, 20:39
Gj then, but i wonder... Is MacGyver mod on the non PB servers as well?
RuffianSoldier
14th November 2005, 20:55
no - it requires PB
precision1337
14th November 2005, 21:02
nice release ruff. gj on the warning system. could come in handy. it'll especially be handy to noobs who just download any old hack and goes onto an AC server and get banned lol.
Gj then, but i wonder... Is MacGyver mod on the non PB servers as well?
oh well, we'll take on both PB and MacGyver! **** you PB! **** you MacGyver! WOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!! :D
RuffianSoldier
14th November 2005, 21:03
TY all :)
superdupe
14th November 2005, 21:27
pecanwaffle.... lmao
RuffianSoldier
14th November 2005, 21:29
CrAzY cLaSs NaMeS!
Jack D
14th November 2005, 21:33
Actually ruffian you can run the FeedPiranhas with out PB on.
RuffianSoldier
14th November 2005, 21:37
ic - lol no one would do it though
JohnDeere6996
14th November 2005, 22:41
so would this warning system go off before the mod logs you class name?
frikos
14th November 2005, 22:49
don't know when it is checked, but if you want, you could add an "auto-disconnect" to it
Me.ConsoleCommand ("Disconnect"); to the "magguyver-detection"
JohnDeere6996
14th November 2005, 23:13
good ideo frikos. its going to be which one detects the other first.
ALBerT
14th November 2005, 23:37
don't know when it is checked, but if you want, you could add an "auto-disconnect" to it
Me.ConsoleCommand ("Disconnect"); to the "magguyver-detection"
wow that IS a good idea, could this be implicated somehow to disconnect you as soon as you get a cvar warning? e.g. a detected class name
$T$
15th November 2005, 03:23
gj ruff, i'll check it out.
RuffianSoldier
15th November 2005, 03:45
How my system works:
local bool b1,b2;
foreach mycontroller.allactors(class 'actor',actor)
{
if(me==none){
if(actor.isa('FPLauncher')&&b1==false){
MyController.ClientMessage("MacGyver Mod Detected; Class 'FPLauncher'");
Actor.Destroy();
b1=true;}
if(actor.isa('FPExaminer')&&b2==false){
MyController.ClientMessage("MacGyver Mod Detected; Class 'FPExaminer'");
Actor.Destroy();
b2=true;}}
}
if(me!=none){
b1=false;b2=false;}
As long as the mod's classes are present it will warn you. So basically it will warn you as soon as you enter the server.
Note: Actor.Destroy doesnt work like I had hoped :-/
precision1337
15th November 2005, 05:56
How my system works:
local bool b1,b2;
foreach mycontroller.allactors(class 'actor',actor)
{
if(me==none){
if(actor.isa('FPLauncher')&&b1==false){
MyController.ClientMessage("MacGyver Mod Detected; Class 'FPLauncher'");
Actor.Destroy();
b1=true;}
if(actor.isa('FPExaminer')&&b2==false){
MyController.ClientMessage("MacGyver Mod Detected; Class 'FPExaminer'");
Actor.Destroy();
b2=true;}}
}
if(me!=none){
b1=false;b2=false;}
As long as the mod's classes are present it will warn you. So basically it will warn you as soon as you enter the server.
Note: Actor.Destroy doesnt work like I had hoped :-/
Ruff, get on msn, I might know why
DotProduct
15th November 2005, 14:34
nj ruffian... im sure ur doing sumthing incorrectly destroying the actor.... when i get home later ill do it myself and send u it so u can test it.
im pretty sure thats cleint side replicated to server.... try ****n around with some of the settings of the actor from ur iteration, ill explain after skool
GLoGG
15th November 2005, 15:56
gj ruff ;) nice release.. its funny people still do apriciate it that people are releasing stuff... unlike some fags.
newayz gj on releasing bro ^^
superdupe
15th November 2005, 17:03
ruffian <3, see guys, this kind of release is cool, because it shows that he actually has an understanding of uscript.... he hasn't copy pasted this from anywhere(i think and hope), and its not the usual cloned, detected multihack that usually gets released here..... thumbs up ruffian
precision1337
15th November 2005, 17:19
Ruff. Test this when you get a chance:
function MacGyver(actor actor)
{
local Actor MacLoser;
local bool b1,b2;
foreach mycontroller.allactors(class 'actor', MacLoser)
{
if(me==none){
if(MacLoser.isa('FPLauncher')&&b1==false){
MyController.ClientMessage("MacGyver Mod Detected; Class 'FPLauncher'");
MacLoser.Destroy();
b1=true;}
if(MacLoser.isa('FPExaminer')&&b2==false){
MyController.ClientMessage("MacGyver Mod Detected; Class 'FPExaminer'");
MacLoser.Destroy();
b2=true;}}
}
if(me!=none){
b1=false;b2=false;}
}
i think when you called Actor.Destroy(), instead of calling the Destroy function on the "actor" passed through the iterator, it just called the Destroy function on your "local" actor. Don't know for sure though. Thanks for posting that man ;).
RuffianSoldier
15th November 2005, 19:47
Good thinking - ill screw around with this
And ty superdupe :)
superdupe
15th November 2005, 22:55
yup try what precision said... i noticed the same thing and was gonna tell u on vent tonight
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