26th February 2014, 13:50
Thanks. I just edit my code so people with a valid guid are always accepted.
I am now using iptables to limit the number of connect each second. (same rules as limiting getstatus)
iptables...
26th February 2014, 13:31
Another thing to consider is that players that have not spawned have classname "noclass".
Might be useful too, instead of using the waittill begin.
26th February 2014, 13:05
I found a better way to detect fake clients. It also uses last msg but also the last connect time.
The fake clients only connect to the server and nothing else. So after they connect the lastmsg...
23rd February 2014, 19:32
1. a "node" is a point in a map which AI can intersect with. In COD terms it is a spawn_struct which an AI will follow.
2. If I take your meaning correctly, you are asking how to check which node...
23rd February 2014, 14:35
The damage acts like: model notify("damage", iDamage, eAttacker);
while (1) {
model waittill("damage", iDamage, eAttacker);
iprintlnbold("damage: " + iDamage);
}
23rd February 2014, 12:27
setAlive: http://killtube.org/downloads/libcod/std/entity.gsc
astar
switch (function)
{
#if COMPILE_PLAYER == 1
case 0: return gsc_player_velocity_set(); // todo: stackGetParamVector...
16th February 2014, 17:41
0. ................
1. brain.exe
2. look at existing mods/decompiled cod sources/_killcam.gsc
3. try yourself (not only once, tens to hundreds of times!)
4. still having problems? refer to iznos...
15th February 2014, 22:58
14th February 2014, 13:53
void SV_BeginDownload_f( int a1 ) {
char * file = Cmd_Argv(1);
int len;
if((len = strlen(file)) > 3 && !strcmp(file + len - 4, ".iwd"))
{
printf("Valid iwd: %s\n", file);
typedef int...
11th February 2014, 17:59
This is my fix. It requires my libcod version with lastmsg.
kickFakeClients()
{
self endon("begin");
wait 15;
31st December 2013, 11:26
Read below. Still not secure.
Ok, release time
It basically works like this:
savestuff()
{
30th December 2013, 01:02
Hey all
Just made a proof-of-concept clientside storage thingy that stores stuff even when cod2 is /quit.
Ill release it next week or so
29th December 2013, 20:42
Hey all,
Another part of the JumpersHeaven mod is here: !country [player], but in a different form.
What this script will do is determine a player's ip-address using libcod, then execute a...
27th December 2013, 01:36
Seems like those customer support guys got their head up their arses and are talking about IW-hosted cod2 servers, not the masterserver.
They probably dont even know such a server exists...
25th December 2013, 17:54
Release 1.1.0.6:
- Fixed bug in status v2 when status exists of more than 1 part.
- Using --- as minimum length in status v2.
- New icon (also a red one from 21 December until 31 December)
- Less...
25th December 2013, 01:02
As the forums seem to become flooded with requests for help where multiple additional posts are needed before a solution is found, I came up with a list of questions one should answer when asking for...
24th December 2013, 10:57
{
carepackage_friendly = playLoopedFx( level._effect["carepackage_friendly"], 1.0, self.origin );
carepackage_friendly thread showToTeam( "allies" );
carepackage_enemy = playLoopedFx(...
19th December 2013, 19:04
I am gonna try to port libcod to windows. In the newer windows it is made harder to inject DLL's. But it is possible.
I tested the solution below and it works on windows 8.1. ...
17th December 2013, 19:25
At first, the normal firewall script (origin somewhere from icculus mailing list?):
Create file ddos.sh
# chmod +x ddos.sh
# ./ddos.sh
# reset iptables
iptables --flush