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Messages - Conservative

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76
Drama / Re: Wispfire Blocking
« on: November 19, 2013, 05:16:56 PM »
It doesn't. I was being an starfish and I admit it. However, Chris needs to realize that unless he releases the Creeper mod, he'll need more admins. That, or better maps.
Haha jesus, you're quite the pompous starfish.

Exploiting something simply because it is exploitable is something most players don't do, even in 24/7 servers.

77
Modification Help / Re: Simple RGBA to hex conversion?
« on: November 19, 2013, 05:13:56 PM »
Excellent, I got the results I wanted.

78
Modification Help / Simple RGBA to hex conversion?
« on: November 19, 2013, 12:14:01 AM »
I tried searching for this but couldn't find anything on it, does anyone have a readable RGBA to HEX script I can use on a string? ( %c = "r g b a"; )

79
Drama / Re: A-Spec
« on: November 18, 2013, 09:59:31 PM »
Just got yourself a ban from Pecon7's for spamming this link.

80
Modification Help / Re: Make it impossible to manipulate an eval command?
« on: November 18, 2013, 07:19:38 PM »
this is still vulnerable though, right? the tag and inv variables can be exploited? not val, and not so, as those are both made by the script
Can you think of any way a player has access to creating a custom named variable on a brick?, inv is the player's currInv value.

81
Modification Help / Re: Make it impossible to manipulate an eval command?
« on: November 18, 2013, 02:37:58 AM »
eval(%so @ "." @ %Tag @ %Inv @ "=%Val;");

:)

Holy stuff..

Thank you.

82
Modification Help / Re: Make it impossible to manipulate an eval command?
« on: November 17, 2013, 06:21:26 PM »
This isn't related to the eval command, but if you're creating a new salvage mod as your object names imply and want to reference my old one I've uploaded it here. I'd see that script being useful if you find an exploit and are curious how I fixed it (there were a lot), but otherwise try to refrain from using my old methods since some are kinda inefficient and your script probably works just as well if not better.
I've actually been basing this off of your salvage mod, had the add-on for a long time and hosted quite a few games with it.

83
Modification Help / Re: Make it impossible to manipulate an eval command?
« on: November 17, 2013, 04:54:31 PM »
Purpose of using eval in that code? seems like it'd work just the same without.

84
Modification Help / Re: Make it impossible to manipulate an eval command?
« on: November 17, 2013, 03:04:54 PM »
It's easier to just do expandEscape(%text);
What would that do?

EDIT: I'm trying to create the ScriptObject now but I can't find a way to do it through code on %brick..

%so = new ScriptObject("Salvage_" @ %client.bl_id : %brick); returns a syntax error.

85
Modification Help / Re: Make it impossible to manipulate an eval command?
« on: November 17, 2013, 03:49:08 AM »
replace \\ with \\\\
replace \" with \\\"
Are those the ONLY characters I have to watch out for?

This was also suggested over steam to me;

Quote
Oh. May just want to cut your losses and just do stripchars(%str, ";");

86
Modification Help / Make it impossible to manipulate an eval command?
« on: November 17, 2013, 03:40:45 AM »
This code copies all necessary variables from a brick over to a script object, based on the client's current inventory num.

Problem is, someone with just the right knowledge has the ability to manipulate the eval command via event lines.

I want to handle fonts and color codes, but eliminate any possibility that the player may use characters such as @ crash(); @

Quote
   function Salv_CopyBrick(%so, %brick, %Inv)
   {
      if(%brick.getName() !$= "") %so.brickName[%Inv] = %brick.getName();
      //%so.angleID[%Inv] = %brick.angleID;
      //%so.client[%Inv] = %brick.client;
      %so.colorFxID[%Inv] = %brick.colorFxID;
      %so.colorID[%Inv] = %brick.colorID;
      %so.dataBlock[%Inv] = %brick.dataBlock;
      %so.isBasePlate[%Inv] = %brick.isBasePlate;
      %so.isPlanted[%Inv] = %brick.isPlanted;
      //%so.position[%Inv] = %brick.position;
      %so.printID[%Inv] = %brick.printID;
      //%so.rotation[%Inv] = %brick.rotation;
      //%so.scale[%Inv] = %brick.scale;
      %so.shapeFxID[%Inv] = %brick.shapeFxID;
      //%so.stackBL_ID[%Inv] = %brick.stackBL_ID;

      //Tagged Fields
      for(%i=0;%i<getTagCount(%brick);%i++)
      {
         %Str = %brick.getTaggedField(%i);

         %Tag = getWord(%Str, 0);
         %Val = getSubStr( %Str, strLen(getWord(%Str,0))+1, 999999 );

         if(%Tag $= "emitter") %so.emitterData[%Inv] = %brick.emitter.emitter;
      else
         if(%Tag $= "light") %so.lightData[%Inv] = %brick.light.dataBlock;
      else
         if(%Tag $= "item") %so.itemData[%Inv] = %brick.item.dataBlock;
      else
         if(%Tag $= "audioEmitter") %so.musicData[%Inv] = %brick.audioEmitter.profile;
      else
         eval(%so @ "." @ %Tag @ %Inv @ " = \"" @ %Val @"\";");
      }
   }

87
-snip-
Player who got you de-admined here; you made the mistake of abusing your power, killing players in the minigame due to driving vehicles around, following players outside of the minigame, distracting them in a mech, using events to spew tons of stuff all around the map or basically become a flashing ball of light; which in turn distracts players from the real boss.

I'm not the only one here against you becoming admin again, joining the server, I saw the admins discussing your administration, with lines like "I'd rather shoot my own foot before seeing him admined again".

88
Oh stuff..

89
Modification Help / Re: Modular Roads
« on: November 15, 2013, 04:57:38 PM »
The perfect roads are a pain in the ass due to the state of vehicle physics and the brick size limits.

90
Creativity / Re: The new and improved 3D model topic!
« on: November 15, 2013, 04:20:22 PM »
just make a bunch of duped buildings and make it a dogfight
I'm burdened with the desire to create a high quality server, or no server.

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