Garry's Mod

Garry's Mod

Multi Physgun
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CodeKraken  [开发者] 2022 年 1 月 6 日 上午 2:00
Bug / Lua Error Report
Post your errors and bug reports relating to the mod here
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正在显示第 1 - 15 条,共 38 条留言
Master Oogway 2022 年 1 月 6 日 上午 2:28 
i have just 2 beens i cant do more
Gmodfan750 2022 年 1 月 6 日 上午 2:59 
引用自 OOGWAY GOD
i have just 2 beens i cant do more
Read the description of the mod.
Moon Fishron 2022 年 1 月 6 日 上午 3:26 
i can`t scroll objects. and how to make more beams?
CodeKraken  [开发者] 2022 年 1 月 6 日 上午 3:46 
引用自 Moon Fishron
i can`t scroll objects. and how to make more beams?
There is a settings menu under "Options" in the top right of the spawnmenu, there you can change the beam count. Or you could write in the console "multi_physgun_beam_count (number of beam)" to change the beam count
最后由 CodeKraken 编辑于; 2022 年 1 月 6 日 上午 3:47
CodeKraken  [开发者] 2022 年 1 月 6 日 上午 3:50 
引用自 Moon Fishron
i can`t scroll objects. and how to make more beams?
And for the scrolling issue, make sure that 'multi_physics_gun_scroll_speed' isn't set to 0
󠂪󠂪󠂪󠂪 2022 年 1 月 6 日 下午 1:05 
No physgun hooks are called with this, instantly bypasses prop protection addons.

Also some net messages are exploitable, especially since it sends the weapon entity over instead of just checking if the sending player's weapon is a multi physgun.

for _, ply in ipairs(player.GetAll()) do local toUse = NULL for _, wep in ipairs(ply:GetWeapons()) do if wep:GetClass() == "multi_physgun" then toUse = wep break end end if IsValid(toUse) then net.Start("multiphysgun_freeze") net.WriteEntity(toUse) net.SendToServer() end end

Have fun causing chaos on servers that end up using this until its fixed
最后由 󠂪󠂪󠂪󠂪 编辑于; 2022 年 1 月 6 日 下午 1:12
CodeKraken  [开发者] 2022 年 1 月 6 日 下午 5:17 
引用自 󠂪󠂪󠂪󠂪
No physgun hooks are called with this, instantly bypasses prop protection addons.

Also some net messages are exploitable, especially since it sends the weapon entity over instead of just checking if the sending player's weapon is a multi physgun.

for _, ply in ipairs(player.GetAll()) do local toUse = NULL for _, wep in ipairs(ply:GetWeapons()) do if wep:GetClass() == "multi_physgun" then toUse = wep break end end if IsValid(toUse) then net.Start("multiphysgun_freeze") net.WriteEntity(toUse) net.SendToServer() end end

Have fun causing chaos on servers that end up using this until its fixed
Thank you for bringing this to my attention, I'm working on the hook issue now
最后由 CodeKraken 编辑于; 2022 年 1 月 6 日 下午 5:24
blopster 2022 年 1 月 6 日 下午 5:28 
Its FOV is too high - how do I change this?
CodeKraken  [开发者] 2022 年 1 月 6 日 下午 5:30 
引用自 blopster
Its FOV is too high - how do I change this?
Sorry about that, I had to make it the same as the users to get the beams to properly render, there might be a different way to do that on my part, but I'm dealing with bigger issues atm
CodeKraken  [开发者] 2022 年 1 月 6 日 下午 6:02 
引用自 CodeKraken
引用自 󠂪󠂪󠂪󠂪
No physgun hooks are called with this, instantly bypasses prop protection addons.

Also some net messages are exploitable, especially since it sends the weapon entity over instead of just checking if the sending player's weapon is a multi physgun.

for _, ply in ipairs(player.GetAll()) do local toUse = NULL for _, wep in ipairs(ply:GetWeapons()) do if wep:GetClass() == "multi_physgun" then toUse = wep break end end if IsValid(toUse) then net.Start("multiphysgun_freeze") net.WriteEntity(toUse) net.SendToServer() end end

Have fun causing chaos on servers that end up using this until its fixed
Thank you for bringing this to my attention, I'm working on the hook issue now
Can you explain how exactly the net exploit works?
󠂪󠂪󠂪󠂪 2022 年 1 月 6 日 下午 7:18 
引用自 CodeKraken
Can you explain how exactly the net exploit works?

You're trusting the client on what entity gets sent, plus its a waste of bytes anyways when you can easily just check the sending player's active weapon, see if its class is multi_physgun and then do what you need to do.

If a client sends an entity that isnt multi_physgun, it'll error in some cases. If the entity does send a multi_physgun entity, they can control what it does no matter who owns it
CodeKraken  [开发者] 2022 年 1 月 6 日 下午 7:23 
引用自 󠂪󠂪󠂪󠂪
引用自 CodeKraken
Can you explain how exactly the net exploit works?

You're trusting the client on what entity gets sent, plus its a waste of bytes anyways when you can easily just check the sending player's active weapon, see if its class is multi_physgun and then do what you need to do.

If a client sends an entity that isnt multi_physgun, it'll error in some cases. If the entity does send a multi_physgun entity, they can control what it does no matter who owns it
Ah thanks, I think I've fixed that in the next update
shouldn't be to long now unless something goes horribly wrong lol
最后由 CodeKraken 编辑于; 2022 年 1 月 6 日 下午 7:24
NOT tyler 2022 年 1 月 7 日 下午 12:17 
cant pick anything up.
CodeKraken  [开发者] 2022 年 1 月 7 日 下午 12:29 
引用自 get real
cant pick anything up.
Do you have any mods that use 'Lua - SLibrary'?
NOT tyler 2022 年 1 月 7 日 下午 12:37 
引用自 CodeKraken
引用自 get real
cant pick anything up.
Do you have any mods that use 'Lua - SLibrary'?
i dont know if thats the problem but it was working fine yesterday
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