Quantcast

Jump to content

» «
Photo

Anti Niko Crash

11 replies to this topic
Jitnaught
  • Jitnaught

    ✰✰✰✰✰✰

  • Members
  • Joined: 24 Aug 2013
  • United-States

#1

Posted 22 August 2014 - 05:34 PM

Does anyone know how formel made the Anti Niko Crash feature in his Hallenberg Multiplayer Crash Protection mod? The Niko crash, if anyone here doesn't already know, is when someone on MP switches from the Niko model to another, then switch back again and again, which will eventually crash you.

AgentWD40
  • AgentWD40

    GLITCHED

  • Members
  • Joined: 02 May 2009
  • Philippines

#2

Posted 22 August 2014 - 09:53 PM

It looks like he just makes player invisible client side. Could be the same as consoles protections.


Jitnaught
  • Jitnaught

    ✰✰✰✰✰✰

  • Members
  • Joined: 24 Aug 2013
  • United-States

#3

Posted 22 August 2014 - 11:01 PM

Ah OK. Thanks.
Can I ask how you found this out? Did you use some C++ disassembler or something?

AgentWD40
  • AgentWD40

    GLITCHED

  • Members
  • Joined: 02 May 2009
  • Philippines

#4

Posted 23 August 2014 - 12:06 AM Edited by hardsty1e, 26 August 2014 - 11:06 AM.

someone was asking how nathan's new niko protection worked for consoles and i thought he said was making player's character invisible if i recall.


Jitnaught
  • Jitnaught

    ✰✰✰✰✰✰

  • Members
  • Joined: 24 Aug 2013
  • United-States

#5

Posted 23 August 2014 - 12:07 AM

Oh OK. Thanks man

AgentWD40
  • AgentWD40

    GLITCHED

  • Members
  • Joined: 02 May 2009
  • Philippines

#6

Posted 23 August 2014 - 12:19 AM Edited by hardsty1e, 23 August 2014 - 03:21 AM.

no prob, you can use hex-rays decompiler to look for natives in c++ projects or look in nathan's sco protection with sco toolbox.


Jitnaught
  • Jitnaught

    ✰✰✰✰✰✰

  • Members
  • Joined: 24 Aug 2013
  • United-States

#7

Posted 23 August 2014 - 12:39 AM

I know about hex-rays, but I can't understand anything in it, so that's why I asked you lol
I knew about sco toolbox but not about nathan's sco protection lol. Thanks

NOLABaby8732
  • NOLABaby8732

    Player Hater

  • Members
  • Joined: 06 Feb 2012

#8

Posted 24 August 2014 - 11:06 AM

I have made this mod before for myself on Xbox and I can verify that you just set the player invisible in a loop.


leftas
  • leftas

    unknown

  • Members
  • Joined: 13 Jun 2013
  • Lithuania

#9

Posted 24 August 2014 - 07:07 PM Edited by leftas, 24 August 2014 - 08:46 PM.

I know about hex-rays, but I can't understand anything in it, so that's why I asked you lol
I knew about sco toolbox but not about nathan's sco protection lol. Thanks

It's not very hard, though. You need to learn more about assembly(result is just awesome, you will know more about computer, how code looks after it's complied(not including .net) and etc.) You can learn from "Lena reserving tutorials"

Best regards,
Paul.

Nada_4D
  • Nada_4D

    - Play n' Maker

  • Members
  • Joined: 28 Aug 2014
  • France

#10

Posted 30 August 2014 - 07:46 PM Edited by Nada_4D, 30 August 2014 - 08:37 PM.

I don't know how he make this function for C ++ because i don't write on this language. But i'll release my source code from my script if you want ..  :karmaeater:  

Also i don't know if my native function works : "Native.Function.Call("NETWORK_KICK_PLAYER", pPLAYER)"

 

 

 

 

'Source code : Nada 4D

 

Private Sub Protection_PLAYER(ByVal sender As Object, ByVal a As EventArgs) Handles MyBase.Tick

 If Game.isMultiplayer Then

  For Each pPLAYER As Player In Game.PlayerList

   If pPLAYER.Character.Model = "PLAYER" Then

    Native.Function.Call("SET_CHAR_VISIBLE", pPLAYER.Index, False)

    msg(pPLAYER.Name.ToUpper + " use model PLAYER !", 1000)

   End If

  Next

 End If

End Sub


Jitnaught
  • Jitnaught

    ✰✰✰✰✰✰

  • Members
  • Joined: 24 Aug 2013
  • United-States

#11

Posted 30 August 2014 - 07:55 PM

I already got the visibility part, I don't really want to kick the player (yes that native works, if you're host), and why do you spawn an explosion?

Nada_4D
  • Nada_4D

    - Play n' Maker

  • Members
  • Joined: 28 Aug 2014
  • France

#12

Posted 30 August 2014 - 08:36 PM

Yeah, i don't know. I released it with spawn Ship_Destroy it can cause lags for some players but i re-edit my post.

 

But i give my source it could be useful for some player making scripts. ^^





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users