Re: [hlds] Flare exploit on 2Fort
Someone accidentally making 5 flares in 1 life time that last 10 seconds? I think not. - voogru. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Daron Dodd Sent: Sunday, July 06, 2008 4:41 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Flare exploit on 2Fort I love how that code does a ban saying its a exploit flare when there are users that accidently do it... On Sun, Jul 6, 2008 at 12:19 PM, Tony Paloma <[EMAIL PROTECTED]> wrote: > The flares get deleted when the player disconnects. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' > MacDonald > Sent: Sunday, July 06, 2008 12:12 PM > To: 'Half-Life dedicated Win32 server mailing list' > Subject: Re: [hlds] Flare exploit on 2Fort > > But you're not deleting the flares. > > I updated my code before I even put it on the server. > > class CProjectileFlare : public CEntity > { > public: >//Declare our class. >DECLARE_CLASS(CProjectileFlare, CEntity); > >virtual voidSpawn > ( void ); >virtual voidFlareThink > ( void ); > }; > > HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare); > > void CProjectileFlare :: Spawn ( void ) > { >SetThink( &CProjectileFlare::FlareThink ); >SetNextThink( gpGlobals->curtime + 10.0f ); > } > > void CProjectileFlare :: FlareThink ( void ) > { >CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() ); > >if(pPlayer) >{ >pPlayer->m_iFlareCount++; > >if(pPlayer->m_iFlareCount >= 5) { >g_Util.BanPlayer(pPlayer, NULL, "Exploit: Flare > Exploit", -1); >} >} > >SetThink( &CProjectileFlare::Remove ); >SetNextThink( gpGlobals->curtime + 0.1f ); > } > > -----Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma > Sent: Sunday, July 06, 2008 1:55 PM > To: 'Half-Life dedicated Win32 server mailing list' > Subject: Re: [hlds] Flare exploit on 2Fort > > Well as long as we're posting source code nobody can use... > > function fixflares() > local flarecount = {} > for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do >local flareowner = e:GetOwner() >if(flareowner != nil) then > local playerindex = flareowner:EntIndex() > if(flarecount[playerindex] == nil) then >flarecount[playerindex] = 1 > else >flarecount[playerindex] = flarecount[playerindex] + 1 > end >end > end > > for k,v in pairs(flarecount) do >if(v > 6) then > local banplayer = player.GetByID(k) > banplayer:BanByID(0, "Automatic ban for flare exploit") > end > end > end > > timer.Create("flarefix", 10, 0, fixflares) > > > Fixed via SourceOP Lua script ftw. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' > MacDonald > Sent: Sunday, July 06, 2008 1:36 AM > To: 'Half-Life dedicated Win32 server mailing list' > Subject: Re: [hlds] Flare exploit on 2Fort > > class CProjectileFlare : public CEntity > { > public: >DECLARE_CLASS(CProjectileFlare, CEntity); > >virtual void Spawn ( void ); > }; > > HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare); > > void CProjectileFlare :: Spawn ( void ) > { >SetThink( &CProjectileFlare::Remove ); >SetNextThink( gpGlobals->curtime + 1.5f ); > } > > Fixed via plug-in ftw. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak > Sent: Sunday, July 06, 2008 4:13 AM > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] Flare exploit on 2Fort > > I got that with soldiers's rocket playing with around 20 bots on a local > server > > On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> > wrote: > >> I hvave got the flare thing to happen to me when I add too many bots {read >> too much memory} if I create a server on my computer (in game) it also >> happens with rockets >> >> 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: >> >> > Here's a fix: >> > >> > http://forums.alliedmods.net/showthread.php?p=647995 >> > >> > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: >
Re: [hlds] Flare exploit on 2Fort
how does this new one work compared to the old one Daron Dodd wrote: > I love how that code does a ban saying its a exploit flare when there > are users that accidently do it... > > On Sun, Jul 6, 2008 at 12:19 PM, Tony Paloma <[EMAIL PROTECTED]> wrote: > >> The flares get deleted when the player disconnects. >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' >> MacDonald >> Sent: Sunday, July 06, 2008 12:12 PM >> To: 'Half-Life dedicated Win32 server mailing list' >> Subject: Re: [hlds] Flare exploit on 2Fort >> >> But you're not deleting the flares. >> >> I updated my code before I even put it on the server. >> >> class CProjectileFlare : public CEntity >> { >> public: >>//Declare our class. >>DECLARE_CLASS(CProjectileFlare, CEntity); >> >>virtual voidSpawn >> ( void ); >>virtual voidFlareThink >> ( void ); >> }; >> >> HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare); >> >> void CProjectileFlare :: Spawn ( void ) >> { >>SetThink( &CProjectileFlare::FlareThink ); >>SetNextThink( gpGlobals->curtime + 10.0f ); >> } >> >> void CProjectileFlare :: FlareThink ( void ) >> { >>CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() ); >> >>if(pPlayer) >>{ >>pPlayer->m_iFlareCount++; >> >>if(pPlayer->m_iFlareCount >= 5) { >>g_Util.BanPlayer(pPlayer, NULL, "Exploit: Flare >> Exploit", -1); >> } >> } >> >>SetThink( &CProjectileFlare::Remove ); >>SetNextThink( gpGlobals->curtime + 0.1f ); >> } >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma >> Sent: Sunday, July 06, 2008 1:55 PM >> To: 'Half-Life dedicated Win32 server mailing list' >> Subject: Re: [hlds] Flare exploit on 2Fort >> >> Well as long as we're posting source code nobody can use... >> >> function fixflares() >> local flarecount = {} >> for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do >>local flareowner = e:GetOwner() >>if(flareowner != nil) then >> local playerindex = flareowner:EntIndex() >> if(flarecount[playerindex] == nil) then >>flarecount[playerindex] = 1 >> else >>flarecount[playerindex] = flarecount[playerindex] + 1 >> end >> end >> end >> >> for k,v in pairs(flarecount) do >>if(v > 6) then >> local banplayer = player.GetByID(k) >> banplayer:BanByID(0, "Automatic ban for flare exploit") >>end >> end >> end >> >> timer.Create("flarefix", 10, 0, fixflares) >> >> >> Fixed via SourceOP Lua script ftw. >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' >> MacDonald >> Sent: Sunday, July 06, 2008 1:36 AM >> To: 'Half-Life dedicated Win32 server mailing list' >> Subject: Re: [hlds] Flare exploit on 2Fort >> >> class CProjectileFlare : public CEntity >> { >> public: >>DECLARE_CLASS(CProjectileFlare, CEntity); >> >>virtual void Spawn ( void ); >> }; >> >> HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare); >> >> void CProjectileFlare :: Spawn ( void ) >> { >>SetThink( &CProjectileFlare::Remove ); >>SetNextThink( gpGlobals->curtime + 1.5f ); >> } >> >> Fixed via plug-in ftw. >> >> -Original Message- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak >> Sent: Sunday, July 06, 2008 4:13 AM >> To: Half-Life dedicated Win32 server mailing list >> Subject: Re: [hlds] Flare exploit on 2Fort >> >> I got that with soldiers's rocket playing with around 20 bots on a local >> server >> >> On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> >> wrote: >> >> >>> I hvave got the flare thing to happen to me when I add too many bots {read >>> too much memory} if I create a server on my computer (in game) it also >>> happens with rockets >&
Re: [hlds] Flare exploit on 2Fort
I love how that code does a ban saying its a exploit flare when there are users that accidently do it... On Sun, Jul 6, 2008 at 12:19 PM, Tony Paloma <[EMAIL PROTECTED]> wrote: > The flares get deleted when the player disconnects. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' > MacDonald > Sent: Sunday, July 06, 2008 12:12 PM > To: 'Half-Life dedicated Win32 server mailing list' > Subject: Re: [hlds] Flare exploit on 2Fort > > But you're not deleting the flares. > > I updated my code before I even put it on the server. > > class CProjectileFlare : public CEntity > { > public: >//Declare our class. >DECLARE_CLASS(CProjectileFlare, CEntity); > >virtual voidSpawn > ( void ); >virtual voidFlareThink > ( void ); > }; > > HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare); > > void CProjectileFlare :: Spawn ( void ) > { >SetThink( &CProjectileFlare::FlareThink ); >SetNextThink( gpGlobals->curtime + 10.0f ); > } > > void CProjectileFlare :: FlareThink ( void ) > { >CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() ); > >if(pPlayer) >{ >pPlayer->m_iFlareCount++; > >if(pPlayer->m_iFlareCount >= 5) { >g_Util.BanPlayer(pPlayer, NULL, "Exploit: Flare > Exploit", -1); >} >} > >SetThink( &CProjectileFlare::Remove ); >SetNextThink( gpGlobals->curtime + 0.1f ); > } > > -----Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma > Sent: Sunday, July 06, 2008 1:55 PM > To: 'Half-Life dedicated Win32 server mailing list' > Subject: Re: [hlds] Flare exploit on 2Fort > > Well as long as we're posting source code nobody can use... > > function fixflares() > local flarecount = {} > for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do >local flareowner = e:GetOwner() >if(flareowner != nil) then > local playerindex = flareowner:EntIndex() > if(flarecount[playerindex] == nil) then >flarecount[playerindex] = 1 > else >flarecount[playerindex] = flarecount[playerindex] + 1 > end >end > end > > for k,v in pairs(flarecount) do >if(v > 6) then > local banplayer = player.GetByID(k) > banplayer:BanByID(0, "Automatic ban for flare exploit") > end > end > end > > timer.Create("flarefix", 10, 0, fixflares) > > > Fixed via SourceOP Lua script ftw. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' > MacDonald > Sent: Sunday, July 06, 2008 1:36 AM > To: 'Half-Life dedicated Win32 server mailing list' > Subject: Re: [hlds] Flare exploit on 2Fort > > class CProjectileFlare : public CEntity > { > public: >DECLARE_CLASS(CProjectileFlare, CEntity); > >virtual void Spawn ( void ); > }; > > HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare); > > void CProjectileFlare :: Spawn ( void ) > { >SetThink( &CProjectileFlare::Remove ); >SetNextThink( gpGlobals->curtime + 1.5f ); > } > > Fixed via plug-in ftw. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak > Sent: Sunday, July 06, 2008 4:13 AM > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] Flare exploit on 2Fort > > I got that with soldiers's rocket playing with around 20 bots on a local > server > > On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> > wrote: > >> I hvave got the flare thing to happen to me when I add too many bots {read >> too much memory} if I create a server on my computer (in game) it also >> happens with rockets >> >> 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: >> >> > Here's a fix: >> > >> > http://forums.alliedmods.net/showthread.php?p=647995 >> > >> > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: >> > >> > > man that's c00L >> > > >> > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: >> > > >> > > From: P. Bhandal <[EMAIL PROTECTED]> >> > > Subject: [hlds] Flare exploit on 2Fort >> > > To: &qu
Re: [hlds] Flare exploit on 2Fort
The flares get deleted when the player disconnects. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Sunday, July 06, 2008 12:12 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Flare exploit on 2Fort But you're not deleting the flares. I updated my code before I even put it on the server. class CProjectileFlare : public CEntity { public: //Declare our class. DECLARE_CLASS(CProjectileFlare, CEntity); virtual voidSpawn ( void ); virtual voidFlareThink ( void ); }; HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare); void CProjectileFlare :: Spawn ( void ) { SetThink( &CProjectileFlare::FlareThink ); SetNextThink( gpGlobals->curtime + 10.0f ); } void CProjectileFlare :: FlareThink ( void ) { CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() ); if(pPlayer) { pPlayer->m_iFlareCount++; if(pPlayer->m_iFlareCount >= 5) { g_Util.BanPlayer(pPlayer, NULL, "Exploit: Flare Exploit", -1); } } SetThink( &CProjectileFlare::Remove ); SetNextThink( gpGlobals->curtime + 0.1f ); } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Sunday, July 06, 2008 1:55 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Flare exploit on 2Fort Well as long as we're posting source code nobody can use... function fixflares() local flarecount = {} for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do local flareowner = e:GetOwner() if(flareowner != nil) then local playerindex = flareowner:EntIndex() if(flarecount[playerindex] == nil) then flarecount[playerindex] = 1 else flarecount[playerindex] = flarecount[playerindex] + 1 end end end for k,v in pairs(flarecount) do if(v > 6) then local banplayer = player.GetByID(k) banplayer:BanByID(0, "Automatic ban for flare exploit") end end end timer.Create("flarefix", 10, 0, fixflares) Fixed via SourceOP Lua script ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Sunday, July 06, 2008 1:36 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Flare exploit on 2Fort class CProjectileFlare : public CEntity { public: DECLARE_CLASS(CProjectileFlare, CEntity); virtual void Spawn ( void ); }; HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare); void CProjectileFlare :: Spawn ( void ) { SetThink( &CProjectileFlare::Remove ); SetNextThink( gpGlobals->curtime + 1.5f ); } Fixed via plug-in ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak Sent: Sunday, July 06, 2008 4:13 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Flare exploit on 2Fort I got that with soldiers's rocket playing with around 20 bots on a local server On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> wrote: > I hvave got the flare thing to happen to me when I add too many bots {read > too much memory} if I create a server on my computer (in game) it also > happens with rockets > > 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: > > > Here's a fix: > > > > http://forums.alliedmods.net/showthread.php?p=647995 > > > > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > > > > > man that's c00L > > > > > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > > > > > From: P. Bhandal <[EMAIL PROTECTED]> > > > Subject: [hlds] Flare exploit on 2Fort > > > To: "Half-Life dedicated Win32 server mailing list" < > > > hlds@list.valvesoftware.com> > > > Date: Saturday, July 5, 2008, 12:35 AM > > > > > > I'm not sure whether this issue is limited to 2fort, but I've been > > > having > > > some problems with people coming onto my server and getting a ton of > > flares > > > stuck which ends up lagging the server out. Here's an example: > > > > > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > > > > > Rebooting the server or changing the map fixes the issue. > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please > > > visit: > > > http
Re: [hlds] Flare exploit on 2Fort
But you're not deleting the flares. I updated my code before I even put it on the server. class CProjectileFlare : public CEntity { public: //Declare our class. DECLARE_CLASS(CProjectileFlare, CEntity); virtual voidSpawn ( void ); virtual voidFlareThink ( void ); }; HOOK_ENTITY_CLASS (tf_projectile_flare, CProjectileFlare); void CProjectileFlare :: Spawn ( void ) { SetThink( &CProjectileFlare::FlareThink ); SetNextThink( gpGlobals->curtime + 10.0f ); } void CProjectileFlare :: FlareThink ( void ) { CPlayer *pPlayer = GetPlayerPointer( GetOwnerEntity() ); if(pPlayer) { pPlayer->m_iFlareCount++; if(pPlayer->m_iFlareCount >= 5) { g_Util.BanPlayer(pPlayer, NULL, "Exploit: Flare Exploit", -1); } } SetThink( &CProjectileFlare::Remove ); SetNextThink( gpGlobals->curtime + 0.1f ); } -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tony Paloma Sent: Sunday, July 06, 2008 1:55 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Flare exploit on 2Fort Well as long as we're posting source code nobody can use... function fixflares() local flarecount = {} for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do local flareowner = e:GetOwner() if(flareowner != nil) then local playerindex = flareowner:EntIndex() if(flarecount[playerindex] == nil) then flarecount[playerindex] = 1 else flarecount[playerindex] = flarecount[playerindex] + 1 end end end for k,v in pairs(flarecount) do if(v > 6) then local banplayer = player.GetByID(k) banplayer:BanByID(0, "Automatic ban for flare exploit") end end end timer.Create("flarefix", 10, 0, fixflares) Fixed via SourceOP Lua script ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Sunday, July 06, 2008 1:36 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Flare exploit on 2Fort class CProjectileFlare : public CEntity { public: DECLARE_CLASS(CProjectileFlare, CEntity); virtual void Spawn ( void ); }; HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare); void CProjectileFlare :: Spawn ( void ) { SetThink( &CProjectileFlare::Remove ); SetNextThink( gpGlobals->curtime + 1.5f ); } Fixed via plug-in ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak Sent: Sunday, July 06, 2008 4:13 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Flare exploit on 2Fort I got that with soldiers's rocket playing with around 20 bots on a local server On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> wrote: > I hvave got the flare thing to happen to me when I add too many bots {read > too much memory} if I create a server on my computer (in game) it also > happens with rockets > > 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: > > > Here's a fix: > > > > http://forums.alliedmods.net/showthread.php?p=647995 > > > > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > > > > > man that's c00L > > > > > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > > > > > From: P. Bhandal <[EMAIL PROTECTED]> > > > Subject: [hlds] Flare exploit on 2Fort > > > To: "Half-Life dedicated Win32 server mailing list" < > > > hlds@list.valvesoftware.com> > > > Date: Saturday, July 5, 2008, 12:35 AM > > > > > > I'm not sure whether this issue is limited to 2fort, but I've been > > > having > > > some problems with people coming onto my server and getting a ton of > > flares > > > stuck which ends up lagging the server out. Here's an example: > > > > > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > > > > > Rebooting the server or changing the map fixes the issue. > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/
Re: [hlds] Flare exploit on 2Fort
How about your fake clients plug-in Tony ;) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
Well as long as we're posting source code nobody can use... function fixflares() local flarecount = {} for _,e in pairs(ents.FindByClass("tf_projectile_flare")) do local flareowner = e:GetOwner() if(flareowner != nil) then local playerindex = flareowner:EntIndex() if(flarecount[playerindex] == nil) then flarecount[playerindex] = 1 else flarecount[playerindex] = flarecount[playerindex] + 1 end end end for k,v in pairs(flarecount) do if(v > 6) then local banplayer = player.GetByID(k) banplayer:BanByID(0, "Automatic ban for flare exploit") end end end timer.Create("flarefix", 10, 0, fixflares) Fixed via SourceOP Lua script ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Spencer 'voogru' MacDonald Sent: Sunday, July 06, 2008 1:36 AM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Flare exploit on 2Fort class CProjectileFlare : public CEntity { public: DECLARE_CLASS(CProjectileFlare, CEntity); virtual void Spawn ( void ); }; HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare); void CProjectileFlare :: Spawn ( void ) { SetThink( &CProjectileFlare::Remove ); SetNextThink( gpGlobals->curtime + 1.5f ); } Fixed via plug-in ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak Sent: Sunday, July 06, 2008 4:13 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Flare exploit on 2Fort I got that with soldiers's rocket playing with around 20 bots on a local server On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> wrote: > I hvave got the flare thing to happen to me when I add too many bots {read > too much memory} if I create a server on my computer (in game) it also > happens with rockets > > 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: > > > Here's a fix: > > > > http://forums.alliedmods.net/showthread.php?p=647995 > > > > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > > > > > man that's c00L > > > > > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > > > > > From: P. Bhandal <[EMAIL PROTECTED]> > > > Subject: [hlds] Flare exploit on 2Fort > > > To: "Half-Life dedicated Win32 server mailing list" < > > > hlds@list.valvesoftware.com> > > > Date: Saturday, July 5, 2008, 12:35 AM > > > > > > I'm not sure whether this issue is limited to 2fort, but I've been > > > having > > > some problems with people coming onto my server and getting a ton of > > flares > > > stuck which ends up lagging the server out. Here's an example: > > > > > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > > > > > Rebooting the server or changing the map fixes the issue. > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
class CProjectileFlare : public CEntity { public: DECLARE_CLASS(CProjectileFlare, CEntity); virtual void Spawn ( void ); }; HOOK_ENTITY_CLASS(tf_projectile_flare, CProjectileFlare); void CProjectileFlare :: Spawn ( void ) { SetThink( &CProjectileFlare::Remove ); SetNextThink( gpGlobals->curtime + 1.5f ); } Fixed via plug-in ftw. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Coldorak Sent: Sunday, July 06, 2008 4:13 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Flare exploit on 2Fort I got that with soldiers's rocket playing with around 20 bots on a local server On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> wrote: > I hvave got the flare thing to happen to me when I add too many bots {read > too much memory} if I create a server on my computer (in game) it also > happens with rockets > > 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: > > > Here's a fix: > > > > http://forums.alliedmods.net/showthread.php?p=647995 > > > > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > > > > > man that's c00L > > > > > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > > > > > From: P. Bhandal <[EMAIL PROTECTED]> > > > Subject: [hlds] Flare exploit on 2Fort > > > To: "Half-Life dedicated Win32 server mailing list" < > > > hlds@list.valvesoftware.com> > > > Date: Saturday, July 5, 2008, 12:35 AM > > > > > > I'm not sure whether this issue is limited to 2fort, but I've been > > > having > > > some problems with people coming onto my server and getting a ton of > > flares > > > stuck which ends up lagging the server out. Here's an example: > > > > > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > > > > > Rebooting the server or changing the map fixes the issue. > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
I got that with soldiers's rocket playing with around 20 bots on a local server On Sat, Jul 5, 2008 at 9:18 PM, Philip Bembridge <[EMAIL PROTECTED]> wrote: > I hvave got the flare thing to happen to me when I add too many bots {read > too much memory} if I create a server on my computer (in game) it also > happens with rockets > > 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: > > > Here's a fix: > > > > http://forums.alliedmods.net/showthread.php?p=647995 > > > > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > > > > > man that's c00L > > > > > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > > > > > From: P. Bhandal <[EMAIL PROTECTED]> > > > Subject: [hlds] Flare exploit on 2Fort > > > To: "Half-Life dedicated Win32 server mailing list" < > > > hlds@list.valvesoftware.com> > > > Date: Saturday, July 5, 2008, 12:35 AM > > > > > > I'm not sure whether this issue is limited to 2fort, but I've been > > > having > > > some problems with people coming onto my server and getting a ton of > > flares > > > stuck which ends up lagging the server out. Here's an example: > > > > > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > > > > > Rebooting the server or changing the map fixes the issue. > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
I take it back again, it WAS a crash. Sorry, I wish I could just edit my messages, lol. On Sat, Jul 5, 2008 at 1:23 PM, Timothy Sadleir <[EMAIL PROTECTED]> wrote: > okay nevermind, it seems like one of us just restarted the server. But > still this could probably crash the server. > > > On Sat, Jul 5, 2008 at 1:20 PM, Timothy Sadleir <[EMAIL PROTECTED]> > wrote: > >> I saw our 2Fort server crash and decided to look at the end of the logs b4 >> it crashed and saw people complaining about the flares at spawn and the lag >> it was creating. So for the record I guess I can say that this has crashed >> our server once. :( >> >> On Sat, Jul 5, 2008 at 12:18 PM, Philip Bembridge < >> [EMAIL PROTECTED]> wrote: >> >>> I hvave got the flare thing to happen to me when I add too many bots >>> {read >>> too much memory} if I create a server on my computer (in game) it also >>> happens with rockets >>> >>> 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: >>> >>> > Here's a fix: >>> > >>> > http://forums.alliedmods.net/showthread.php?p=647995 >>> > >>> > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: >>> > >>> > > man that's c00L >>> > > >>> > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: >>> > > >>> > > From: P. Bhandal <[EMAIL PROTECTED]> >>> > > Subject: [hlds] Flare exploit on 2Fort >>> > > To: "Half-Life dedicated Win32 server mailing list" < >>> > > hlds@list.valvesoftware.com> >>> > > Date: Saturday, July 5, 2008, 12:35 AM >>> > > >>> > > I'm not sure whether this issue is limited to 2fort, but I've been >>> > > having >>> > > some problems with people coming onto my server and getting a ton of >>> > flares >>> > > stuck which ends up lagging the server out. Here's an example: >>> > > >>> > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg >>> > > >>> > > Rebooting the server or changing the map fixes the issue. >>> > > ___ >>> > > To unsubscribe, edit your list preferences, or view the list >>> archives, >>> > > please >>> > > visit: >>> > > http://list.valvesoftware.com/mailman/listinfo/hlds >>> > > >>> > > >>> > > >>> > > ___ >>> > > To unsubscribe, edit your list preferences, or view the list >>> archives, >>> > > please visit: >>> > > http://list.valvesoftware.com/mailman/listinfo/hlds >>> > > >>> > ___ >>> > To unsubscribe, edit your list preferences, or view the list archives, >>> > please visit: >>> > http://list.valvesoftware.com/mailman/listinfo/hlds >>> > >>> ___ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlds >>> >> >> > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
okay nevermind, it seems like one of us just restarted the server. But still this could probably crash the server. On Sat, Jul 5, 2008 at 1:20 PM, Timothy Sadleir <[EMAIL PROTECTED]> wrote: > I saw our 2Fort server crash and decided to look at the end of the logs b4 > it crashed and saw people complaining about the flares at spawn and the lag > it was creating. So for the record I guess I can say that this has crashed > our server once. :( > > On Sat, Jul 5, 2008 at 12:18 PM, Philip Bembridge < > [EMAIL PROTECTED]> wrote: > >> I hvave got the flare thing to happen to me when I add too many bots {read >> too much memory} if I create a server on my computer (in game) it also >> happens with rockets >> >> 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: >> >> > Here's a fix: >> > >> > http://forums.alliedmods.net/showthread.php?p=647995 >> > >> > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: >> > >> > > man that's c00L >> > > >> > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: >> > > >> > > From: P. Bhandal <[EMAIL PROTECTED]> >> > > Subject: [hlds] Flare exploit on 2Fort >> > > To: "Half-Life dedicated Win32 server mailing list" < >> > > hlds@list.valvesoftware.com> >> > > Date: Saturday, July 5, 2008, 12:35 AM >> > > >> > > I'm not sure whether this issue is limited to 2fort, but I've been >> > > having >> > > some problems with people coming onto my server and getting a ton of >> > flares >> > > stuck which ends up lagging the server out. Here's an example: >> > > >> > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg >> > > >> > > Rebooting the server or changing the map fixes the issue. >> > > ___ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > > please >> > > visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlds >> > > >> > > >> > > >> > > ___ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlds >> > > >> > ___ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlds >> > >> ___ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
I saw our 2Fort server crash and decided to look at the end of the logs b4 it crashed and saw people complaining about the flares at spawn and the lag it was creating. So for the record I guess I can say that this has crashed our server once. :( On Sat, Jul 5, 2008 at 12:18 PM, Philip Bembridge <[EMAIL PROTECTED]> wrote: > I hvave got the flare thing to happen to me when I add too many bots {read > too much memory} if I create a server on my computer (in game) it also > happens with rockets > > 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: > > > Here's a fix: > > > > http://forums.alliedmods.net/showthread.php?p=647995 > > > > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > > > > > man that's c00L > > > > > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > > > > > From: P. Bhandal <[EMAIL PROTECTED]> > > > Subject: [hlds] Flare exploit on 2Fort > > > To: "Half-Life dedicated Win32 server mailing list" < > > > hlds@list.valvesoftware.com> > > > Date: Saturday, July 5, 2008, 12:35 AM > > > > > > I'm not sure whether this issue is limited to 2fort, but I've been > > > having > > > some problems with people coming onto my server and getting a ton of > > flares > > > stuck which ends up lagging the server out. Here's an example: > > > > > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > > > > > Rebooting the server or changing the map fixes the issue. > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please > > > visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
I hvave got the flare thing to happen to me when I add too many bots {read too much memory} if I create a server on my computer (in game) it also happens with rockets 2008/7/5 P. Bhandal <[EMAIL PROTECTED]>: > Here's a fix: > > http://forums.alliedmods.net/showthread.php?p=647995 > > On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > > > man that's c00L > > > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > > > From: P. Bhandal <[EMAIL PROTECTED]> > > Subject: [hlds] Flare exploit on 2Fort > > To: "Half-Life dedicated Win32 server mailing list" < > > hlds@list.valvesoftware.com> > > Date: Saturday, July 5, 2008, 12:35 AM > > > > I'm not sure whether this issue is limited to 2fort, but I've been > > having > > some problems with people coming onto my server and getting a ton of > flares > > stuck which ends up lagging the server out. Here's an example: > > > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > > > Rebooting the server or changing the map fixes the issue. > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please > > visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
Here's a fix: http://forums.alliedmods.net/showthread.php?p=647995 On Fri, Jul 4, 2008 at 11:52 PM, JDoc0512 <[EMAIL PROTECTED]> wrote: > man that's c00L > > --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: > > From: P. Bhandal <[EMAIL PROTECTED]> > Subject: [hlds] Flare exploit on 2Fort > To: "Half-Life dedicated Win32 server mailing list" < > hlds@list.valvesoftware.com> > Date: Saturday, July 5, 2008, 12:35 AM > > I'm not sure whether this issue is limited to 2fort, but I've been > having > some problems with people coming onto my server and getting a ton of flares > stuck which ends up lagging the server out. Here's an example: > > http://upload.theqclan.com/2474995ctf_2fort0003.jpg > > Rebooting the server or changing the map fixes the issue. > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Flare exploit on 2Fort
man that's c00L --- On Sat, 7/5/08, P. Bhandal <[EMAIL PROTECTED]> wrote: From: P. Bhandal <[EMAIL PROTECTED]> Subject: [hlds] Flare exploit on 2Fort To: "Half-Life dedicated Win32 server mailing list" Date: Saturday, July 5, 2008, 12:35 AM I'm not sure whether this issue is limited to 2fort, but I've been having some problems with people coming onto my server and getting a ton of flares stuck which ends up lagging the server out. Here's an example: http://upload.theqclan.com/2474995ctf_2fort0003.jpg Rebooting the server or changing the map fixes the issue. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds