Author Topic: Automated banning system  (Read 2242 times)

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Offline epicskillz

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Automated banning system
« on: July 07, 2010, 01:26:20 PM »
I would like to make a automated banning system for those who spawn props too fast. How would I go about doing that, Also would I need to make a plugin? If so how would I do that?

Offline MrPresident

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Re: Automated banning system
« Reply #1 on: July 07, 2010, 01:52:47 PM »
What is your current skill in lua? The easiest way would be to use the PlayerSpawnedProp hook to track the player actually spawning the props. You could have either a total count that decays over time or have a count that wipes every so often to check and see if the player has spawned too many too quick.

Where ULib comes into play could be using the ULib function for banning a player. Not sure what it is off the top of my head.

This would be an incredibly easy script to write, but automated banning crosses into that realm that most scripters/server owners dont want to really dabble in. Maybe auto kicking.

Offline jay209015

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Re: Automated banning system
« Reply #2 on: July 07, 2010, 03:28:38 PM »
Quote
This would be an incredibly easy script to write, but automated banning crosses into that realm that most scripters/server owners dont want to really dabble in. Maybe auto kicking.
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Offline epicskillz

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Re: Automated banning system
« Reply #3 on: July 07, 2010, 04:03:34 PM »
Okay thanks. I have never tried coding in Garry's Mod although I have some Lua and C# experience(mostly C# though).
« Last Edit: July 07, 2010, 04:09:45 PM by epicskillz »

Offline MrPresident

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Re: Automated banning system
« Reply #4 on: July 08, 2010, 11:40:38 AM »
If you have ever done ANY programming or scripting than learning the transition into GLua is really a pain free process. The best part is you can see the results of your work almost immediately. Also, believe it or not... the GLua debugging messages in the console are actually pretty helpful.

Offline Megiddo

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Re: Automated banning system
« Reply #5 on: July 08, 2010, 11:51:07 AM »
Also, believe it or not... the GLua debugging messages in the console are actually pretty helpful.

Wish he'd give us the stack trace like standard Lua instead of just the line the error occurred on, though.
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