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AAFK V_3.1 : Anti-AFK system for Garry's Mod

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PAL-18:

--- Quote from: MrPresident on July 16, 2013, 12:14:42 PM ---How are your admins defined in ULX? This only ignores players who register on IsAdmin(). So this would be: superadmin, admin, and any other group that inherits admin.

--- End quote ---

I have custom group names (on purpose so map exploits wont give people admin), how do i fix it so that my admins dont get kicked?

EDIT: I tried changing the code to "if pl:IsAdmin(customgroup)"  and i added the custom group names to "settings\users.txt" and im still getting kicked.

JamminR:
Pal, you can't add a group check to the "IsAdmin" function - it searches for a player being part of Gmod's default "admin" group, nothing else.
You might be able to switch/addpl:IsUserGroup("customgroup") instead, which DOES take a group name.

You're thinking on preventing admin by using non-custom group names MIGHT help with ULX/other admin mods, but, once Gmod sees a player as admin or superadmin, no matter the exploit, they're going to get access to basic server admin functions inherent in Gmod itself.

PAL-18:

--- Quote from: JamminR on February 21, 2014, 02:23:21 PM ---Pal, you can't add a group check to the "IsAdmin" function - it searches for a player being part of Gmod's default "admin" group, nothing else.
You might be able to switch/addpl:IsUserGroup("customgroup") instead, which DOES take a group name.


--- End quote ---

Awesome, that fixed it!  Thanks

PAL-18:
This doesnt work with Murder gamemode, anyone else having this problem?

MrPresident:
The three main things it detects for AFK are:

1. Player's exact location. (X,Y,Z) coordinates.
2. Player's Look angles.
3. If they've said anything in chat.

Are any of these things changed in Murder. For example, does the gamemode reset a player's position more frequently than the timer to see if they are AFK?

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