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1
Off-Topic / Re: ULX4 Progress?
« Last post by iViscosity on Today at 01:43:39 PM »
I hope I didn't come across as impatient, I understand this isn't any of your #1 priorities, I just wanted to get a basic idea of how you all felt about it, because I like to know things like that. I will definitely wait, you guys take as much time as you need :D
2
Off-Topic / Re: ULX4 Progress?
« Last post by JamminR on Today at 01:30:07 PM »
ETA: Long way off
Plan: Release when it's done.
Much of life is unplanned, out of focus.
Total conversion and rebuild from Lua to Moonscript not only takes time, it requires focus.
Megiddo/SticklyMan/MrPresident/other contributors and I are all focused enough to keep it going, but unfortunately as we've gotten older non-Gmod life has (often happily!) gotten in the way.
3
Off-Topic / ULX4 Progress?
« Last post by iViscosity on Today at 01:36:35 AM »
I just wanted to see if I could get a quick update from you guys on the Team Ulysses... team. Is there anything that you could tell us about your progress on ULX4? I know you are all busy in your day to day lives and it's not a major priority, but I'd just like to hear what you're all thinking about the project, and maybe some plans you have. :D
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Releases / Re: TTTDamagelogs - Autoban (ABAN)
« Last post by iViscosity on Yesterday at 12:09:06 AM »
Update:
Version: 20170725

New features added:
Now draws a warning box on the top of the screen warning a player if they have slays and they may be banned.
6
https://forums.ulyssesmod.net/index.php/topic,9873.0.html
Though the FAQ specifically mentions 'move', the same is true for modifying any property.
ULX has no prop protection built in.
This isn't due to ULX.
7
Hello i am a moderator of the server Zeita RP on gmod..we've had these problem for a bit now and i am wondering if there is a possible fix for it?..
whats happening is that normal users that aren't staff are able to change the material/color/properties etc. of other peoples props,sents,entities.. and even world spawned entities,sents and props like doors to houses or windows of houses on dark RP maps! which normally on every server Ive been on doesn't work and is restricted to staff members only(meaning you can only edit your own spawned props,entities,sents ect.. and not other players stuff and world owned stuff..unless you are a staff member which users are not..) as a staff member of the server i am allowed to edit other peoples stuff but users should not be able to edit anything except there own spawned stuff..printers,drugs,money,props ect..please help!
i would like to get this fixed..
it is very annoying and abuseable..
i do not want to restrict users from using it.. i just want to restrict them from changing or editing other peoples stuff(materials.color ect..)
My ULib/ULX versions:
ULib v..2.63
ULX v..3.73

Game mode(s) I am having this problem on:Dark RP
8
Developers Corner / Re: Executing ULX commands on server startup
« Last post by Splitzle on July 24, 2017, 03:48:07 PM »
Thank you Timmy, this worked perfectly. Also thanks Viscosity since now I now the actual purpose of those arguments, lol
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Developers Corner / Re: ULX targeting
« Last post by hanleyjaa123 on July 24, 2017, 11:55:18 AM »
Ok. So say you have your group "trialmod". I'm assuming this is the lowest in your inheritance tree, so I'd guess your inherit_from would be "user". Assuming that "moderator" is your second group, the can_target for "trialmod" would be "!%moderator". What "!%moderator" means is "everything except" ( ! ) "the group 'moderator' and anything that inherits from it" ( %moderator ). I'm actually writing up a topic on this right now, so I can link it once I'm done if you still need help.

But your basics should be like this:
Code: [Select]
user
    inherits: none
    can_target: !%trialmod
trialmod
    inherits: trialmod
    can_target: !%moderator
moderator
    inherits: trialmod
    can_target: !%seniormod
and so on and so forth until you've reached the end of your chain. I recommend not having several 'branches' ( two groups inheriting from the same group ), it should be linear.

This does help, link me after, but somtimes i get complaints that they can't pickup/ target a user
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Developers Corner / Re: Executing ULX commands on server startup
« Last post by Timmy on July 24, 2017, 11:38:26 AM »
It is tricky to detect when the server starts up without the help of external scripts. There are no hooks, variables or functions that tell us this kind of information.

The only thing I found that persists across sessions is the connection ID. This ID starts at 2 and increments by 1 every time a player (or bot) joins the server. This ID resets when the server shuts down but not when the server changes maps.

This can be used to create a function that gets called every time the server starts its first session:
Code: Lua
  1. -- lua/ulx/modules/startup.lua
  2.  
  3. local function onFirstSession()
  4.     RunConsoleCommand( "ulx", "randommap" )
  5. end
  6.  
  7. hook.Add( "Think", "check-first-session", function()
  8.     local bot = player.CreateNextBot( "Bot" )
  9.  
  10.     if IsValid( bot ) then
  11.         hook.Add( ULib.HOOK_UCLAUTH, "auth-startup-bot", function()
  12.             if bot:UserID() == 2 then onFirstSession() end
  13.             bot:Kick()
  14.             hook.Remove( ULib.HOOK_UCLAUTH, "auth-startup-bot" )
  15.         end )
  16.     end
  17.  
  18.     hook.Remove( "Think", "check-first-session" )
  19. end )
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