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Plutonium

THS.Shiniriundefined

THS.Shiniri

@THS.Shiniri
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  • Is there a way to seperate scripts for servers?
    THS.Shiniriundefined THS.Shiniri

    I know that it is possible to seperate scripts from map to map. Just create a folder like zm_tomb in zm.

    But I have two questions.

    1. Is there a way to seperate Town and TranSit from each other since both are handled as tzm_transit.

    2. Or is it even possible to seperate scripts from server to server. E.G. I have two servers on both does Tranzit run, but I want to have one Reimagined TranSit and one Vanilla TranSit running at the same time. Does a way to achieve that exist ?

    Kind Regards
    Shiniri


  • [ZM] AFK Zombie System
    THS.Shiniriundefined THS.Shiniri

    CnOX Yeah basically what I meant.

    So you removed

    (distance(old_origin, self.origin) <= 5 || old_angles != self getPlayerAngles()
    

    That part is tracking the movement and till now I did not get pushed out of AFK

    You Could also change the Value from 5 to a higher value which should resolve the issue as well.
    Deleting it comepletely makes it possible to move freely while afk.


  • [ZM] AFK Zombie System
    THS.Shiniriundefined THS.Shiniri

    @lResxt

    I got your point. If you want to make the duration higher you could add more time in the while loop for afkc.

    Its calculated with the wait time in the Loop with 0.05 Seconds so basically if you change the value to 20 it is 1 second.

    Might Look into a way to separate the timer so that at round 50+ you get more.

    But I really dont know a way to make it adjustable for each round.

    Till I know Stick to the afkc variable and value.


  • [ZM] AFK Zombie System
    THS.Shiniriundefined THS.Shiniri

    I was looking for a Zombie AFK System to include some kind of pause mechanic, but I realized only two scripts existed. So I kinda made my own.

    It is a Mix of Sorex and Nathan3197 scripts and some code included by myself.

    Keep in mind I do coding as a Hobby and not that often!

    Features:

    • Press AIM + 2 (Previous/Next Scorestreak) to set yourself AFK
    • While AFK you are ignored by Zombies and in God-Mode
    • By moving, shooting etc. you get kicked out of being AFK
    • AFK time is maxed at 5 minutes to deny abusing
    • AFK Time also has a cooldown of 30 minutes again to deny abusing
    • If going AFK is ready again the player get notified

    Download: https://github.com/THS-Shiniri/afk_on_command_by_THS


  • [Resolve]Trying to implement a AFK system for zombies but im getting some issues.
    THS.Shiniriundefined THS.Shiniri

    How did you make it work ? If I copy your reply into a gsc and compile it to AFK-compiled.gsc and place it into %localappdata%/Plutonium/storage/t6/scripts/zm it does nothing O.o


  • AFK for Zombies
    THS.Shiniriundefined THS.Shiniri

    So the other Script by Nathan31973 is what I want but his do not work. While Sorex works.

    I tried mashing them together and yeah it kinda worked. The player is recognized AFK and as soon as he moves a few steps he is no longer afk.

    While AFK godmode & ignoreme is on.

    The Problem is they can shoot and still do not get hit by them. So I need a solution to disable the AFK = True status when a player melees shoots or aims.

    Current Code:

    init() // entry point
    {
        level thread onplayerconnect();
    }
    
    onplayerconnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread onplayerspawned();
    		player.clientid = level.clientid;
    		level.clientid++;
        }
    }
    
    onplayerspawned()
    {
    	level endon( "game_ended" );
    	self endon("disconnect");
    	self iprintlnbold("^2GSC loaded!");
    	old_origin = self.origin;
    	old_angles = self getPlayerAngles();
    	seconds_to_be_afk = 5; // Change this value to change wait time to be afk
    	counter = 0;
    	wait 5; // Wait time to turn on AFK Script
    	
    	for(;;)
    	{
    		old_origin = self.origin;
    		old_angles = self getPlayerAngles();
    		wait 1;
    		
    		if(distance(old_origin, self.origin) <= 1 && old_angles == self getPlayerAngles() && counter < seconds_to_be_afk)
    		{
    			counter++;
    		}
    		
    		else if(counter == seconds_to_be_afk)
    		{
    			self.ignoreme = 1; // Zombies wont find the player
    			self enableInvulnerability(); // God mode is on
        		self thread print_to_all( self.name + " is ^1AFK");
        		old_origin = self.origin;
        		old_angles = self getPlayerAngles();
    			
        		while(distance(old_origin, self.origin) <= 5 || old_angles != self getPlayerAngles())
    			{
        			old_angles = self getPlayerAngles();
        			wait 0.05;
        		}
    			
        		self.sessionstate = "playing";
        		counter = 0;
    		}
    		
    		else if(counter < seconds_to_be_afk)
    		{
    		self.ignoreme = 0; // Zombies will find the player again
    		self disableInvulnerability(); // God mode is off
    		}
    		
    		else if(counter > seconds_to_be_afk)
    		{
    			counter = 0;
    		}
    	}
    }
    
    endgame_fix(){
    	self endon("disconnect");
        level endon("end_game");
        level waittill("connected", player);
        for(;;){
        	wait 1;
        	counter = 0;
        	foreach(player in level.players){
        		if(player.sessionstate == "spectator" || !isAlive(player))
        			counter++;
        	}
        	if(counter == level.players.size)
        		level notify("end_game");
        }
    }
    print_to_all( msg ){
    	foreach( player in level.players)
    		player iprintln( msg );
    }
    

  • [Release] AFK Monitor
    THS.Shiniriundefined THS.Shiniri

    Sorex

    As far as recognizing if someone is afk and putting him into spectator works flawless

    But the player does not join in when any input is given tho. And if the round ends and the afk player will be respawned he spawns without his old equipment


  • Provider thinks that Plutonium Servers are a DDOS attack?
    THS.Shiniriundefined THS.Shiniri

    Xerxes hmm okay then i try to Block those ips in Windows i guess?

    Protocol: UDP
    Destination Port: 4991
    Source Networks: 107.189.8.12/32
    Source Port: 1024-65535
    Traffic Data: 88739163 pps

    Protocol: UDP
    Destination Port: 4991
    Source Networks: 45.61.187.36/32
    Source Port: 1024-65535
    Traffic Data: 83525773 pps

    Protocol: UDP
    Destination Port: 4986
    Source Networks: 84.248.25.159/32
    Source Port: 4976
    Traffic Data: 24985 pps

    Protocol: UDP
    Destination Port: 4986
    Source Networks: 85.76.111.226/32
    Source Port: 39010
    Traffic Data: 13926 pps

    Protocol: UDP
    Destination Port: 4993
    Source Networks: 79.109.161.224/32
    Source Port: 4976
    Traffic Data: 5324 pps


  • Provider thinks that Plutonium Servers are a DDOS attack?
    THS.Shiniriundefined THS.Shiniri

    Does anyone have a Provider for their Servers and encounter Messages from their Provider that seemingly there is a DDOS for your Servers?

    Since I switched around way to often thinking it was the providers fault. But as of now 3 different Providers told me that a DDOS strike occured over multible IPs (all IPs from our Player base which were all InGame as the "DDOS" takes place) over our Server Ports send X amount of packets resulting in 300 Mbit/s traffic. This behaviour causing my Servers to be blocked cause they are the Source.

    Since I setup multiple VPS Systems Providers Servers and new configs for them leaving nearly no space for thinking that is something wrong with the Provider nor Servers nor Configs, I think it has something to do with Plutoniums end.

    Thats why I am asking If others have experienced the same. (I host 23 Servers)

    Attachments:

    netcup notification:

    A few minutes ago a massive attack on your product v2202111132827168457 took place. We therefore route the affected IP address 202.61.238.83 via our free DDoS filter. This filters all packets that cause the DDoS. In this way, the services of your server that are not attacked can still be reached. Due to the filtering, the packet runtimes may be somewhat longer.
    
    We check at regular intervals whether the attacks have subsided. As soon as this has happened, we will route the IP address 202.61.238.83 directly to your server again.
    
    Here you will find extracts from the log that describe the attack:
    Start: 2021-11-22T14: 59: 24 + 00: 00
    Destination: 202.61.238.83
    Direction: Incoming
    Bandwidth: 301.199920654 Mbit / s
    Packets per second: 856 026 pps
    
    
    The following attack types were recognized:
    This alert was generated due to fast flood detection. The "UDP" host alert signature has been triggered at router "bbr01.anx25.fra.de". (expected rate: 100.00 Kpps, observed rate: 250.01 Kpps)
    
    
    
    The following pattern were detected:
    Protocol: UDP
    Destination Port: 4991
    Source Networks: 107.XXX.XXX.12 / 32
    Source Port: 1024-65535
    Traffic Data: 88739163 pps
    
    Protocol: UDP
    Destination Port: 4991
    Source Networks: 45.XXX.XXX.36 / 32
    Source Port: 1024-65535
    Traffic Data: 83525773 pps
    
    
    
    Following Combinations are now ratelimited:
    SRC: 107.XXX.XXX.12 / 32 SRCPORT: 1024-65535 DSTPORT: 4991 PROTO: UDP
    SRC: 45.XXX.XXX.36 / 32 SRCPORT: 1024-65535 DSTPORT: 4991 PROTO: UDP
    

    contabos notification:

    we will contact you to inform you that your server at Contabo is currently the target of a very large network attack. The attack was recognized by our network and is automatically blocked to ensure the availability of your server.
    
    The following IP address is affected by this attack:
    
    XX.XX.XXX.XX
    
    Please note that the filter measures in rare cases also result in data packets that are not part of the attack being discarded by our network. In these few cases, the availability of certain services on your server may be restricted. This measure remains active for the duration of the attack.
    
    If you are in contact with the attacker, do not inform him under any circumstances about this measure. Otherwise a long-term blocking of your server cannot be ruled out.
    
    Please do not hesitate to contact us if you have any further questions or if we can be of assistance with this matter.
    

  • Automod Script/Tool suggestions
    THS.Shiniriundefined THS.Shiniri

    Dss0 AFAIK neither in Node-Server-Manager or in IW4M Admin.

    Or does a "Vanilla" Pluto Config exist to kick/ban those players?


  • Buried - Disable Timebomb to prevent Timebomb Glitch
    THS.Shiniriundefined THS.Shiniri

    JezuzLizard said in Buried - Disable Timebomb to prevent Timebomb Glitch:

    scripts/zm/zm_buried

    So basically I create a .gsc like this:

    //Place into scripts/zm/zm_buried
    
    init() // entry point
    {
        level thread onplayerconnect();
    }
    
    onplayerconnect()
    {
        for(;;)
        {
            level waittill("connected", player);
            player thread onplayerspawned();
        }
    }
    
    onplayerspawned()
    {
        self endon("disconnect");
        for(;;)
        {
            self waittill("spawned_player");
        }
    }
    
    main()
    {
    	replaceFunc( maps/mp/zombies/_zm_weap_time_bomb::add_time_bomb_to_mystery_box, ::add_time_bomb_to_mystery_box_override );
    }
    
    add_time_bomb_to_mystery_box_override()
    {
    	return;
    }
    

    Compile it, place it into the given dir and it should remove the Timebomb entirely from the chest.

    Did I understand correctly, if yes damn you are my saviour !

    Ep00000GIF.gif


  • Buried - Disable Timebomb to prevent Timebomb Glitch
    THS.Shiniriundefined THS.Shiniri

    Hello everyone,

    I cant find any way to disable the Timebomb not in the configs neither as scripts.

    But the Timebom is abused to such a demand that players suffer from it on other Servers.
    So I want to get rid of it.

    Any Ideas

    Thank you

    Shiniri


  • Automod Script/Tool suggestions
    THS.Shiniriundefined THS.Shiniri

    Hello everyone,

    I am in need of something like an Automod Script/Tool, since IW4M Admin as example does not do a great Job at it.

    E.G. A player with an bad Alias (NA*I) connected and I configured my IW4M to Kick this Alias, but as soon as the A is replaced by a 4 or the i by L it will not kick the client. I do not have the nerves to configre every Bad Alias and diffrent spelled Versions of them in IW4M Admin.

    Thats why I search for a Script/Tool which might use an api for a whole bad aliases libary and detect those aaaaand kick those. Might even flag them.

    If someone knows such a script/tool or might even is handsome enough to make one I would really appreciate to tell me.

    Kind Regards
    Shiniri from TheHeroicSinners ☺


  • Serv of THS are down @TheHeroicSinners
    THS.Shiniriundefined THS.Shiniri

    K3LLERQ0EEN Thank you for your feedback. The Servers are btw backup again. A folder called demos (where replays are normally saved) under C:/gamserver/t6r/data/ caused the issue even as an empty folder O.o.


  • Serv of THS are down @TheHeroicSinners
    THS.Shiniriundefined THS.Shiniri

    I did delete the localappdata folder and gameserver folder and tried to do a clean setup, but same error wit ntdll.dll (WindowsNT Kernel DLL)


  • Latest Update Crash
    THS.Shiniriundefined THS.Shiniri

    EDIT 2:

    So a Friend have a running Server under Version R2462 he send me his AppData Folder and I still get the same error ...


  • Latest Update Crash
    THS.Shiniriundefined THS.Shiniri

    EDIT: We have discussed on the official Discord what might be going on. To Sum up only a few Server Owners have struggle to get their Server going live again. But those having the following issue:

    "Plutonium crashed because of an exception caused by external software.                                                  
    Module: ntdll.dll"
    

    We tried and figure out some things that won´t make a difference:

    • clean pluto (including localappdata) & redist install
    • setting up a fresh Server folder and config
    • removed every script
    • starting the OS only with needed drivers would´n help either
    • occures on VMs and Systems
    • error appears since the update @12 AM 10th November (CEST)
    • the error also appears on machines where the newest update is installed and you can play it without any problems

  • Serv of THS are down @TheHeroicSinners
    THS.Shiniriundefined THS.Shiniri

    Xerxes What do you mean with protection" and its message" ? I did not mention any message cause I do not get one. And it IS seemingly caused by the update because I literally stopped my WORKING Servers, started the !updatePluto.bat, let Pluto Update and after that without any reboot or anything between I wanted to restart my Servers and they just crash instantly without any error or dump. And even setting up a new Server on a different machine could not start a Server with the exact same behavior.

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