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Messages - (vG)DesTroYeR^

#1
Servers / Re: Vice City Gang Wars
Sep 27, 2025, 05:23 PM
Unique gamemode, used to play there.
also server gets more joyful in high playercounts
#2
Support / Re: Rhino bug shoot
Sep 27, 2025, 05:06 PM
@Adrenaline if that's done via ( CreateExplosion ) function, then check the parameters, you may have added it for the shooter only, or if this is a custom tank like the one we get via 'Panzer' then check File settings.
Take a glance at this function, it works for all players in my server
#3
Servers / Re: [PTB] - Plant the Bomb
Sep 26, 2025, 07:18 PM
Update (7):
Anti Speed Hack has been added (100%) and tested with 0 bugs.
It is also worth noting that PTB has already moved (since 4 Days) to new powerful panel for better gameplay experience
Looking for staff members -> Current Staff: 6 members
Have fun!
#4
I really give this function alot of attention since you can do many unique things inside it. (onPlayerActionChange)
I have done 5 anti cheats within this function, but now I am publishing the most simple one.

Key_WIN <- BindKey(true, 0x5B, 0, 0); // Better add this at onScriptLoad();
Evaders <- [];
class PlayerStats {
Knocked = false;
AFK = false;
}
function onPlayerActionChange(player, old, new) {
if(new == 42 || new == 43){
// 42 = Knocked | 43 = Standing up
for(local i = 0; i < GetPlayers(); i++) {
local pl = FindPlayer(i);
if(pl && pl.Pos.Distance(player.Pos) < 27 && player.Team != plr.Team) {
// Shotgun range is 24meters I guess, so adding +3 meters is better if player flew away when knocked (abit)
return stats[player.ID].Knocked = true;
}
}
}
else if(new != 43 && new != 42){return stats[player.ID].Knocked=false;}
}

function onKeyDown(player, key) {

if(key == Key_WIN){
if(stats[player.ID].Knocked){
stats[ player.ID ].AFK = true; // 0 delay with Keys
Evaders.append(player.UID);
Message("[#FFF000]"+player.Name+" [#FF0000]has been banned for [#FFA540]Death evasion");
player.Kick();
}
}


function onPlayerPart(player, reason){
if((player.Away || stats[ player.ID ].AFK) && (stats[ player.ID ].Knocked)) {
Message("[#FFF000]"+player.Name+" [#FF0000]has been banned for [#FFA540]Death evasion");
Evaders.append(player.UID);
}
}


function onPlayerJoin(player){
foreach(val in Evaders) {
if(val == player.UID) player.Kick();
}
else return;
/*
OR YOU CAN TRY THIS
if(Evaders.find(player.UID) != null) player.Kick();
I guess this is better than 1st method
*/
}



The idea is that KeyBind is WAY faster than player.Away (built-in), so player.Away might take upto 3 seconds to detect an AFK state
#5
I really give this function alot of attention since you can do many unique things inside it. (onPlayerActionChange)
I have done 5 anti cheats within this function, but now I am publishing the most simple one.

Key_WIN <- BindKey(true, 0x5B, 0, 0); // Better add this at onScriptLoad();
Evaders <- [];
class PlayerStats {
Knocked = false;
AFK = false;
}
function onPlayerActionChange(player, old, new) {
if(new == 42 || new == 43){
// 42 = Knocked | 43 = Standing up
for(local i = 0; i < GetPlayers(); i++) {
local pl = FindPlayer(i);
if(pl && pl.Pos.Distance(player.Pos) < 27 && player.Team != plr.Team) {
// Shotgun range is 24meters I guess, so adding +3 meters is better if player flew away when knocked (abit)
return stats[player.ID].Knocked = true;
}
}
}
else if(new != 43 && new != 42){return stats[player.ID].Knocked=false;}
}

function onKeyDown(player, key) {

if(key == Key_WIN){
if(stats[player.ID].Knocked){
stats[ player.ID ].AFK = true; // 0 delay with Keys
Evaders.append(player.UID);
Message("[#FFF000]"+player.Name+" [#FF0000]has been banned for [#FFA540]Death evasion");
player.Kick();
}
}


function onPlayerPart(player, reason){
if((player.Away || stats[ player.ID ].AFK) && (stats[ player.ID ].Knocked)) {
Message("[#FFF000]"+player.Name+" [#FF0000]has been banned for [#FFA540]Death evasion");
Evaders.append(player.UID);
}
}


function onPlayerJoin(player){
foreach(val in Evaders) {
if(val == player.UID) player.Kick();
}
else return;
/*
OR YOU CAN TRY THIS
if(Evaders.find(player.UID) != null) player.Kick();
I guess this is better than 1st method
*/
}



The idea is that KeyBind is WAY faster than player.Away (built-in), so player.Away might take upto 3 seconds to detect an AFK state
#6
Servers / Re: [PTB] - Plant the Bomb
Sep 26, 2025, 03:31 PM
- Anti-Speed Hack has been fully added.
Update (7) is approximately done.
#7
Servers / Re: [PTB] - Plant the Bomb
Sep 26, 2025, 08:19 AM
UPDATE (6 & 7) [7 Underdoing]
PTB: v1.8 & v1.9 Introduces:

[PTB]: Anti-Cheat - (Update 6 & 7):

- Anti Team-Grief + Anti Punch (2 in 1)  (Coded - Update 6): One of the most powerful systems in PTB, 0-delay response, allowing no space for cheaters.

- Anti-Speed Hack (Underdoing - Update 7): This system will surely be the most unique system ever in VC:MP, many servers failed to make an accurate one, but PTB is bound to do that easily.

- Anti-HP Hack (Underdoing - Update 7): This system will approximately be added once update 7 is being finished, just like Anti Speed Hack.

- Anti-Evade (Death + Plant/Defuse evasion - 2 in 1)(Coded - Update 6): Another anti-cheat feature added to PTB to ensure fairness and clean gameplay (Evade is auto-detected with 0 delay).

[PTB]: GUI-Updates - (Update 6):

- (MVP of round + Blue/Red Name GUIs)

- Structure of client-side has been simplified and fixed.
#8
Servers / Re: [XTB] - Explode the Base
Mar 14, 2025, 12:37 PM
UPDATE #2
ADDED: ANTI-CR SYSTEM (PREVENTS A PLAYER FROM SHOOTING RPG WITHIN 24M IF AN ENEMY IS DETECTED NEARBY HIM)
#9
Servers / [PTB] - Plant the Bomb
Mar 11, 2025, 12:59 AM




IP: 116.202.48.240:8130
Owner: =TDAr=Zer0Skills
Discord: https://discord.gg/h4tDueGvcW (Permanent)
Number of players slots: 100
Scripts: Squirrel (Plant the Bomb)
IRC Channel: -
Server Forum: -
[PTB] - Plant the Bomb

Gamemode: CS:GO-based gamemode | Plant the Bomb
- This gamemode is based on (Planting the bomb) - (Attackers vs. Defenders).
- Attackers have to plant(X button) their bombs at some explosive tanks in defenders' base (It will take 10 seconds to plant a bomb).
- Defenders have to defuse the bombs (X button), it will take 20 seconds to defuse a bomb.
- If Attackers could plant 3 bombs, a bombing scene will occur and after a couple of seconds the round will finish(Just like GTA VC offline mission when you plant the construction site with drone helicopter but in PTB, you plant it yourself without a helicopter)
# Gameplay Rules
- If attackers planted a bomb, their remaining bombs will be decreased until they utilize them all and finish them.
- Attackers can restore their bombs if they hit a score of (10, 20, 30 ... 100 ... etc). This will let them restore **{ FORMAT: floor(score / 10)** bomb.
- If defenders did defuse an under-planting bomb, the remaining bombs will also be decreased **-1**.
# Winning ways
- Way1 (Attackers win): Attackers can win if they planted atleast 3 bombs in defenders' base.
- Way2 (Defenders/Attackers win): Defenders/Attackers can win if they had more score in-total at the end of base than the other team, but this way won't occur if attackers planted 3 bombs.
# How to collect scores?
- Way1 (Attackers/Defenders): Killing 1 player will result in **+1** score regardless of the bodypart.
- Way2 (Defenders): Defusing a bomb will result in **+4** scores for defenders.
- Way3 (Attackers): Planting a bomb will result in **+2** scores for attackers.
- Way4 (Attackers/Defenders): Killing Sprees will result in a dynamic score { FORMAT: (spree / 5 + 2) }.