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Topics - Kratos_

#1

The question about the delay function in squirrel by the O.P. in thread Help with Generator Function and Delay is obvious .  I'm too looking for such a way that we execute some lines & then for the rest of the resources in that function , we need to produce a time lag .

Although , this could be done by creating a function first & then whatever need to be executed with some time lag have to put in another function . I actually have tried to test this fact on my own about 4-5 months ago :-

function X_print()
 {
 print(" 1 ");
 print(" 2 ");
 print(" 3 ");
 NewTimer("delay", 5000, 1);
 print(" 8 ");
 print(" 9 ");
 print(" 10 ");
 print(" 11 ");
 }

function delay()
 {
 print(" 4 ");
 print(" 5 ");
 print(" 6 ");
 print(" 7 ");
 }

function onScriptLoad() X_print();



This will print  1,2,3,8,9,10,11,4,5,6,7 .  Actually I was assuming here that the portion of function X_print which comes after Newtimer will execute after delay has finished its run-time . But, results shows that :-
No doubt that newtimer will create a time lag in trigerring the delay function but the X_print function would continue to execute its resources in that time duration . Now , to get the results in desired order, I changed the function as :-

function X_print()
 {
 print(" 1 ");
 print(" 2 ");
 print(" 3 ");
 NewTimer("delay", 5000, 1);
 }

function delay()
 {
 print(" 4 ");
 print(" 5 ");
 print(" 6 ");
 print(" 7 ");
 print(" 8 ");
 print(" 9 ");
 print(" 10 ");
 print(" 11 ");
 }



Although it will print our desired result . But , I'm feeling that " Are we relying on a dummy function to create a delay ?? ".  Could this be possible that something is executed to certain line & then we use delay() function to seize the activity period in squirrel just like in C++  ?  This delay could be written into the core of the server as an inbuilt callback by the developers . Otherwise upto my scope , I aint sure about it to do something with this in squirrel . Who knows maybe I need some clarification .
#2
General Discussion / Analyzing asi file
Oct 17, 2014, 12:06 PM
I saw that VCMP 0.4 client creates a configuration file which is editable by the user.  There I saw an option for asi file, regarding allowing/disallowing its patching up with the server that the player is going to connect. Actually, this asi file is the mod that will be visible in the server If the player allows it. By default it will allow  the asi file to execute.
But, I found that through this we can even edit player's animations. The glitch/fly/speed gear used by some chinese player have been created using this. < I'm not saying chinese are hackers. I saw it used only by some chinese players.>
Someone might heard of CLEO here. CLEO is actually a hack through which we can even modify player animation without interferring with ped.ifp file which controls player movements.
Actually, some of the animations are captured in cleo files and there is another file called Master File, cleo.asi . This cleo.asi provides a way to link the hack < Animation > with the
game.
 I saw that following can be done using cleo:-
1.Glitch/fly
2.The MasterThread < Player health can be restored just by flying >
3.Player can swim < He will never drown in water >
4.Weapon hack
5.Player can be able to spawn any car in the server.
6.Random Cash < Can get any cash at any time >
CLEO isn't a particular hack. Almost all chinese hacks are based on this.
Actually by disallowing the asi file in the configuration file, we might restrict this cleo hack. But, in turn we have to do compromise with mods. My only question is that:-
Can we avoid cleo to link to our servers without the cost of mods being installed ?