Search found 144 matches
- Thu Jun 02, 2016 10:15 am
- Forum: Rules and Forum Announcements
- Topic: !!ATTENTION!! - Please Secure Your Passwords!
- Replies: 181
- Views: 213377
Re: !!ATTENTION!! - Please Secure Your Passwords!
AFAIK the notification is sent to both mail addresses. Nevertheless, I think the only really safe method would be to use a different login name than the outward facing nick. Thinking about other sites where they allow the mail address as user name gives me the creeps, though. It makes it far too ...
- Thu Jun 02, 2016 9:28 am
- Forum: Rules and Forum Announcements
- Topic: !!ATTENTION!! - Please Secure Your Passwords!
- Replies: 181
- Views: 213377
Re: !!ATTENTION!! - Please Secure Your Passwords!
b) automatic account lockdown after a number of failed attempts - of course this could also be abused by the attacker to block all legitimate forum access. I hadn't even considered that, but that would basically be the first thing they'd do. I believe that is possible from what I've read. I had a ...
- Thu Jun 02, 2016 8:51 am
- Forum: Rules and Forum Announcements
- Topic: !!ATTENTION!! - Please Secure Your Passwords!
- Replies: 181
- Views: 213377
Re: !!ATTENTION!! - Please Secure Your Passwords!
No wonder that the idiot was able to crack this many accounts. I find it amazing that the forum software doesn't come equipped with some automatic lockdown after x failed attempts or some other means to block these people. No wonder that there's so much hacking going on if security is merely an ...
- Thu Jun 02, 2016 5:46 am
- Forum: Rules and Forum Announcements
- Topic: !!ATTENTION!! - Please Secure Your Passwords!
- Replies: 181
- Views: 213377
Re: !!ATTENTION!! - Please Secure Your Passwords!
So, wait, is the only captcha on this site the ssg one? Cause that's the only one I've ever seen. Is there a limit to the number of login attempts that can be made even with captchas or are there cooldowns? Actually let me go check. EDIT: So I just went and tried to login with a bad password like ...
- Thu Jun 02, 2016 5:39 am
- Forum: Gameplay Mods
- Topic: Samsara - 0.3666 - World Tour
- Replies: 490
- Views: 110665
Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
Risen3D for Doomguy model, Eduke HRP for Duke jesus_christ_how_horrifying.jpg Risen3D for Doomguy model, Eduke HRP for Duke jesus_christ_how_horrifying.jpg Yeah, why would we do that? We have a perfectly good Duke model from the Nintendo DS games. http://i.imgur.com/PuuhDqo.gif http://i.imgur.com ...
- Thu Jun 02, 2016 1:12 am
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
He's correct, the immediate infighting version is borked this time around. I will fix I when I get home this morning.
- Tue May 31, 2016 7:42 am
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
Another minor update. Made factions (as far as args passed to scripts are concerned) start at 1 rather than 0. This is so that I can group the enemy faction setting in with the other flags, and not have to have it be negative and thus require users to input -100 for what was default behavior. I ...
- Mon May 30, 2016 10:16 pm
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
Updated with added ability to specify an enemy faction to limit the search for targets to. First arg is now enemy faction to check when looking for targets. Needs to be set to -1 or less to check all factions, because factions start at 0. Like so: ACS_NamedExecuteWithResult("faction_look", -1, 0, 0 ...
- Mon May 30, 2016 9:25 pm
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
and then I put "faction_debug_msg 1" without any mod and it's all good... and I realized something for example an imp when just killed a Zombieman the imp and not seek more enemies and this happens with all All of them will just go back to whatever spawn state they have defined, if they don't see ...
- Sun May 29, 2016 10:21 pm
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
Are they the same exact actor? Or do they just look the same with different class names?
try going into the console and typing "faction_debug_msg 1"
and then check the console to see what class names are targetting which class names
try going into the console and typing "faction_debug_msg 1"
and then check the console to see what class names are targetting which class names
- Sun May 29, 2016 9:59 pm
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
If they can harm each other, then then will infight. For instance zombiemen.
They may also be different classes but look the same.
They may also be different classes but look the same.
- Sun May 29, 2016 9:36 pm
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
- Sun May 29, 2016 9:15 pm
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
- Sun May 29, 2016 8:53 pm
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
If you are using the the regular version, the only things that get factions are zombiemen, shotgunguys, and imps. They're there for demonstration purposes to use in your own work. For the infighting version, the checksight checks sometimes don't return true, which is something that can't really be ...
- Sun May 29, 2016 9:39 am
- Forum: Gameplay Mods
- Topic: Monster Factions and Immediate Monster Infighting
- Replies: 28
- Views: 11058
Re: Monster Factions and Immediate Monster Infighting
Updated this. Changes are: Instead of having to actually enter arrays in manually to increase number of factions, all you need to do is increase 50 in #libdefine NUM_FACTIONS 50 which is line 7 in acs, to whatever you want. Also since I realized I was only using 2 functions from commonFuncs.h I ...