Quote:
Originally Posted by Gambet
Yeah but you're doing the same thing in the end, just instead of freezing the player for a second you're randomly freezing them between 1 to 3 seconds, not exactly sure how this would accomplish anything different from the original script? And how did you manage to get false positives? Once the script freezes the player it should run through way too quickly for a normal player to be able to set it off.
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If a player replaces the random function in memory to like.. rendom or something..
random should return 0, and if the random seed isn't between the range you set it'll go off. So my modification allows the freezeplayer antihack to work like it did before as well as a check for random as well.
I blame the client and bad computers letting weird things happen, I've personally never had it give a false positive on myself though.