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If You want to lock your server just type new line in server.cfg
password [yourpassword]
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Here's a method I use based on something ****** posted a while ago:
http://forum.sa-mp.com/showpost.php?...8&postcount=13
The server.cfg 'bind' value is the IP of the server - if you create a define/macro in your script to compare it against the 'bind' value in your server.cfg, you can check if it's being ran on the server you permit it to run on. Nobody will be able to connect to the server (except localhost) if they try to run the script on another server IP.
I can't find his original post, but this should explain it.
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You could always use HTTP functions.
So the server connects to a file hosted on a website.
It will collect information which the server hoster will not be able to see.
So in this file you could put in the server IP, and you could also have some extra stuff, and somehow cover it up in the main variables.
That way if someone takes your script, it won't work unless their using your server IP. Thats only if they take AMX file.
Not sure if this works, but create an Include with some Functions, disguise them and add them into the script as an include.
Same thing, have it connect to a website.
Also have a backup website, so if the HTTP responds with a site not found error then it will attempt to connect to a secondary site, connecting to a file.
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Anything you put in your gamemode to stop it being ran can be un-done. Don't give your source to people if you're paranoid.
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Quote:
Originally Posted by Deduction
You could always use HTTP functions.
So the server connects to a file hosted on a website.
It will collect information which the server hoster will not be able to see.
So in this file you could put in the server IP, and you could also have some extra stuff, and somehow cover it up in the main variables.
That way if someone takes your script, it won't work unless their using your server IP. Thats only if they take AMX file.
Not sure if this works, but create an Include with some Functions, disguise them and add them into the script as an include.
Same thing, have it connect to a website.
Also have a backup website, so if the HTTP responds with a site not found error then it will attempt to connect to a secondary site, connecting to a file.
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This can be exploited by updating the IPs in your host files or other methods.
The method I posted isn't foolproof either, but I would generally assume it's easier to exploit via HTTP, than the method I posted. Although I think you could just use something like Hamachi or something to mess up the bind method.
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Well, you can make join NPC's, that will connect with the host IP if am right, if npc doesnt join with the host ip, rcon_exit.
That will solve all problems related to extern lockers, that can be copied by copying full server folder.
+REP x 9999999..
Regards.