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  1. #1
    ajloveslily's Avatar
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    Exclamation Why fucking up and having a lua errors while on a server is bad.

    Basically, there is a cvar that makes it so any time you have a lua error, it can send that error to a page and people can see what caused that lua error. IIRC this is "anonymous" however some servers can use their own way of reporting lua errors, instead of using the build in one and if they do this, it is not anonymous. This is why if you have a lua error on a server from using a bypasser and a shitty script it can get you banned even if you don't start to use said script. Most errors(that I have seen) are from fucked up file paths, things like
    Code:
    Couldn't include file 'includes\modules\dickwrap.lua' (File not found) ( at lua/includes/init.lua (line 634))
    SO if you do want to bypass and use scripts, MAKE SURE to test them in single player with bypasser and without and test for errors otherwise you'll more than likely get bambersand

  2. #2
    Gorzoid's Avatar
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    Just use CompileFile and pcall, as long as your base code is fine you will catch the errors before they are sent to the server.
    I am just here to learn, definitely not for hacks... o_O Just learning

  3. #3
    IAmPhage's Avatar
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    Or you know, write code without errors? I'd understand if this was C++ and you setup some extensive exception handling (I do) but it's lua. How hard is it to write error free code?

  4. #4
    D3M0L1T10N's Avatar
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    you can also just prevent errors from being sent to the server
    8:53 PM - Xenomorphic 1 hr 7 min cooldown: So is MPGH only exist so people can c+p from ************* and troll the gmod section?

    [IMG]https://i739.photobucke*****m/albums/xx38/jorroa5990/flatexch2_zpsec96a7e2.gif[/IMG]

  5. #5
    Gorzoid's Avatar
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    Quote Originally Posted by D3M0L1T10N View Post
    you can also just prevent errors from being sent to the server
    I made a post asking how to do that ages ago and every single answer was the exact same "just don't have errors in your code". No1 is gonna check, let's say Cyanide, for bugs before using it, all it takes is one variable to accidentally be nil for errors to be thrown.
    I am just here to learn, definitely not for hacks... o_O Just learning

  6. #6
    ajloveslily's Avatar
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    Quote Originally Posted by IAmPhage View Post
    Or you know, write code without errors? I'd understand if this was C++ and you setup some extensive exception handling (I do) but it's lua. How hard is it to write error free code?
    The issue isn't people who write their own code, its those that use others.

    Quote Originally Posted by D3M0L1T10N View Post
    you can also just prevent errors from being sent to the server
    hmm and how would one do that

    Quote Originally Posted by Gorzoid View Post
    Just use CompileFile and pcall, as long as your base code is fine you will catch the errors before they are sent to the server.
    Does this work? I'll have to test it!

  7. #7
    IAmPhage's Avatar
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    Quote Originally Posted by ajloveslily View Post
    The issue isn't people who write their own code, its those that use others.


    hmm and how would one do that


    Does this work? I'll have to test it!
    So the solution is to write your own code instead of pasting off of public shit? Or you know test the cheat in a local server first? You're going the long way around. Disabling error reporting instead of fixing your errors.

  8. #8
    ajloveslily's Avatar
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    Quote Originally Posted by IAmPhage View Post
    So the solution is to write your own code instead of pasting off of public shit? Or you know test the cheat in a local server first? You're going the long way around. Disabling error reporting instead of fixing your errors.
    Sometimes disabling error reporting doesn't work, and yeah it is pretty much better to write your own shit rather than pasting...

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