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.
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 likeSO 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 bambersandCode:Couldn't include file 'includes\modules\dickwrap.lua' (File not found) ( at lua/includes/init.lua (line 634))
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
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?
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]
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