• [Release] Report System 1.2
    10 replies, posted
Report System 1.2 This is a report system for administrators to make life easier. Its simple: The user types !report and inputs a player, reason and submits it. To view the reports as a admin, type !reportadmin If you wish to view the report logs, just goto garrysmod/data/livaco/reportsystem Changelog 1.2 - Added file logging. - Fixed ULX Jail Bug. 1.1 - Moved file storage to Server to add more protection. - Added the option to copy reports. - Added the configurable option to close the panel once a user reports a player. Example Video https://www.youtube.com/watch?v=Z75BtPecTWI Thanks to Owain Owjo for helping me with a few silly mistakes Downloads Garrys Mods: https://garrysmods.org/download/60644/report-system Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1297541036 Source Code: https://github.com/Livaco/Report-System Thanks for downloading!
You need to get the name of the player who sent the report in the net receptor, else people can just fake bullshit reports by sending someone else's name from their game client.
It sends over LocalPlayer():Nick(), it should be fine. If i am wrong feel free to correct me.
If someone has a lua injector they can do. I sent a push request if you wanna take a look at it net.Start("report_reporthandler") net.WriteString("lol") net.WriteString("xd") net.WriteString(":D") net.SendToServer()
Alright then, i will try to update it tonight! Thanks for alerting me!
you've also used Config = {} as a global, so any addon that also uses it can overwrite it, you should name it something like ReportSystem = {} or something along those lines.
Thanks, i will do that now!
NIce release. 10/10 IGN
Oh, nice to see that you released it on here aswell! Good job!
I have added a bit more, If you want me to remove it just let me know 1.4.zip 1.4 Added the ability to change commands easier Added Steam Id and nick Set ULX Groups to be able to open menu NOTE: I HAVE NOT TESTED THIS
Hahahahahahahahaha local authorizedPlayers = { 11376969 = true, 69420690 = true } net.Receive(“ReliableMessage”, function(leng, ply) local steamid = ply:SteamID64() if authorizedPlayers[steamid] then —- Do stuff end end ) TLDR Don’t send stuff about the player if you can get it from the player entity passed through the net.Receive callback. Message length; Player entity. SteamIDs are 5000% better than checking for nicknames. People can change those.
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