Garry's Mod

Garry's Mod

Multi Physgun
 This topic has been pinned, so it's probably important
CodeKraken  [developer] 6 Jan, 2022 @ 2:00am
Bug / Lua Error Report
Post your errors and bug reports relating to the mod here
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Showing 1-15 of 38 comments
Master Oogway 6 Jan, 2022 @ 2:28am 
i have just 2 beens i cant do more
Gmodfan750 6 Jan, 2022 @ 2:59am 
Originally posted by OOGWAY GOD:
i have just 2 beens i cant do more
Read the description of the mod.
Moon Fishron 6 Jan, 2022 @ 3:26am 
i can`t scroll objects. and how to make more beams?
CodeKraken  [developer] 6 Jan, 2022 @ 3:46am 
Originally posted by Moon Fishron:
i can`t scroll objects. and how to make more beams?
There is a settings menu under "Options" in the top right of the spawnmenu, there you can change the beam count. Or you could write in the console "multi_physgun_beam_count (number of beam)" to change the beam count
Last edited by CodeKraken; 6 Jan, 2022 @ 3:47am
CodeKraken  [developer] 6 Jan, 2022 @ 3:50am 
Originally posted by Moon Fishron:
i can`t scroll objects. and how to make more beams?
And for the scrolling issue, make sure that 'multi_physics_gun_scroll_speed' isn't set to 0
󠂪󠂪󠂪󠂪 6 Jan, 2022 @ 1:05pm 
No physgun hooks are called with this, instantly bypasses prop protection addons.

Also some net messages are exploitable, especially since it sends the weapon entity over instead of just checking if the sending player's weapon is a multi physgun.

for _, ply in ipairs(player.GetAll()) do local toUse = NULL for _, wep in ipairs(ply:GetWeapons()) do if wep:GetClass() == "multi_physgun" then toUse = wep break end end if IsValid(toUse) then net.Start("multiphysgun_freeze") net.WriteEntity(toUse) net.SendToServer() end end

Have fun causing chaos on servers that end up using this until its fixed
Last edited by 󠂪󠂪󠂪󠂪; 6 Jan, 2022 @ 1:12pm
CodeKraken  [developer] 6 Jan, 2022 @ 5:17pm 
Originally posted by 󠂪󠂪󠂪󠂪:
No physgun hooks are called with this, instantly bypasses prop protection addons.

Also some net messages are exploitable, especially since it sends the weapon entity over instead of just checking if the sending player's weapon is a multi physgun.

for _, ply in ipairs(player.GetAll()) do local toUse = NULL for _, wep in ipairs(ply:GetWeapons()) do if wep:GetClass() == "multi_physgun" then toUse = wep break end end if IsValid(toUse) then net.Start("multiphysgun_freeze") net.WriteEntity(toUse) net.SendToServer() end end

Have fun causing chaos on servers that end up using this until its fixed
Thank you for bringing this to my attention, I'm working on the hook issue now
Last edited by CodeKraken; 6 Jan, 2022 @ 5:24pm
blopster 6 Jan, 2022 @ 5:28pm 
Its FOV is too high - how do I change this?
CodeKraken  [developer] 6 Jan, 2022 @ 5:30pm 
Originally posted by blopster:
Its FOV is too high - how do I change this?
Sorry about that, I had to make it the same as the users to get the beams to properly render, there might be a different way to do that on my part, but I'm dealing with bigger issues atm
CodeKraken  [developer] 6 Jan, 2022 @ 6:02pm 
Originally posted by CodeKraken:
Originally posted by 󠂪󠂪󠂪󠂪:
No physgun hooks are called with this, instantly bypasses prop protection addons.

Also some net messages are exploitable, especially since it sends the weapon entity over instead of just checking if the sending player's weapon is a multi physgun.

for _, ply in ipairs(player.GetAll()) do local toUse = NULL for _, wep in ipairs(ply:GetWeapons()) do if wep:GetClass() == "multi_physgun" then toUse = wep break end end if IsValid(toUse) then net.Start("multiphysgun_freeze") net.WriteEntity(toUse) net.SendToServer() end end

Have fun causing chaos on servers that end up using this until its fixed
Thank you for bringing this to my attention, I'm working on the hook issue now
Can you explain how exactly the net exploit works?
󠂪󠂪󠂪󠂪 6 Jan, 2022 @ 7:18pm 
Originally posted by CodeKraken:
Can you explain how exactly the net exploit works?

You're trusting the client on what entity gets sent, plus its a waste of bytes anyways when you can easily just check the sending player's active weapon, see if its class is multi_physgun and then do what you need to do.

If a client sends an entity that isnt multi_physgun, it'll error in some cases. If the entity does send a multi_physgun entity, they can control what it does no matter who owns it
CodeKraken  [developer] 6 Jan, 2022 @ 7:23pm 
Originally posted by 󠂪󠂪󠂪󠂪:
Originally posted by CodeKraken:
Can you explain how exactly the net exploit works?

You're trusting the client on what entity gets sent, plus its a waste of bytes anyways when you can easily just check the sending player's active weapon, see if its class is multi_physgun and then do what you need to do.

If a client sends an entity that isnt multi_physgun, it'll error in some cases. If the entity does send a multi_physgun entity, they can control what it does no matter who owns it
Ah thanks, I think I've fixed that in the next update
shouldn't be to long now unless something goes horribly wrong lol
Last edited by CodeKraken; 6 Jan, 2022 @ 7:24pm
NOT tyler 7 Jan, 2022 @ 12:17pm 
cant pick anything up.
CodeKraken  [developer] 7 Jan, 2022 @ 12:29pm 
Originally posted by get real:
cant pick anything up.
Do you have any mods that use 'Lua - SLibrary'?
NOT tyler 7 Jan, 2022 @ 12:37pm 
Originally posted by CodeKraken:
Originally posted by get real:
cant pick anything up.
Do you have any mods that use 'Lua - SLibrary'?
i dont know if thats the problem but it was working fine yesterday
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