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Maybe what you could do is check the player's position at two very close times (definition of speed) and compare it with what it should be normally. Like get the top speed of an infernus, the distance travalled within 1s or 0.5s and compare it with what the player has travalled during the same amount of time.
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Server receives 500 km/h, you can't edit how values are readed by the server as they are server sided. (Example: a server side money system).
However that's an old (and not working anymore) LUA script, which the release of 0.3.7 R2 broke almost all this garbage making them incompatible with the current Sa-Mp version (R4).
I had that cheat somewhere months ago in my pc and i tried it too, as i remember even if you set 150 km/h as a speed cap, the server will always receive the real speed. (Tested months ago).
Probably their anti speed hack is garbage that's why it doesn't get triggered.
Btw, if someone has a compatible R4 version, we can try to debug it and see what it prints.
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You can check with Pawn.Raknet.