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05.12.2017, 07:12
(
Last edited by Romz; 05/12/2017 at 07:54 AM.
)
Hello,
When a cheater attempts to make a respawn for vehicles (falsely call callback OnVehicleDeath), we can catch a cheater but can not prevent a respawn. I think that this is a global problem at the moment and we can not do anything about it.
I suggest adding for OnVehicleDeath the ability to prevent respawn if the value 0 is returned.
Code:
public OnVehicleDeath(vehicleid, killerid)
{
new Float:health;
GetVehicleHealth(vehicleid, health);
if(health >= 250.0)
{
return 0; // we prevent respawn
}
return 1;
}
Video:
https://www.youtube.com/watch?v=9QnbkqBbcQI
@Kalcor, please do not ignore this proposal, it is very important.
Posts: 1,042
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Quote:
Originally Posted by BeckzyBoi
I'm just wondering, what is a vehicle's health value after it enters water? OnVehicleDeath is called when a vehicle enters water, but I'm not sure if the health value is less than 250.0?
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When transport falls into the water, health remains the same.
Posts: 1,042
Threads: 46
Joined: Jun 2013
Using
ColAndreas in this case will be more accurate.
Code:
public OnVehicleDeath(vehicleid, killerid)
{
new Float:health, Float:depth, Float:vehicledepth;
GetVehicleHealth(vehicleid, health);
if(health >= 250.0 && !CA_IsVehicleInWater(vehicleid, depth, vehicledepth))
{
return 0; // we prevent respawn
}
return 1;
}
Code:
stock CA_IsVehicleInWater(vehicleid, &Float:depth, &Float:vehicledepth)
{
new Float:x, Float:y, Float:z, Float:retx[10], Float:rety[10], Float:retz[10], Float:retdist[10], modelids[10];
GetVehiclePos(vehicleid, x, y, z);
new collisions = CA_RayCastMultiLine(x, y, z + 1000.0, x, y, z - 1000.0, retx, rety, retz, retdist, modelids, 10);
if(collisions)
{
for(new i = 0; i < collisions; i++)
{
if(modelids[i] == WATER_OBJECT)
{
depth = INFINITY;
for(new j = 0; j < collisions; j++)
{
if(retz[j] < depth)
depth = retz[j];
}
depth = retz[i] - depth;
if(depth < 0.001 && depth > -0.001)
depth = 100.0;
vehicledepth = retz[i] - z;
if(vehicledepth < -2.0)
return 0;
return 1;
}
}
}
return 0;
}
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I wouldn't know how these hacks work, so I'm just curious - do the vehicles actually explode or just respawn? I've seen hackers IG exploding vehicles, but I'm not sure if that's the hack you're referring to?
Posts: 1,042
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Quote:
Originally Posted by BeckzyBoi
I wouldn't know how these hacks work, so I'm just curious - do the vehicles actually explode or just respawn? I've seen hackers IG exploding vehicles, but I'm not sure if that's the hack you're referring to?
|
I can record more detailed videos of how hackers do this. Would you like me to make a video?
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Video:
PS: I do not use cheats myself, cheats help me in writing anticheat.
Posts: 1,042
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Quote:
Originally Posted by Jelly23
|
I do not want to use a plug-in with a memory hack for 1 opportunity. Moreover, there is no guarantee that this plug-in will work after every update of the server version.
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Did you debug just this callback or others?
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Quote:
Originally Posted by Locky_
Did you debug just this callback or others?
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I did not quite understand the essence of the question.
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Quote:
Originally Posted by Locky_
From what I saw in the video, when using cheating, OnVehicleDeath is called.
Usually cheatings call other callbacks. Example: OnPlayerStateChange
So I asked if you consulted the output of other callbacks when cheating is used.
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Only OnVehicleDeath is called. When I catch a cheater, I kick him from the server. But all the same the vehicles respawn in a few seconds and this can not be stopped.