Methods For Detecting Mods...
#10

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Originally Posted by Dwane
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With that way, you can protect your server but you're going to loose players.
Personally, I wouldn't continue after seeing the message that I have to install a plugin in order to play to that server and believe or not, I am not sure what this file'd do.

I've read a thread from ****** about this also, but I can't find it at the moment. It was about "Do NOT Download DLL Files" or something.
True, i can't trust third-party plugins which can cause harm to my laptop, since i got it formatted for the 4th time ( lol ) due to some Trojans by downloading some files, and i would't want to risk it. Also, for example, a player's playing 2 servers, 1 RP, and 1 Free roam ( different servers ). So, the RP owner asks every player to use this plugin and get this into their GTA:SA folder, in which it checks if you use any cheats. The plugin will be also used for the Free roam server, which can probably affect the server-side and client-side, unless you have 2 GTA:SA folders with different SA:MP ones ( Which i think is not quite possible )
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Messages In This Thread
Methods For Detecting Mods... - by BlackAtom - 22.12.2012, 14:54
Re: Methods For Detecting Mods... - by zgintasz - 22.12.2012, 15:34
Re: Methods For Detecting Mods... - by Yiin - 22.12.2012, 17:18
AW: Methods For Detecting Mods... - by Blackazur - 22.12.2012, 17:41
AW: Methods For Detecting Mods... - by Mellnik - 22.12.2012, 18:48
Re: AW: Methods For Detecting Mods... - by Konstantinos - 22.12.2012, 18:54
Re: AW: Methods For Detecting Mods... - by Face9000 - 22.12.2012, 19:39
Re: AW: Methods For Detecting Mods... - by 3ventic - 22.12.2012, 20:00
Re: AW: Methods For Detecting Mods... - by Gh05t_ - 23.12.2012, 02:32
Re: AW: Methods For Detecting Mods... - by Alcatraz Gaming - 23.12.2012, 05:44

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