26.04.2013, 12:09
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The obvious choice would be to integrate it into the gamemode. Trying to get communication between the GM (where most of the stuff like health is set) to a FS would be a hassle and not worth it, with no benefits.
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I've tried to make anticheats via filterscript.....
Wasted over 3 hours making it work, when I coulda just integrated it... stupid mee xD |
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I briefly mentioned how I did it in the anti cheat tips thread.
An include that you'd create for every compiled script that edits players position, money etc. which would serve as a way to store everything you'd need for the anticheat filterscript so if you've read this thread https://sampforum.blast.hk/showthread.php?tid=220089 then it'd save things like what a players position should be, if it's synced, what weapons they should have... I use pvars for ease then in the filterscript you know can just read pvars to see what a player should have in their weapons or how much money they're meant to have. This makes everything a lot easier to use, all the scripts need is an include and that's it, and the anticheat was a filterscript because I needed to make small changes all the time to make things more or less accurate. I don't see any unique downsides to this other than foreseeing what you'll need in the include |
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Anyway, I found a structure to combine those two ideas of mine. I'm looking forward to implement it. I hope to finish writing the basics of it and release it, in the following weeks integrating new anti-cheat methods.