05.11.2017, 15:21
(
Последний раз редактировалось dotSILENT; 05.11.2017 в 16:40.
)
My suggestions:
- Allow scaling of every type of object. Currently only objects created with SetPlayerAttachedObject can be scaled.
- Custom vehicle handlings
- Custom weapon stats
- Custom sounds to be used in game like PlayerPlaySound (downloaded just like the models)
- New fonts? We only have 4 textdraw fonts by default, adding a few more fonts would improve the appearance of textdraws
- TextDrawSetPos & PlayerTextDrawSetPos
- Allow detection of keys (GetPlayerKeys()) while the player is editing an object. This would be useful to create hotkeys for some actions.
- Fix SelectObject() - we cannot detect when player cancels object selection (simply return INVALID_OBJECT_ID to OnPlayerSelectObject)
- Give control over vehicle variants
About improving the anticheat, there is not much you can really do. Nothing is gonna stop these determined cheat-creators from making new cheats, pretty much anything that would have any effect needs to be client-sided, and that means that it will be really easy to bypass. SAMP is reverse engineered too much, making a few simple changes to the anti-cheat will cause just a few more hours of work to make cheats work again (although that still IS some obstacle on their road, and will stop them for some time). Things would have to be re-written from scratch to really make some bigger impact on the cheaters, because almost everything would stop working and would require them to reverse engineer entire SAMP again to find out how things work and evade the anticheat again. But it still is possible, you can't really stop that. Even games that use client-sided anticheats such as PunkBuster have lots of cheaters. Even when SendClientCheck was introduced, which could scan any part of the gta sa process memory and seemed to be hard to bypass (because the server could literally ask for any part of memory from your game, and you ACTUALLY needed that part of memory to know what it is), it wasn't really a problem for them to make a memory dump of the entire clean game and use it as a reference later, making the server think that their game is totally clean.
What I'd rather prefer more would be some kind of account registering. The problem of cheaters rises drastically because there is nothing really stopping them, IP bans? Lots of people have dynamic IPs or just can use a VPN. GPCI (or any other client-sided serial thingy)? Easy to spoof. There isn't really any way to efficiently prevent them from coming back. If each player would need to have an account created in order to play (maybe a confirmed one?) they would eventually get tired earlier. And bans could be maybe "globalized", in example the server could check how many times a certain account has been banned.
But that isn't really a suggestion, I know it wont be made because it requires a lot of re-working and SAMP would also need to handle these accounts.
- Allow scaling of every type of object. Currently only objects created with SetPlayerAttachedObject can be scaled.
- Custom vehicle handlings
- Custom weapon stats
- Custom sounds to be used in game like PlayerPlaySound (downloaded just like the models)
- New fonts? We only have 4 textdraw fonts by default, adding a few more fonts would improve the appearance of textdraws
- TextDrawSetPos & PlayerTextDrawSetPos
- Allow detection of keys (GetPlayerKeys()) while the player is editing an object. This would be useful to create hotkeys for some actions.
- Fix SelectObject() - we cannot detect when player cancels object selection (simply return INVALID_OBJECT_ID to OnPlayerSelectObject)
- Give control over vehicle variants
About improving the anticheat, there is not much you can really do. Nothing is gonna stop these determined cheat-creators from making new cheats, pretty much anything that would have any effect needs to be client-sided, and that means that it will be really easy to bypass. SAMP is reverse engineered too much, making a few simple changes to the anti-cheat will cause just a few more hours of work to make cheats work again (although that still IS some obstacle on their road, and will stop them for some time). Things would have to be re-written from scratch to really make some bigger impact on the cheaters, because almost everything would stop working and would require them to reverse engineer entire SAMP again to find out how things work and evade the anticheat again. But it still is possible, you can't really stop that. Even games that use client-sided anticheats such as PunkBuster have lots of cheaters. Even when SendClientCheck was introduced, which could scan any part of the gta sa process memory and seemed to be hard to bypass (because the server could literally ask for any part of memory from your game, and you ACTUALLY needed that part of memory to know what it is), it wasn't really a problem for them to make a memory dump of the entire clean game and use it as a reference later, making the server think that their game is totally clean.
What I'd rather prefer more would be some kind of account registering. The problem of cheaters rises drastically because there is nothing really stopping them, IP bans? Lots of people have dynamic IPs or just can use a VPN. GPCI (or any other client-sided serial thingy)? Easy to spoof. There isn't really any way to efficiently prevent them from coming back. If each player would need to have an account created in order to play (maybe a confirmed one?) they would eventually get tired earlier. And bans could be maybe "globalized", in example the server could check how many times a certain account has been banned.
But that isn't really a suggestion, I know it wont be made because it requires a lot of re-working and SAMP would also need to handle these accounts.