[Include] (sHA) Anti Health And Armour Hack
#9

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Originally Posted by RogueDrifter
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250+ ping? seriously did you even try or see live any of what you're saying or is that talk off the sync thread? because me and almost all of my players have over 250 ping on my server and I've had 0 problems in sync or packet-loss/mis-order (it only happens with REALLY lagging players, above 400-500 ping and a packet loss spike)
I have played SA-MP in a deathmatch server for quite enough time to notice how ping affects player overall sync, even with 200 ping and low to no packet loss at all could result in a packet misorder.

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Originally Posted by RogueDrifter
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You should also review the release i made correctly as you clearly didn't understand it fully, the de-sync check works on a very smart way using OPU (jelly helped lots with this) which will detect the first hint of a packet-loss/misorder and flag the player as a desynced one.
Yes I did, in fact it sleeps for 2 seconds for each tick which skips about 50 update packets on average (considering OnPlayerUpdate is called 25 times a second on average)

PHP код:
#define FL_MAX_WAIT_TIME 2
if(gettime() > FLaggers_Player[playerid][FLTicks])
{
    
FLaggers_Player[playerid][FLTicks] = gettime()+FL_MAX_WAIT_TIME
Also, I am pointing out a flaw in this include, which is no way related to yours and there's no way you know that anyone will be using this will also be using your include.

Quote:
Originally Posted by RogueDrifter
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Again that is the case with every anti cheat (all anticheats in general) that use the server sided functions, anti money cheats, weapons, health,armour,god,teleport,airbreak i can go on, you can't really judge a standalone include on such a thing, because the desync problem is too general it can mess up any system.
The point is, you shouldn't rely on any of these scripts, especially if you will be banning players solely on it, and if you don't, that makes it some sort of an implementation of server sided handling, rather than an anti cheat.

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Originally Posted by RogueDrifter
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Not just anti-cheats, actually it can mess anything depending on the packet that gets lost.
Exactly, which makes anti cheats way more harder than checking if server side stored health isn't matching client's and taking action solely on that.
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Messages In This Thread
(sHA) Anti Health And Armour Hack - by StrikerZ - 23.02.2018, 12:34
Re: (sHA) Anti Health And Armour Hack - by RogueDrifter - 23.02.2018, 12:36
Re: (sHA) Anti Health And Armour Hack - by StrikerZ - 23.02.2018, 12:37
Re: (sHA) Anti Health And Armour Hack - by iKarim - 23.02.2018, 12:56
Re: (sHA) Anti Health And Armour Hack - by RogueDrifter - 23.02.2018, 12:58
Re: (sHA) Anti Health And Armour Hack - by iKarim - 23.02.2018, 13:06
Re: (sHA) Anti Health And Armour Hack - by RogueDrifter - 23.02.2018, 13:10
Re: (sHA) Anti Health And Armour Hack - by Gammix - 23.02.2018, 13:30
Re: (sHA) Anti Health And Armour Hack - by iKarim - 23.02.2018, 13:30
Re: (sHA) Anti Health And Armour Hack - by N0FeaR - 23.02.2018, 16:09
Re: (sHA) Anti Health And Armour Hack - by StrikerZ - 24.02.2018, 06:09
Re: (sHA) Anti Health And Armour Hack - by StrikerZ - 25.02.2018, 09:51
Re: (sHA) Anti Health And Armour Hack - by StrikerZ - 02.03.2018, 05:00

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