[Include] OnPlayerTeleport [OPTP]
#1

OnPlayerTeleport

Introduction
  • So let me start, basically Teleport Hack is mostly used in any server to teleport to another vehicle or player, but sometimes player teleports into another location for example Modding Shop, because they're too fat and they can not drive so all they do is hack! and I hate hackers that's why I released OnPlayerFakeKill, OnPlayerFly but now, I'll introduce my new include called OnPlayerTeleport, I will not guarantee that this is %100 accurate but if you spot any bug or any inaccurate calculations feel free to reply below and I'll fix it asap
Usage
pawn Code:
public OnPlayerTeleport(playerid, Float:distance)
{
    new string[128];

    format(string, sizeof(string),  "You have been detected for using teleport hacks, you have tp'ed %0.2f from your last distance.", distance);
    SendClientMessage(playerid, -1, string);
    return BanEx(playerid, "Teleport Hack");
}
Installation
pawn Code:
#include <a_samp>
#include <optp>

//or

#include "a_samp.inc"
#include "optp.inc"
Download
Github - Click Me!
Pastebin - Click Me!

Credits
pds2k12 - Include Developer
****** - y_bits include

NOTE: This is not suitable for newbies that uses 13 Filterscript! if you want this Anti-Cheat to be fully functional move all of your Teleporting script to where the include is or else it will ban you innocent!
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#2

pawn Code:
public OnPlayerTeleport(playerid)
{
    SendRconCommand("gmx");
    return tickcount();
}

It me will be many usefulness, very good include! .

+Rep :P.
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#3

Quote:
Originally Posted by EnzoMetlc
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pawn Code:
public OnPlayerTeleport(playerid)
{
    SendRconCommand("gmx");
    return tickcount();
}

It me will be many usefulness, very good include! .

+Rep :P.
Great! Thanks for the compliment.
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#4

How do you keep getting accurate calculations like that? its calculated on a very high standard, good job btw.
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#5

Looks like a pretty good implementation yes there will probably be instances where it isn't 100 percent but could probably give server admins the heads up that someone teleported. With that said you missing one very important piece of information you absolutely need to also give details of the distance when a detection is made which will give admins a better idea of what happened.
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#6

Quote:
Originally Posted by Danialdano
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How do you keep getting accurate calculations like that? its calculated on a very high standard, good job btw.
<3 Thanks

Quote:
Originally Posted by [uL]Pottus
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Looks like a pretty good implementation yes there will probably be instances where it isn't 100 percent but could probably give server admins the heads up that someone teleported. With that said you missing one very important piece of information you absolutely need to also give details of the distance when a detection is made which will give admins a better idea of what happened.
Thanks, anyways thanks for helping me about the Distance parameter, it has been added :P

Include Updated
  • Added Distance Parameter
  • Much more accurate when detecting Teleport Hack
NOTE - Make sure you download the one with the name optp[v1.1].inc
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#7

Quote:
Originally Posted by pds2k12
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Great! Thanks for the compliment.
this is not funny, is supposed to help new, you only confuse ...
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#8

Quote:
Originally Posted by angelxeneize
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this is not funny, is supposed to help new, you only confuse ...
Uhm, do not know what you are on about, but this is an anti-cheat, helps people with hackers and stuff.
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#9

Nice release, but I'd like to know about the velocity rates. It detects the range and states if it's a teleport cheat or not. What if a player's velocity rates are being set within the script or the vehicle velocity? I just viewed your include quickly and I found that you haven't done much in regarding player's velocity rates.
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#10

It might be a good idea to hook those functions in and if used give an exemption from the check however I think it would still be hard to achieve a false positive unless you apply some uber get the fuck outta my face velocity
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