Virtual world
#1

Is the virtual world variable server sided and safe? I mean is it safe from cheaters?

I wanna make the GetPlayerVirtualWorld kinda like a login check. Players who logged in will be placed in virtual world 1 and those that aren't logged in will be in the default world 0.
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#2

idk.. why not make a bool?
example
Код:
new Bool:bIsLogged[MAX_PLAYERS];
OnPlayerConnect( playerid ) // or w/e
{
   bIsLogged[playerid] = false;
}
// then when they login
bIsLogged[playerid] = true;
// then
OnPlayerUpdate( playerid )
{
   if ( bIsLogged[playerid] )
      SetPlayerVirtualWorld(playerid, 1);
   else
       SetPlayerVirtualWorld(playerid, 0);
}
anyway, real hackers will always find a way to get around it, its been done before. you shouldnt be worried tho since most kids on samp that cheat dont really know shit
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#3

Run a proper anti cheat and you won't have to worry about separating players with virtual worlds.
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#4

Thanks for the suggestions but i would rather like an answer to my question ... are virtual worlds server sided or can players tamper with them localy.
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#5

Bumper.
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#6

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#7

Quote:
Originally Posted by Kimble
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Thanks for the suggestions but i would rather like an answer to my question ... are virtual worlds server sided or can players tamper with them localy.
I think No :/
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#8

Virtual worlds, interiors, health, armour, weapons, position. Pretty much everything that you can 'set' on a player script-wise, is client-side. This is the reason why people use server sided systems for cash, weapons etc.

You can't really stop them from doing this, because there are functions to stop them being affected by RPCs sent by the server. So they can easily block out SetPlayerVirtualWorld. Your best option would be to kick them if they don't fit the standards.
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#9

Thanks all.
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