[Plugin] Pawn.RakNet
#61

Post an efficient Anti-Airbreak please

http://forum.sa-mp.com/showthread.ph...88#post3943388
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#62

Quote:
Originally Posted by KoloradO
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Post an efficient Anti-Airbreak please

http://forum.sa-mp.com/showthread.ph...88#post3943388
How can we utilize this plugin to write "an efficient airbreak", I wonder.



You have a nice efficient alternative by Gamer_Z
https://github.com/grasmanek94/GPB/t...r/Anti%20Cheat
Tho, I wouldn't recommend to rely on any anticheat in 100%.


@Dima, I don't understand the "Anti SpeedSkin", can you elaborate what this SpeedSkin is?
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#63

Quote:
Originally Posted by Kaperstone
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@Dima, I don't understand the "Anti SpeedSkin", can you elaborate what this SpeedSkin is?
skin it's going fast! exemple: https://www.youtube.com/watch?v=jqXMLrSY3Ic
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#64

Emmets include isnt efficient, NEX-AC is better because, it counts in more exceptions and therefore is more accurate.
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#65

I like to see what the people are making with this plugin.

To the creator nice job!
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#66

Hey man great plugin thumbs up! But one here here....

Код:
        forward OnOutcomingPacket(playerid, packetid, BitStream:bs);
        forward OnOutcomingRPC(playerid, rpcid, BitStream:bs);
In english the expression is "Out Going" not "Out Coming" it's not your fault though
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#67

Anti-BulletCrasher (Anti-Crasher) to s()beit blue eclipse and s()beit red eclispe


Код:

const PLAYER_SYNC = 207;

IPacket:PLAYER_SYNC(playerid, BitStream:bs)
	{
		new onFootData[PR_OnFootSync];
		BS_IgnoreBits(bs, 8);
		BS_ReadOnFootSync(bs, onFootData);
		if(onFootData[PR_position][2] == -5.5) {
			new string[144],name[MAX_PLAYER_NAME];
			GetPlayerName(playerid, name, sizeof(name));
			format(string,sizeof(string),"{FF0000}[Anti-BulletCrasher]: {FFFF00}%s {999999}(ID:%d) {00FF00}auto-kicked {FF0000}[Reason: BulletCrasher]", name,playerid);
			SendClientMessageToAll(-1, string);
			string[0] = EOS;
			Kick(playerid);
			return false;
		}
		return true;
	}
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#68

Well, when you ignore bits it doesn't send it anymore? Like you intercept the data?
I still don't understand why 8 and not 9 or 7 ?
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#69

Quote:
Originally Posted by Dayrion
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Well, when you ignore bits it doesn't send it anymore? Like you intercept the data?
I still don't understand why 8 and not 9 or 7 ?
I did not test at 7 and 9!
test, and you'll see what's the difference!
or contact the author of the plugin!
I know that all sync works 8 bytes!
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#70

Because the first 8 bytes are meaningless
I debugged samp udp messages once and it returned
Код:
SAMP\u0000\u0000\u0001\u001d
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#71

Quote:
Originally Posted by Kaperstone
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Because the first 8 bytes are meaningless
I debugged samp udp messages once and it returned
Код:
SAMP\u0000\u0000\u0001\u001d
It looks like that's a query packet, not an actual netgame packet.

Ontopic: Each SA-MP netgame packet starts with an 8-bit (1 byte) header which is the packet identificator (there's a list of all packets posted somewhere in this topic)
Since pawn.raknet provides a simple interface with callbacks for intercepting packets (IPacket:**PACKET_ID**), the header is no more needed, so it is ignored.

//LE: DimaShift, most of those protections you wrote can already be scripted using current SA-MP callbacks. Going so low-level is just overkill.
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#72

Quote:
Originally Posted by Spmn
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It looks like that's a query packet, not an actual netgame packet.
Ehh well, was a guess :thinking:
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#73

Post Anti-Airbreak please :v
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#74

Quote:

//Spmn: DimaShift, most of those protections you wrote can already be scripted using current SA-MP callbacks. Going so low-level is just overkill.

I agree with you that it is possible! but with this plugin works "anti-cheat" faster server!

if we remember (optimization) the server does not like "SetTimer" or "OnPlayerUpdate"! this plug-in is perfect for the server, in them is all we can for "anti-cheat"!
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#75

Anti-Jetpack (Anti-Cheat)

Tt is allowed to use jetpack, only rcon admin!

Код:

const PLAYER_SYNC = 207;

IPacket:PLAYER_SYNC(playerid, BitStream:bs)
	{
		new onFootData[PR_OnFootSync];
		BS_IgnoreBits(bs, 8);
		BS_ReadOnFootSync(bs, onFootData);
		if(!IsPlayerAdmin(playerid) && onFootData[PR_specialAction] == SPECIAL_ACTION_USEJETPACK) {
			new string[144],name[MAX_PLAYER_NAME];
			GetPlayerName(playerid, name, sizeof(name));
			format(string,sizeof(string),"{FF0000}[Anti-JetpackHack]: {FFFF00}%s {999999}(ID:%d) {00FF00}auto-kicked {FF0000}[Reason: JetpackHack]", name,playerid);
			SendClientMessageToAll(-Unu, string);
			string[0] = EOS;
			Kick(playerid);
			return false;
		}
		return true;
	}
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#76

Quote:
Originally Posted by DimaShift
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I agree with you that it is possible! but with this plugin works "anti-cheat" faster server!

if we remember (optimization) the server does not like "SetTimer" or "OnPlayerUpdate"! this plug-in is perfect for the server, in them is all we can for "anti-cheat"!
Faster? No.
There is no performance difference between OnPlayerUpdate and callbacks added by raknet manager.
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#77

Anti - CleoFly (Anti-Cheat)

He catches only cleo fly!

Код:
const PLAYER_SYNC = 207;

IPacket:PLAYER_SYNC(playerid, BitStream:bs)
	{
		new onFootData[PR_OnFootSync];
		BS_IgnoreBits(bs, 8);
		BS_ReadOnFootSync(bs, onFootData);
		if(onFootData[PR_animationId] == 958 && onFootData[PR_weaponId] != WEAPON_PARACHUTE || onFootData[PR_animationId] == 959 && onFootData[PR_weaponId] != WEAPON_PARACHUTE){
			new string[144],name[MAX_PLAYER_NAME];
			GetPlayerName(playerid, name, sizeof(name));
			format(string,sizeof(string),"{FF0000}[Anti-CleoFly]: {FFFF00}%s {999999}(ID:%d) {00FF00}auto-kicked {FF0000}[Reason: CleoFly]", name,playerid);
			SendClientMessageToAll(-1, string);
			string[0] = EOS;
			Kick(playerid);
			return false;
		}
		return true;
	}
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#78

Quote:
Originally Posted by Spmn
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Faster? No.
There is no performance difference between OnPlayerUpdate and callbacks added by raknet manager.
not correct I said, i used g00gle translate!
I wanted to say "it works better"!
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#79

Quote:
Originally Posted by DimaShift
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Anti - CleoFly (Anti-Cheat)

He catches only cleo fly!

Код:
const PLAYER_SYNC = 207;

IPacket:PLAYER_SYNC(playerid, BitStream:bs)
	{
		new onFootData[PR_OnFootSync];
		BS_IgnoreBits(bs, 8);
		BS_ReadOnFootSync(bs, onFootData);
		if(onFootData[PR_animationId] == 958 && onFootData[PR_weaponId] != WEAPON_PARACHUTE){
			new string[144],name[MAX_PLAYER_NAME];
			GetPlayerName(playerid, name, sizeof(name));
			format(string,sizeof(string),"{FF0000}[Anti-CleoFly]: {FFFF00}%s {999999}(ID:%d) {00FF00}auto-kicked {FF0000}[Reason: CleoFly]", name,playerid);
			SendClientMessageToAll(-Unu, string);
			string[0] = EOS;
			Kick(playerid);
			return false;
		}
		return true;
	}
afaik animation id 959 is also used for fly hack.

EDIT: this include checks for more animations
https://github.com/pds2k12/OnPlayerF...yerFly.inc#L59
(Ain't sure what they are)

There is a hack as I remember to fly with swimming animation.
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#80

Quote:
Originally Posted by Kaperstone
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afaik animation id 959 is also used for fly hack.

EDIT: this include checks for more animations
https://github.com/pds2k12/OnPlayerF...yerFly.inc#L59
(Ain't sure what they are)

There is a hack as I remember to fly with swimming animation.
thanks!

I just made this type fly of cleo https://www.youtube.com/watch?v=6W0r1LWlQ8c&t=42s
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