glowdemon1 Posted January 26, 2014 Share Posted January 26, 2014 Hi, I was wondering if it would be safe to use setElementData and getElementData serverside without having to fear breaches and fake clients. Are rougue clients a common problem and would I be able to use elementData without an anti cheat system but only if I use elementData serverside and not clientside? Link to comment
arezu Posted January 26, 2014 Share Posted January 26, 2014 It should be safe if you have a table of common d3d9 checksums, like default one, ultrathing and enb(?), and compare those to getPlayerACInfo in onPlayerConect to check if the player is using a dll injection. If he is using a non-common d3d9 file, then it could be a dll injection, and you can then use cancelEvent to prevent the user from connecting to the server. Or should I said, you should have this kind of anti-cheating system no matter what, since otherwise a player can steal maps, call exported functions, setElementData (which is especially bad for gamemodes like race, that depend on element data very much), and triggerServerEvent's. Link to comment
Moderators IIYAMA Posted January 26, 2014 Moderators Share Posted January 26, 2014 indeed Tables are the most secure way to save your data. Also if you stop sharing elementdata, (by put the last argument on false) cheaters won't know the elementdata key's. Link to comment
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