AntiCheat Plugin
-
;D - VERY NICE
@F!R:
“Enough… is never enough”
Maybe bypassing speed check 4 admins?
(So ours use a nice 2 engine “hyperdirve”
with a own set of constants.
Just hit engine-kill and off u go –----------------------------------------------->) -
@F!R:
And rule #97. “Enough… is never enough” strikes again:
The Ferengi Rules of Acquisition. A slightly esoteric reference, but as a person who lists Deep Space Nine as his favorite TV series in history and is writing this while taking a break from playing Birth of the Federation, I can’t blame you. My nerdiness shows in the fact that I knew it was a RoA, I just had to look it up to see if you got the number right. For the record, you did.
I have no life.
MK
-
Are there some forums for posting observations? We are testing it and refire check doesn’t seem to work, but it’s maybe just wrong settings. Maybe a few more details to the setting values could help.
I however like the way you are dealing with speedmodding…
-
Yeah, I will write a more detailed documentation later, I hate documentation
And this thread is just fineRefireRateAverageFrame=3
RefireRateTolerance=1
RefireRateToleranceNonGun=0.2The first one is the frame in which the plugin measures the refire rate. This plugin will suppress too high refire rates, rendering them completely useless. I dont know why I did include this setting, since for suppressing shots, a frame of 3 is ideal. Do not change that.
The refireratetolerance is needed because sometimes the refire rate of a weapon is a little higher or lower (depending on lag, etc) than the actual refire rate. So, if you have a weapon with a refire rate of 8 and a tolerance of 1, this means that weapon is allowed to have a refire rate of 9.
ToleranceNonGun is for missiles/toprs/etc.Actually I should change that to a % setting rather than a fixed value… Anyways, those settings are pretty good as they are, they shouldnt be changed…
The easiest way to test if its working is to activate the Justice Beam Mod and try to destroy npcs with Justice MK1’s - you should fail.
Regarding the speedmod values: You should enter the max. speed +10%.
The values given are values for vanilla, so you should get the idea. -
Seems I have a bit of a bug to report on the latest cheat plugin. Currently on Discovery Freelancer RP 24/7, 50% of the cases when someone jumps, they either get ‘admin killed’ on the server side, or get beamed to the location where a jump trick would usually throw you (and lose half your hull at the same time.)
Yes, the jump trick protection works when trying to F1 in a jumphole. But it seems to be having a little bit of an uncommon affect to it as well. There’s a few more bugs as well, I’ll report them once I figure out the source.
-
First of all , this seems to be a usefull feature for FLHook .
But what i dont get is , why it is puplished in a puplic forum , i guess possible cheaters have interest in this feature too .
Especially when you give players at your own server the advice to /vote off suspicious people from your server who play whitout optional mod . -
On top of that, it’s not like w0dk4 released the whole source full-front.
-
Testing the anti-cheat plugin goes very well so far. I installed it back on Tuesday and the server is 2x-3x more stable for the past 3 days now, but maybe it’s just coincidence, I don’t know.
There are some issue reports but we haven’ tested the deeply, and they are quite rare (except the jumping issue) so the problem might be elsewhere:
- jumping between certain systems killed the player and displayed the ‘player was killed by an admin’ or people just appeared on the location where the F1 jumphack would place you with half hull gone (they didn’t attempt to do the F1 jumphack). But with disabled speedmod check it seems ok now. The speeds checks were set to 110% of the original values. I’ll try to get more details (in which systems it happens etc.)
- a player reported they can’t buy a scanner (gets kicked) - but only one player had a problem with that, could be a cheater, I have to investigate more
- some people reported reduced firing range of some capital ship turrets (with range over 1500) - didn’t test myself yet
- some people reported that some mining clouds only drop 1 unit of whatever you can mine there instead of the normal amount. Igiss tried to support mining in Discovery Mod by increasing the amount of units dropped by asteroids. Again I haven’t tried myself yet with and without the plugin activated in a certain area.
- some people reported more lagging at the client’s side
And that’s all so far. As I said most of them have to be tested yet to ensure the problem doesn’t lie elsewhere. So far I would say good job working well. Oh and I have to try the Justice Beam Mod.
-
I have no idea why, but Freelancer Server crashes stopped appearing in the event log for some reason. Only perflib error entries are there in the time of each crash. I’m planning to reinstall the server (under 32bit version of Win) soon so I’ll post them later. Right now I can only say each crash is followed by massive (2GB) VM allocation of the flserver.exe process right before it crashes. Looks like some unsolved memory leak to me. But that’s not related to the AC plugin, on the contrary, our server is much more stable with AC plugin installed.
Now I am almost sure that the reduction of units dropped by asteroids is caused by the AC plugin, would it be possible to switch it off in the next versions? We have some mining player factions and they are crying…
The RefireRateTolerance in percents would be also nice, we have some chain guns with high refire rate and it could cause problems there. Setting RefireRateTolerance to 2 could help there a bit, but then the guns with refire rate 2 would be allowed up to 4, which is quite a lot as well…
-
I’ll have a look at the issues… at the moment I have limited time though.
Anyways, you can disable the item spawn protection in the flhook.ini (itemspawncheck or something) for now, but that would again allow any sort of spawn cheat (there are really bad spawn cheats possible).
-
Sorry jase, no ideas, it runs on discovery RP server and there are a lot of caps there. No problems.
On another note, possible exploit:
Excuse me pls sir I want to tell you something about your Anticheatsoftware.
Ok I want to be true, try to cheat and im sorry for that but now comes the big surprise i already had the money after get kicked from your software!
I cheat more money with Gamewiz 32 and after that i use the /givecash command to give it to another char it worked. I was scared and happy at one time I transfered the 270k to Hans_Westerman my Char which is
sanctioned from you.
So pls dont ban me for trying to cheat and pls pls pls fix that i like playig here and dont want to see any newbie with a Battleship cause he can cheat it.
yours sincirly ManuelMaybe banning instead of kicking after the cheat detection? Can’t give you more details on how he did it though, don’t know them…
-
The FLServer cheat detection (which is still mostly used when the player is docked) only kicks in when the player undocks.
Im not sure if I will ever include realtime money cheat protection when the player is docked since its tedious. Therefore, the givecash plugin should be overworked, i.e. only allow transactions while in space, or, before a transaction, call the flserver anti-cheat functions on the sending player.
-
The FLServer cheat detection (which is still mostly used when the player is docked) only kicks in when the player undocks.
Im not sure if I will ever include realtime money cheat protection when the player is docked since its tedious. Therefore, the givecash plugin should be overworked, i.e. only allow transactions while in space, or, before a transaction, call the flserver anti-cheat functions on the sending player.
Looks straight forward to fix. I’ll have a look and see what I can do.
-
Additional a feature 2 disable the give / send cash for certain systems
- as FLShell does - would be nice.
(Prison )
- as FLShell does - would be nice.