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Old 15/11/2008, 07:36 PM   #1
ғαιιοцт
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Default [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

Fallout's Anti Money Cheat System



Introduction:
I know that there are many anti money cheat systems on this forum, but they don't work on multiple scripts
like when you want to use it in your gamemode and also in some other filterscripts

(That is because you have integers in the include (the value of money for every player) and if it changes in your gamemode, than the value in the filterscript doesn't change.
this causes a difference between the integer and the money of the player -> kick/ban.
)

Because this include saves the integers in files, you don't have that problem and it's possible to include this into more than 1 script!


How to install:
- Put this inc in this folder: server\pawno\include\<here>
- Add this folder! server\scriptfiles\F_AntiCheat\
- Add #include <F_AntiCheat> to any script where you want to use it.
- Change all your money functions to F_GivePlayerMoney(playerid, amount); F_SetPlayerMoney(playerid, amount) or F_ResetPlayerMoney(playerid)
- Add F_OnInit(); under OnGameModeInit()
- Add F_OnPlayerConnect(playerid); under OnPlayerConnect()


Configuration:
- new AntiCheat = 1; //change to 0 if you want to disable AntiCheat
- #define MAX_DIFFERENCE 200 //maximum difference between the real money of the player, and the (maybe cheated). This can be useful when you didn't disable stunt bonuses.

- If you want to change the result of cheating (set to kick) to ban, than change this line:
Code:
Kick(i);
to
Code:
Ban(i);
Functions:
Code:
F_GivePlayerMoney(playerid, amount);
F_SetPlayerMoney(playerid, amount);
F_ResetPlayerMoney(playerid);
and anti money cheat of course!
How it works:
Let's say that A is the real money of the player (what you see in the upper right of your screen in samp)
and B is the value of money that the script saves.

When a player cheats, they change the value A to ... whatever they want
a cheater can't change the B value with his stupid hacks

So there will be a difference between value A and value B
That difference is what this filerscript detects.
When there is a difference between the 2 values, the player gets kicked/banned
(you can choose that yourself if he'll get kicked or banned)

Why do you need to change all functions from GivePlayerMoney to F_GivePlayerMoney:
When you would use the GivePlayerMoney function, it's impossible for the script to change value B
When you use GivePlayerMoney, the script changes the value B + gives you money (value A)

Credits:
Seif_ for his Seifensive include

Download:




Enjoy :P
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Old 15/11/2008, 08:09 PM   #2
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

1.


nice script!!
suppose:
change the F_GivePlayerMoney(....)
to stocks then there wont be warnings as "is never used"
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Old 15/11/2008, 08:13 PM   #3
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

thanks Toad,
I edited it :P
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Old 15/11/2008, 08:26 PM   #4
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

sry Seif_ i forgot , they're there now xD
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Old 15/11/2008, 08:55 PM   #5
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

very nice theres multiples of these though but kool
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Old 16/11/2008, 06:30 PM   #6
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

thanks
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Old 21/11/2008, 09:48 PM   #7
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

i can't understand this ... lol
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Old 23/11/2008, 10:29 AM   #8
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

Danut,

It works like this:

Let's say that A is the real money of the player (what you see in the upper right of your screen in samp)
and B is the value of money that the script saves.

When a player cheats, they change the value A to ... whatever they want
a cheater can't change the B value with his stupid hacks

So there will be a difference between value A and value B
That difference is what this filerscript detects.
When there is a difference between the 2 values, the player gets kicked/banned
(you can choose that yourself if he'll get kicked or banned)

Why do you need to change all functions from GivePlayerMoney to F_GivePlayerMoney:
When you would use the GivePlayerMoney function, it's impossible for the script to change value B
When you use GivePlayerMoney, the script changes the value B + gives you money (value A)


I hope you understand it now (and if you don't understand it it'll be because of my bad english xD)



(i put this info in the 1st post to )
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Old 23/11/2008, 01:51 PM   #9
silvan
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

but ppl what about if hackers turn their cheat on from a trainer? like when they spawn they minimize the game and turn the cheat on :/
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Old 23/11/2008, 02:05 PM   #10
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Default Re: [INC] Fallout's Anti Money Cheat System - inc works on multiple scripts!

Quote:
Originally Posted by silvan
but ppl what about if hackers turn their cheat on from a trainer? like when they spawn they minimize the game and turn the cheat on :/
if they do that, and go back in game, the script will notice a difference between A and B (see previous post) and they will get kicked
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