Plan B

General => Bug Reports => Fixed => Topic started by: Faro0s on October 26, 2016, 09:01:05 pm

Title: AntiCheat
Post by: Faro0s on October 26, 2016, 09:01:05 pm
I don't know if this is the right place or not but I think there is something wrong in the AntiCheat system.

Today, there was a person spawned a minigun, he killed too many people with it, system did not ban him. Referring the report section, there is a report about someone using minigun.
So my question is, is there a problem with the anticheat or it is another script ?
If this is the case, I would like to suggest this, improve the anticheat.


Quote
<PBBot1>:[Terrorist ID: 21] dizzy: who coded anticheat?? idiot?
Title: Re: AntiCheat
Post by: Rage on October 26, 2016, 09:03:54 pm
Yes. Work or fix anticheat please
Title: Re: AntiCheat
Post by: TreePuncher on October 27, 2016, 08:08:21 pm
Should work well, and if it doesn't, a few tweaks would get it working
(I've made this real quick AND I might have gotten the weapon slots wrong)
Code: [Select]
#define FILTERSCRIPT
#include <a_samp>
forward WeaponChecker();
enum Sections
{
PRESIDENT,
VICEPRESIDENT,
SECURITY,
SWAT,
COPS,
TERRORISTS,
CIVILIANS
};
new WPTimer;
new ValidWeapons[Sections][13] =
{
{0, 2, 24, -1, -1, -1, -1, -1, -1, -1, 14, -1, -1}, //PRESIDENT: Golf Club, Flowers, Deagle
    {0, -1, 23, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, //VICEPRESIDENT: Silenced Pistol
    {0, -1, -1, 26, 29, 31, -1, -1, -1, -1, -1, -1, -1}, //SECURITY: Sawn-offs, MP5, M4
    {0, -1, 24, 25, 32, -1, -1, -1, -1, -1, -1, -1, -1}, //SWAT: Deagle, Shotgun, Tec-9
    {0, -1, 24, -1, 28, 31, -1, -1, -1, -1, -1, -1, -1}, //POLICE: Deagle, UZI, M4
    {0, -1, -1, 27, 32, 30, -1, -1, -1, -1, -1, -1, -1}, //TERRORIST: Spas, AK-47, Tec-9
    {0, -1, 24, 25, -1, -1, -1, -1, -1, -1, 10, -1, -1} //CIVILIAN: Purple Dildo, Desert Eagle, Shotgun
};
public OnFilterScriptInit()
{
WPTimer = SetTimer("WeaponChecker", 2000, true);
return 1;
}

public OnFilterScriptExit()
{
KillTimer(WPTimer);
return 1;
}
public WeaponChecker()
{
for(new i = 0; i<MAX_PLAYERS; i++)
{
new PInvalidWeapons[13] = {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
for(new w = 0; w < 13; w++)
{
    new PWep, PAmmo;
GetPlayerWeaponData(i, w, PWep, PAmmo);
//Assign invalid shit to an array
if(PWep != ValidWeapons[PLAYERCLASS] && PWep != 0)
{
PInvalidWeapons[w] = PWep;
}
}
//Replace valid weapons with EMPTY = -1
if(IsPlayerVIP(i))
{
    if(PInvalidWeapons[1] == 8 || PInvalidWeapons[1] == 9) PInvalidWeapons[1] = -1;
if(PInvalidWeapons[6] != -1) PInvalidWeapons[6] = -1;
}
if(PInvalidWeapons[8] == 16 || PInvalidWeapons[8] == 18) PInvalidWeapons[8] = -1;
if(PInvalidWeapons[11] == 46) PInvalidWeapons[11] = -1;
if(PInvalidWeapons[9] == 41) PInvalidWeapons[9] = -1;
for(new w = 0; w < 13; w++)
{
    //If this happens, then that weapon was not cleared before, so its PROBABLY a hacked weapon
    //Further additions should be made incase admins CAN actually give weapons to player
    //or themselves
    if(PInvalidWeapons[w] != -1)
    {
        //BAN THIS HACKER
        //also break the loop
break;
    }
}
}
}
Since I don't have time to built a similar to PTP class selection system, I can't test it, if Jonne likes it, he can test it himself.

Basically what this does is get the weapon ID from each slot and compare it against the class weapon slot set, if anything different is found, it is added to an array and compared against possible valid weapons (VIP weapons or things like grenade or parachute), if those weapons were added to the invalid array, they are removed. Any remaining invalid weapon in the  array would mean that the dude is carrying something he is not supposed to, therefore, he/she can be banned.
Title: Re: AntiCheat
Post by: Faro0s on October 27, 2016, 08:30:10 pm
Should work well, and if it doesn't, a few tweaks would get it working
(I've made this real quick AND I might have gotten the weapon slots wrong)
Code: [Select]
#define FILTERSCRIPT
#include <a_samp>
forward WeaponChecker();
enum Sections
{
PRESIDENT,
VICEPRESIDENT,
SECURITY,
SWAT,
COPS,
TERRORISTS,
CIVILIANS
};
new WPTimer;
new ValidWeapons[Sections][13] =
{
{0, 2, 24, -1, -1, -1, -1, -1, -1, -1, 14, -1, -1}, //PRESIDENT: Golf Club, Flowers, Deagle
    {0, -1, 23, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}, //VICEPRESIDENT: Silenced Pistol
    {0, -1, -1, 26, 29, 31, -1, -1, -1, -1, -1, -1, -1}, //SECURITY: Sawn-offs, MP5, M4
    {0, -1, 24, 25, 32, -1, -1, -1, -1, -1, -1, -1, -1}, //SWAT: Deagle, Shotgun, Tec-9
    {0, -1, 24, -1, 28, 31, -1, -1, -1, -1, -1, -1, -1}, //POLICE: Deagle, UZI, M4
    {0, -1, -1, 27, 32, 30, -1, -1, -1, -1, -1, -1, -1}, //TERRORIST: Spas, AK-47, Tec-9
    {0, -1, 24, 25, -1, -1, -1, -1, -1, -1, 10, -1, -1} //CIVILIAN: Purple Dildo, Desert Eagle, Shotgun
};
public OnFilterScriptInit()
{
WPTimer = SetTimer("WeaponChecker", 2000, true);
return 1;
}

public OnFilterScriptExit()
{
KillTimer(WPTimer);
return 1;
}
public WeaponChecker()
{
for(new i = 0; i<MAX_PLAYERS; i++)
{
new PInvalidWeapons[13] = {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
for(new w = 0; w < 13; w++)
{
    new PWep, PAmmo;
GetPlayerWeaponData(i, w, PWep, PAmmo);
//Assign invalid shit to an array
if(PWep != ValidWeapons[PLAYERCLASS] && PWep != 0)
{
PInvalidWeapons[w] = PWep;
}
}
//Replace valid weapons with EMPTY = -1
if(IsPlayerVIP(i))
{
    if(PInvalidWeapons[1] == 8 || PInvalidWeapons[1] == 9) PInvalidWeapons[1] = -1;
if(PInvalidWeapons[6] != -1) PInvalidWeapons[6] = -1;
}
if(PInvalidWeapons[8] == 16 || PInvalidWeapons[8] == 18) PInvalidWeapons[8] = -1;
if(PInvalidWeapons[11] == 46) PInvalidWeapons[11] = -1;
if(PInvalidWeapons[9] == 41) PInvalidWeapons[9] = -1;
for(new w = 0; w < 13; w++)
{
    //If this happens, then that weapon was not cleared before, so its PROBABLY a hacked weapon
    //Further additions should be made incase admins CAN actually give weapons to player
    //or themselves
    if(PInvalidWeapons[w] != -1)
    {
        //BAN THIS HACKER
        //also break the loop
break;
    }
}
}
}
Since I don't have time to built a similar to PTP class selection system, I can't test it, if Jonne likes it, he can test it himself.

Basically what this does is get the weapon ID from each slot and compare it against the class weapon slot set, if anything different is found, it is added to an array and compared against possible valid weapons (VIP weapons or things like grenade or parachute), if those weapons were added to the invalid array, they are removed. Any remaining invalid weapon in the  array would mean that the dude is carrying something he is not supposed to, therefore, he/she can be banned.


I don't know about scripting but thanks for the help.
I/ll inform Jonne about this.




EDIT: I discussed this matter with Jonne, i cleared my doubts thanks to jonne. This topic can be locked.
Title: Re: AntiCheat
Post by: Mark[KTP] on October 28, 2016, 12:29:33 am
I don't know if this is the right place or not but I think there is something wrong in the AntiCheat system.

Today, there was a person spawned a minigun, he killed too many people with it, system did not ban him. Referring the report section, there is a report about someone using minigun.
So my question is, is there a problem with the anticheat or it is another script coded by Jonne?
If this is the case, I would like to suggest this, improve the anticheat.


Quote
<PBBot1>:[Terrorist ID: 21] dizzy: who coded anticheat?? idiot?
First of beginning to even think of write you should learn how to respect, and than maybe, use your nerdy fingers to write, thanks.
Title: Re: AntiCheat
Post by: TreePuncher on October 28, 2016, 12:31:46 am
I don't know if this is the right place or not but I think there is something wrong in the AntiCheat system.

Today, there was a person spawned a minigun, he killed too many people with it, system did not ban him. Referring the report section, there is a report about someone using minigun.
So my question is, is there a problem with the anticheat or it is another script coded by Jonne?
If this is the case, I would like to suggest this, improve the anticheat.


Quote
<PBBot1>:[Terrorist ID: 21] dizzy: who coded anticheat?? idiot?
First of beginning to even think of write you should learn how to respect, and than maybe, use your nerdy fingers to write, thanks.
Maybe he meant to say that another script was interferring at the anticheat's functioning. (very unlikely, tho)
Title: Re: AntiCheat
Post by: Faro0s on October 28, 2016, 12:35:26 am
I don't know if this is the right place or not but I think there is something wrong in the AntiCheat system.

Today, there was a person spawned a minigun, he killed too many people with it, system did not ban him. Referring the report section, there is a report about someone using minigun.
So my question is, is there a problem with the anticheat or it is another script coded by Jonne?
If this is the case, I would like to suggest this, improve the anticheat.


Quote
<PBBot1>:[Terrorist ID: 21] dizzy: who coded anticheat?? idiot?
First of beginning to even think of write you should learn how to respect, and than maybe, use your nerdy fingers to write, thanks.

MYbe you have to work on your English more.


Anyways lock this please, else those kids will spam here too by their bullshits.
Title: Re: AntiCheat
Post by: Altus_Demens on October 28, 2016, 10:27:17 am
Nice work, Tree. Though it ain't optimized, but your idea is clear, and that's the main point. I don't really like infinite loops since there is the callback system, but why not? Good job.

But I'd suggest the following. Use OnPlayerDeath (http://wiki.sa-mp.com/wiki/OnPlayerDeath) callback. If a killer killed a person with a weapon that ain't used by any class, he can be instantly banned. If he killed someone with a weapon of other class, well, sometimes it happens due to a very rare bug. So I'd suggest putting his nickname to some list or database which is being reset every day (or week, whatever). If he kills someone with a weapon of other class again while his name is in this list, most likely he is cheater and he can be banned instantly. Yes, this method is heuristic, but I don't think we'd ever see it banning innocent player.

As for events and duels... If a player wants to duel, he must be reclassed by the system to some 'technical' class, which can't be picked manually. Same goes for the events: the admin should reclass the participans to this class before giving them any weapons or teleporting them as well. You can allow every weapon for this class, including minigun: maybe there'd be any minigun events? :D

Maybe what I've said is obsolete and/or trivial; sorry if so, I've just put here the thoughts that have come to my head.

P.S.
First of beginning to even think of write you should learn how to respect, and than maybe, use your nerdy fingers to write, thanks.
Mark, your constant aggressive flaming against GgT is confusing me and making me sad. Yes, it wasn't very smart from Fares to put that phrase and to quote dizzy (lol) in this context. But obviously he did this due to his discourtesy, but not any evil intention. In turn, you are perfectly understanding what are you doing. You and your clan are flaming against GgT whenever possible, with the reason and without the reason. As it has already been said on the old forum, you are worse than a dog to a mailman. Where did you get this anger and these cheap attempts of self-affirmation? Was it so when you started with Reaper and Observator? I know you're a nice person, I definitely know that. But it seems that your hatred blinds you. Just think about how do you make yourself and KTP look like after such actions. At least for now you look not better (or even worse) than GgT.
I wouldn't ever think that GgT would need any apologia, lol. Sorry for the offtopic.
Title: Re: AntiCheat
Post by: Mark[KTP] on October 28, 2016, 12:01:03 pm
First of beginning to even think of write you should learn how to respect, and than maybe, use your nerdy fingers to write, thanks.
Mark, your constant aggressive flaming against GgT is confusing me and making me sad. Yes, it wasn't very smart from Fares to put that phrase and to quote dizzy (lol) in this context. But obviously he did this due to his discourtesy, but not any evil intention. In turn, you are perfectly understanding what are you doing. You and your clan are flaming against GgT whenever possible, with the reason and without the reason. As it has already been said on the old forum, you are worse than a dog to a mailman. Where did you get this anger and these cheap attempts of self-affirmation? Was it so when you started with Reaper and Observator? I know you're a nice person, I definitely know that. But it seems that your hatred blinds you. Just think about how do you make yourself and KTP look like after such actions. At least for now you look not better (or even worse) than GgT.
I wouldn't ever think that GgT would need any apologia, lol. Sorry for the offtopic.
If you don't use the same tone, some people have hard time to understand you. Altus, you should know that in this game there are a couple of players that love to flame. I am not that kind of guy. But sometimes is necessary to teach some respect with people that don't use it cause protected by a monitor screen.
About KTP the ratio of our flame vs GgT, NO or others are 1:10. As I lead the clan we have some principles that every new member of KTP have to match in order to join the clan.
Title: Re: AntiCheat
Post by: Aksel on October 28, 2016, 08:10:16 pm
do you think that making a good anticheat is an easy task? but there are some flitrescripts and anticheat that u can download and get them into server!


just let them talk, i really love when those clowNs talk about skills and power when both dont have any.actually its all about numbers there is no skills!and i think that fimpen has sent a warning about going outopics and talking about silly fights!
Title: Re: AntiCheat
Post by: TreePuncher on October 28, 2016, 09:01:29 pm
Nice work, Tree. Though it ain't optimized, but your idea is clear, and that's the main point. I don't really like infinite loops since there is the callback system, but why not? Good job.
Thx lol. The main idea was having a piece of code constantly checking for the players weapons (In that case, I pretty much preferred slapping another function rather than using OnPlayerUpdate).
As for the optimization part, I made that during freetime at the University, so don't expect nothing Google-worthy there.

But I'd suggest the following. Use OnPlayerDeath callback. If a killer killed a person with a weapon that ain't used by any class, he can be instantly banned. If he killed someone with a weapon of other class, well, sometimes it happens due to a very rare bug. So I'd suggest putting his nickname to some list or database which is being reset every day (or week, whatever). If he kills someone with a weapon of other class again while his name is in this list, most likely he is cheater and he can be banned instantly. Yes, this method is heuristic, but I don't think we'd ever see it banning innocent player.
Yep, it's also a valid way to deal with stuff. However it scares me that a player could somehow fake a kill with a banable weapon and get a innocent dude banned
Title: Re: AntiCheat
Post by: Luca_Brasi on October 29, 2016, 04:30:23 am
Yep, it's also a valid way to deal with stuff. However it scares me that a player could somehow fake a kill with a banable weapon and get a innocent dude banned

This is a very real possibility, n00biet has a function for that. Making an anticheat is NOT easy, it took me about half a year to develop mine. More active admins / a better AC system could be really useful at this point. We've all noticed that there's been a lot more cheaters this past week for some reason.

Tree has the right idea with his script though, I think. Unless there's some weird reason why miniguns or other "class-impossible" weapons should be allowed, nobody but Tenshi can say for sure because we don't know how the script works.

Also tree, don't forget /holiday eng
Title: Re: AntiCheat
Post by: TreePuncher on October 29, 2016, 05:48:22 am
Also tree, don't forget /holiday eng
I think I've scripted that thing to allow spray cans and grenades, so it shouldn't do nothing against /holiday eng...
Title: Re: AntiCheat
Post by: Altus_Demens on October 29, 2016, 06:20:27 am
This is a very real possibility, n00biet has a function for that. Making an anticheat is NOT easy, it took me about half a year to develop mine. More active admins / a better AC system could be really useful at this point. We've all noticed that there's been a lot more cheaters this past week for some reason.
That's interesting, I didn't know about that. Of course, it must be taken into account. It seems that Tree's idea isn't kinda excess as I used to think in the beginning.
Title: Re: AntiCheat
Post by: Ege on October 29, 2016, 07:12:03 am
More active admins
This ^
I know Jonne's putting hard work to improve A/C and I really appreciate that. But still A/C is not doing its job properly and there are time spans in the day where no admins are online and we have to play with hackers ruining the server for a long time 'til hacker leaves or A/C finally bans him/her. I'm not blaming anybody, I know people has stuff to deal with in their lives. But can't we just have some new admins considering the timezones. Because what i wrote above happens in a regular basis, there are literally times we have to play with hackers. It mostly ends up with player count going below 10 though.
Title: Re: AntiCheat
Post by: Satvik on October 29, 2016, 08:32:59 am
Ye more admins, 1 online admin cant handle 50-60 players including hackers and other players having their personal issues
Title: Re: AntiCheat
Post by: Faro0s on October 29, 2016, 08:34:51 am
More active admins
This ^
I know Jonne's putting hard work to improve A/C and I really appreciate that. But still A/C is not doing its job properly and there are time spans in the day where no admins are online and we have to play with hackers ruining the server for a long time 'til hacker leaves or A/C finally bans him/her. I'm not blaming anybody, I know people has stuff to deal with in their lives. But can't we just have some new admins considering the timezones. Because what i wrote above happens in a regular basis, there are literally times we have to play with hackers. It mostly ends up with player count going below 10 though.

Ege is right, players count is going below 10 sometimes. I myself experienced it.
Title: Re: AntiCheat
Post by: Fimpen on October 29, 2016, 07:09:49 pm
We are well aware that we need more admins. But its hard to find the right people. We wont accept anyone just for the sake of it. We have seen how that worked out in the old PTP.

And the AC is constantly being worked on. Small tweaks here and there. Just be patient, takes time to do a good AC-system.
Title: Re: AntiCheat
Post by: TreePuncher on October 29, 2016, 09:34:30 pm
We are well aware that we need more admins. But its hard to find the right people. We wont accept anyone just for the sake of it. We have seen how that worked out in the old PTP.
LOL
And the AC is constantly being worked on. Small tweaks here and there. Just be patient, takes time to do a good AC-system.
Understandable, I can imagine the complexity behind making a good AC plus the fact Jonne HAS a life. I just find it rather disappointing to find a president running with sawn-offs and getting away with it...
Title: Re: AntiCheat
Post by: Miau on October 29, 2016, 10:26:08 pm
I made an anti weapon hack that basically checks players' weapon every time they aim with it and takes action if it isn't coherent with the player's class or VIP status. It doesn't need as many resources as an OnPlayerUpdate check and it's faster than checking OnPlayerDeath (it would take action when it's too late). Also, there's widely known sniper bug that gives the kill to someone else instead of the player sniping, so it would cause fake positives. It wouldn't detect flamethrower or molotov hacks either, since every death related to fire is reported as "flamethrower".
Jonne told me he was already working on something more advanced. He's probably still on it, the system needs to improve a lot.
One more thing. Some hacks to shoot with assault rifles while driving a vehicle seem to be on trend these days. They are very easy to detect automatically, you should add it.

PS: It's so sad to read some opinions written in such a rude tone.
Title: Re: AntiCheat
Post by: Jonne on October 30, 2016, 03:40:32 am
I looked into the case, and as far as I can tell he never spawned a minigun. My guess is that he used, as Mia said, a hack that allows you to shoot from inside the vehicle (mostly used as some sort of driver-db, in which the driver can drive-by with some weapons). So I think he never actually spawned a minigun, but was using this kind of hack to shoot minigun bullets, and that is why the AC never picked up on it.

Now, I haven't had a lot of time lately to improve the AC, but I just did an update which makes the weapon AC autoban. There shouldn't be any bugs left in it now. I'm not going to use a script like Tree suggested, because it's very rigid and doesn't allow to give weapons. I wanted a more dynamic weapon AC, so I wouldn't have to change it if I ever decide to allow other weapons, or when admins give a player some weapon. Also, a lot of problems with the weapon AC were caused by GetPlayerWeaponData returning false data (it would return the old weapons when you were still spawning or just spawned, ...) and due to players being desynced and ending up in a class with the wrong weapons. But, all of those problems should be fixed now and it should work fine (hopefully).

Fixing all of the AC will take a lot of time though. I can only make small changes at a time, then leave the script running for a couple of days to collect data, then go through all of the AC reports generated during that time window, checking every single report if it was a bug or if the player actually hacked, then fix the bugs (or add debugs) and repeat the process. So it's a very time-consuming task, and it will probably take a lot of time to fix completely.

About adding new admins, we added 2 mods who aren't admin yet, so let's see if that makes a difference first. We'll review the situation after that, then decide if we need more or not.
Title: Re: AntiCheat
Post by: TreePuncher on October 30, 2016, 04:01:26 am
Also, a lot of problems with the weapon AC were caused by GetPlayerWeaponData returning false data (it would return the old weapons when you were still spawning or just spawned, ...) and due to players being desynced and ending up in a class with the wrong weapons. But, all of those problems should be fixed now and it should work fine (hopefully).
That's something I didn't know...
And here was I, thinking weapon anticheats were ez...
About adding new admins, we added 2 mods who aren't admin yet, so let's see if that makes a difference first. We'll review the situation after that, then decide if we need more or not.
It does, in a way...
I don't remember which mod was, I think it was Uthar.
We had this guy here, "Bobby_D", constantly getting kicked and getting back into the game until Uthar left. (He also had the audacity to log as babby_di, as nobody would notice, but still).
The point is, the fact Uthar was just a mod offered not a single "challenge" (lets put it that way) for the guy to get back ingame. It wasn't like he was banned and had to restart router/use vpns, all he had to do was type /q and jump right back into the game...

Edit: Don't take this the wrong way, it's still better than nothing :D
Title: Re: AntiCheat
Post by: Faro0s on October 30, 2016, 05:34:24 pm
I looked into the case, and as far as I can tell he never spawned a minigun. My guess is that he used, as Mia said, a hack that allows you to shoot from inside the vehicle (mostly used as some sort of driver-db, in which the driver can drive-by with some weapons). So I think he never actually spawned a minigun, but was using this kind of hack to shoot minigun bullets, and that is why the AC never picked up on it.

Now, I haven't had a lot of time lately to improve the AC, but I just did an update which makes the weapon AC autoban. There shouldn't be any bugs left in it now. I'm not going to use a script like Tree suggested, because it's very rigid and doesn't allow to give weapons. I wanted a more dynamic weapon AC, so I wouldn't have to change it if I ever decide to allow other weapons, or when admins give a player some weapon. Also, a lot of problems with the weapon AC were caused by GetPlayerWeaponData returning false data (it would return the old weapons when you were still spawning or just spawned, ...) and due to players being desynced and ending up in a class with the wrong weapons. But, all of those problems should be fixed now and it should work fine (hopefully).

Fixing all of the AC will take a lot of time though. I can only make small changes at a time, then leave the script running for a couple of days to collect data, then go through all of the AC reports generated during that time window, checking every single report if it was a bug or if the player actually hacked, then fix the bugs (or add debugs) and repeat the process. So it's a very time-consuming task, and it will probably take a lot of time to fix completely.

About adding new admins, we added 2 mods who aren't admin yet, so let's see if that makes a difference first. We'll review the situation after that, then decide if we need more or not.

Yes, we discussed this in irc and I understood that it was my mistake, thought that it's a bug in the AC or it has some incomplete scripts left. Anyways my doubt is cleared now. Thank you Jonne for improving the AC and lately I understood that it is a time consuming task, unfortunately.
I'll keep reporting the bugs or any issue I will experience in-game or related to AC.
A warm thanks.
Title: Re: AntiCheat
Post by: Revenger on November 09, 2016, 11:23:32 am
+1
Today, there was a person spawned a minigun, he killed too many people with it, system did not ban him.
I saw a player too rapid shooting me and the anti-cheat system works slow.
Title: Re: AntiCheat
Post by: Jonne on November 18, 2016, 04:02:05 am
I did some research, thanks to Platinum for providing me with some screenshots and videos on it, and it seemed it was always the same hacker who was doing the minigun hack. He was somehow shooting minigun bullets while holding another weapon (without actually spawning a minigun, that's why he didn't get caught by the AC). It should be auto-banning that hack now.
Title: Re: AntiCheat
Post by: indincive on December 02, 2016, 11:50:04 pm
As far as my previous samp years go, i believe the hacker can still spawn a minigun with disable weapon data patch, but thats old now, and the way he does it, is using fake bullets which sends out rapid bullets like minigun, so this needs be patched as well
Title: Re: AntiCheat
Post by: Faro0s on December 03, 2016, 11:40:02 am
As far as my previous samp years go, i believe the hacker can still spawn a minigun with disable weapon data patch, but thats old now, and the way he does it, is using fake bullets which sends out rapid bullets like minigun, so this needs be patched as well

Thank you for the information, we all are aware of it and this matter is solved.

Maybe this topic should be locked to prevent furthur spam.

Thanks.