so we have to turn off facepunsh anti cheat to make this one work ?
if so how would i go about doing that ?
R-AntiCheat [Unmaintained]
Discussion in 'Plugin Support' started by Reneb, Dec 5, 2014.
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Reneb, is this going to work properly when cars get added? I don't know if they were already added to the dev version.
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probably not ruby. anti speedhack will have to be deactivated during the time i won't be able to update this plugin.
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About this:
Code:AntiCheat variables of a server:antihack.enabled is antihack enabled at all (False) antihack.enforcementlevel 0 == no enforcement, 1 == kick, 2 == ban (DISABLED) (1) antihack.noclip_protection_level 0 == disabled, 1 == raycast, 2 == spherecast (CPU INTENSIVE) (2) antihack.flyhack_protection_level 0 == disabled, 1 == simple, 2 == advanced (CPU INTENSIVE) (0) antihack.speedhack_protection_level 0 == disabled, 1 == enabled (BUGGY - WILL RUBBERBAND) (0) antihack.maxviolation violation value above this results in enforcement (1500) antihack.debuglevel print out data regarding antihack (2)
Last edited by a moderator: Jul 28, 2015 -
Well considering he is not going to update it, would there by any chance be someone with the know how to make a new one for the update, very useful plugin don't really want it to die.
Reason I ask, is because My server has detected someone with speed hacks for 10 seconds, not sure if it was a glitch or true. -
upgrade pleas
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This was the most important plugin. For a long time, if your settings were good, you could trust it to ban hackers reliably.
I'm still using it to log and help inform my spectate targets.
Thanks Reneb... you made my job lots easier. -
why do you guys want it to be updated anyway ...?
cars arent out yet no? so why would it bug?
and yes i'm talking about the ingame new anticheat with antihack.enabled
as you can see even in the commands it says that it uses a lot of resources ^^
i made it a way so it uses close to no resources (thx to all the help i got also on it), and that it does close to the max ratio good detections / bad detections. -
antihack.enabled need false or true ?
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antihack.enabled false
it should work with my plugin anyway, but at the moment the rust antihack.enabled is too buggy and laggy to be used. -
Forgot to mention, it's triggered by falling on the railing system with the scoops. -
oh ... well i can't atm ... it would need server and online testings to see why it's triggering ...
but i can't atm.
maybe someone else could look into it to fix it ^^ @4seti maybe ^^? -
I have a server that's online and ready when ever. -
i still need access to rust (that i don't XD) & net reflector to view the rust files (that i don't) ^^
i'll be home in 2 weeks,
hopefully someone will have fixed it since then. -
and if coding was not so hard to learn I would do it for you lol. -
If someone wants to help me fix this plugin, basically i need the name of the LayerMask in which the quarry is.
seems like it's none of those: "Construction", "Deployed", "Tree", "Terrain", "Resource", "World", "Water" -
Everything to do with quarry's going through the plugin called Gather Manager
DefaultSurveyResourceModifiers
DefaultMiningQuarryResourceTickRate
QuarryResourceModifiers
MiningQuarryResourceTickRate
QuarryResourceModifiers.Count
QuarryResourceModifiers.Aggregate
there is more in the plugin
LINK > HERELast edited by a moderator: Jul 29, 2015 -
aha no sorry that won't work ^^
i'm pretty much alone to use LayerMasks to get items in areas, so not sure you will get help in others plugins
might need someone to copy paste here the list of all layermasks (i don't remember the code for it)
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Good luck. -
found the code ^^
if anyone could show me what is written in the server console when they use this in a plugin:
Code:for(int i = 0; i < 30; i ++) { Debug.Log(UnityEngine.LayerMask.LayerToName(i)); }