Quote:
Originally Posted by Malinko
New trainer protection, won't be needed.
Thanks to all who reported faults in the old system. I think Maniaman is probably the one to thank most of all, since he did a lot of protection on Maloria.
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Lol let me just point something out to you, Malinko, and quite possibly some others (ones like you who said G4 was unhackable, basically).
G4 wasn't unhackable.
G4 isn't unhackable.
G4 will not be unhackable.
How many people coded G4? I bet you could give me a number and I bet it would be lucky to be >=10.
How many people coded WoW, Rakion/GB, Diablo II, WC3, Ragnarok Online, etc? Hundreds, hundreds of professional coders worked their asses off. Hell, hundreds of professional coders spend years making codes for THE PURE PURPOSE of anti-hacking. GameGuard? nProtect? Exactly, MANY coders worked for YEARS to make nothing BUT a hacker-protection system.
Yet, these games always get hacked anyway. How so? It's so because it's literally IMPOSSIBLE for something to be unhackable.
I dislike this new attitude people are starting to have, that new Graal4 or new GS2 are unhackable. They aren't and they never will be. There are more people who are more talented pouring more time into the same thing and failing.
Quote:
Originally Posted by Calani
if inmates don't send a trigger to the DB once every 8 seconds (sent every 2) it warns them for triggerhacking and increases their jailtime by 10% or so.
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So basically if someone reconnected the first second of this 8 second interval, took 6 seconds to reconnect, and came back during the 7th second of the 8 second duration, the server would have never picked up their trigger and therefore they would get +10% time? Sounds like you're taking chances, there are better ways to prevent the edit of triggeraction.
For example, just do a triggeraction when the player logs on, do it in an NPC that does if (created) {}. The Control-NPC can check if (actionplayeronline) { and call a weapon on that player. The weapon would give them X seconds for the trigger to be submitted and then it would check if they're still online (Call the player, set a var, if the var wasn't set they've logged off). If the player IS online and no trigger was received, the player edited trigger (or has >= X*1000 ping). Also, if the player reconnects, the actionplayeronline will re-set their timeout to 10, and therefore will not be unfairly detected (although they wouldn't be detected anyway, considering it's initiating on created, and all of the scripts would have taken place in under .1 seconds anyway-- it takes more than .1 seconds for your screen to fully show, let alone reconnect).
This also works more effectively than your check because it's placed on ALL players, not just ones in jail, but doesn't need an annoying constant timeout of 8 and triggers being sent every 2 seconds.