If anyone is trying to run a successful fougerite server you will need an anticheat to combat hackers! If someone could convert r-anticheat to fougerite or make a new one.. I would love you for eternity.
i could also do with a good anti cheat as the magma ones lagg the server sooo bad
The only one that seems to be working is http://fougerite.com/resources/anti-speed-fly-hack.76/
only has speed/fly for now, im hoping they will add more features as Fougerite needs a good one, as you said the one from Oxide is great i was hoping we could somehow port it over.
@mikec has hopefully a client coming up with loads of features making Rust Legacy more fun. As far as I know he has to add an event in Fougerite 1.0.8 and we can bypass the blueprint hack. That client will allow client side mods downloaded from the server, and I also suggested these features as an extension to the client: https://github.com/Notulp/Fougerite/issues/5If anyone is trying to run a successful fougerite server you will need an anticheat to combat hackers! If someone could convert r-anticheat to fougerite or make a new one.. I would love you for eternity.
@mikec has hopefully a client coming up with loads of features making Rust Legacy more fun. As far as I know he has to add an event in Fougerite 1.0.8 and we can bypass the blueprint hack. That client will allow client side mods downloaded from the server, and I also suggested these features as an extension to the client: https://github.com/Notulp/Fougerite/issues/5
Although I'm pretty sure we can handle many things in Fougerite as a server side, like the speed, fly, jump hacks, or the blueprint ones, you cannot stop aimbots or wallhacks. I'm not sure how big priority is the client sided anticheat for mike, since he is concentrating on Fougerite atm, and I'm also not sure what does he want to put in It. For now, we have to wait for that event, so we can handle the blueprint hack.
As I can see there is an antiloot range on the airdrop, we would need looting event for It, and again It's depending on @mikec to be added.
It also contains the ceiling removal, which is the dizzy hack. For the dizzy hack, I have created HomeSystem3 or HomeSystem2. But I have a new idea coming up, but It needs testing, for now you can just use one of them.
It is hard if you try it Server-side (impossible to be 100% accurate, I would say).Sounds like some interesting stuff, it will be great when Fougerite gets a good Anti-Cheat.
There is apparently a plugin on Oxide to detect people shooting though walls but its abit 50/50 i hear.
Aimbot isn't hard to detect through game anyway.
Which hack? Aimbot?Sounds easy. The HurtEvent has everything I need to cast a ray back at the attacker and see if it hits anything but the player shooting the gun.
Would you please submit an Issue describing this hack and any others to the Github please? Let's keep track of them - one hack per Issue. I'll close the Issue when we have closed the glitch that allows the hack.
https://github.com/Notulp/Fougerite/issues/16For now, we have to wait for that event, so we can handle the blueprint hack.
As I can see there is an antiloot range on the airdrop, we would need looting event for It, and again It's depending on @mikec to be added.
How can you get where the player is aiming ? I remember this was discussed a long time ago and no-one could give a solution.
Well, in my opinion, that will do nothing except create false-positives when players are lagged. There's no bullet penetration in Rust as far as i know, so shooting through walls would do nothing. When shooting someome near a corner with some lag could cause the raycast to collide with the corner and detect it as a hacker.The HurtEvent has the attacker and victim. I get the victim's location and cast a ray at the attacker's location. If I hit the attacker, all's well. If not - wtf?
I can also cast a line or a sphere of any size, or any of several collider shapes, box, pear, ellipsoid.. One or more of these will let me create a way to tell if there is an obstacle that should have blocked the shot in between the attacker and the target.
OK, I'll give up. Thanks.Well, in my opinion, that will do nothing except create false-positives when players are lagged.
We could still do the client side part.Just responding to feedback. If nothing's worth trying, why bother?
I was just giving my opinion, as there's no bullet penetration. No intention to stop your work or anything.Just responding to feedback. If nothing's worth trying, why bother?
I was just joking. My humor tends to very dry.I'm testing a lot of features too, using UnityEngine tools. For example, raycasting to check the ground distance (as the GetGround & GetGroundDist methods are wrong)
public int GetGroundDist(Vector3 location)
{
return Math.Abs(Terrain.activeTerrain.SampleHeight(location) - location.y);
}