Argonath RPG - A World of its own

GTA:IV => IV:MP - Liberty City Multiplayer => IV:MP Ideas & Suggestions => Topic started by: c903jerk on January 07, 2014, 02:27:41 pm

Title: A Way To Prevent Car Mods
Post by: c903jerk on January 07, 2014, 02:27:41 pm
I don't know if it's possible or not but if this is possible,it'll be good thing to prevent one of the rules that is constantly broken.

Here's how the stuff works.
When a player enters a car,a  plugin will scan the players car status(The handling status,car model,etc).If the player has no mods,the plugin will consider the car as valid and he/she can drive it.However if the player have mods,the plugin will consider the car as INVALID,and the player will be tempbanned for 10 minutes to uninstall the mods or not allowed to drive the car and send report to admins.

I hope it can be done

Regards ;)
Title: Re: A Way To Prevent Car Mods
Post by: Batta on January 07, 2014, 02:46:55 pm
I remember this was added in some RC2/3 nightly  (can't even remember numbers) of IV:MP. I don't think T3 has that feature.
Title: Re: A Way To Prevent Car Mods
Post by: murdoxix on January 07, 2014, 08:11:31 pm
Why do you always have to use font size 9000 + caps + bold -.-?

I think this it's going to lead into lots of fake positive.
Title: Re: A Way To Prevent Car Mods
Post by: Dean. on January 08, 2014, 01:49:30 am
An auto-kick system (nearly) always bugs unless it's a really simple one (such as flooding), this idea itself is nice but if it would send a warning message to the administrators, it should be enough.
Title: Re: A Way To Prevent Car Mods
Post by: murdoxix on January 08, 2014, 02:31:48 am
An auto-kick system (nearly) always bugs unless it's a really simple one (such as flooding), this idea itself is nice but if it would send a warning message to the administrators, it should be enough.
But how admins could check if someone haves mods or not? :/
Title: Re: A Way To Prevent Car Mods
Post by: thejorens on January 08, 2014, 03:19:29 am
But how admins could check if someone haves mods or not? :/
Its very easy to see visually.
Title: Re: A Way To Prevent Car Mods
Post by: murdoxix on January 08, 2014, 06:56:11 am
Its very easy to see visually.
Ohh... Really? Didn't know, sorry. Then I support this idea.
Title: Re: A Way To Prevent Car Mods
Post by: c903jerk on January 09, 2014, 01:05:43 pm
Alright so here how's it works.

Player A enters a car.

You've have enter Chavos Owner:state.
Please wait.We're scanning your car.

After a few seconds:
Your car is valid.You can drive it now!


Then Player B has mods.

You've have enter Chavos Owner:state.
Please wait.We're scanning your car.

And then the plugin detected the mods.

Situation A:
Your car is invalid.
You are tempban off the server for 10 mins to remove the mods.

or

Situation B:
Your car is invalid
You are not allowed to drive it and a report has been sent to the admins

Title: Re: A Way To Prevent Car Mods
Post by: NeonPotatoz on January 11, 2014, 03:20:00 pm
So you're saying that the server would have to validate the player's game files? That would mean administrator rights to explore game files in most likely C:\ ?

I think this it's going to lead into lots of fake positive.
Title: Re: A Way To Prevent Car Mods
Post by: c903jerk on January 15, 2014, 04:28:43 pm
So you're saying that the server would have to validate the player's game files? That would mean administrator rights to explore game files in most likely C:\ ?

No.No.The cars only will be checked if there are any changes to the model or handling lines.
Title: Re: A Way To Prevent Car Mods
Post by: Talya_taya on January 15, 2014, 05:42:04 pm
No.No.The cars only will be checked if there are any changes to the model or handling lines.

How will you understand if there are any changes before checking?  :hah: :rofl:
Title: Re: A Way To Prevent Car Mods
Post by: thejorens on January 15, 2014, 07:43:32 pm
No.No.The cars only will be checked if there are any changes to the model or handling lines.
You can not check changes to the handling lines without accesing the .dat files.
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