actually.... i found a plugin that can capture game events like
"player_death"...

see this.... http://www.gotfrag.com/tf2/forums/thread/411952/

in that page..... it says, the plugin can "monitor kill steaks", to help
people recording demos, knows what happens in that demo file....

but you told me that's impossible to capture game events in a CLIENT SIDE
plugin......, not only that.... also it can be VAC banned!

this plugin proves 1 or 2 facts....

1) is not impossible capture game events in a client side plugin like
"player_death"
2) using this plugin can VAC ban you?

what do you think?, detecting game events from client side plugin is not
possible?...... how this plugin manage to detect kill steaks?

2009/12/11 Joel R. <[email protected]>

> Protection service for cheat server plugins?  Sounds like a scam.
>
>
> On Fri, Dec 11, 2009 at 9:25 AM, Ronny Schedel <[email protected]
> >wrote:
>
> > No one said a server plugin cannot be used for cheating, the fact, it is
> > used frequently for cheating and this is a problem. Some game server
> > companies offers you a protection service about cheat server plugins.
> >
> >
> > > wow...... i really tought that client side events detection were
> > > factible.... (bad inglish mode ON)
> > >
> > > if that was true.... about VAC banned...... why a client-side plugin
> can
> > > be
> > > a cheating plugin, and a server-side plugin not?......
> > >
> > > i just wanted to make a client-side plugin to make easier record
> > > demos.....
> > > and when a player dies..... stop it..... and record with other name
> > > automatically..... so, it's impossible? ):
> > >
> > >
> > > 2009/12/11 Jacob Heidt <[email protected]>
> > >
> > >> True indeed. The way that those dirty cheaters tend to get their hands
> > on
> > >> the internals, events etc, is through vfunc hooks - take a look at the
> > >> SourceHook library in MetaMod:Source.
> > >> However, I would like to advise against client side mods/hooks on
> > >> mods/games
> > >> that are not yours. You may be VAC banned for detection of client side
> > >> hooks, since 99.9999% of 3rd party client side hooks are from dirty
> > >> rotten
> > >> cheaters.
> > >>
> > >> .jheidt
> > >>
> > >> -----Original Message-----
> > >> From: [email protected]
> > >> [mailto:[email protected]] On Behalf Of Ronny
> > >> Schedel
> > >> Sent: Friday, December 11, 2009 10:02 AM
> > >> To: Discussion of Half-Life Programming
> > >> Subject: Re: [hlcoders] client-side game events
> > >>
> > >>
> > >> I don't think it's possible with the provided interface system by
> Valve,
> > >> two
> > >>
> > >> reasons:
> > >>
> > >> 1. Valve don't want to have their mods altered again.
> > >> 2. No one likes cheats.
> > >>
> > >>
> > >> > too bad!, i liked so much bananas! ):
> > >> >
> > >> > this is how i defined CEmptyServerPlugin:
> > >> >
> > >> >
> > >> > class CEmptyServerPlugin: public IServerPluginCallbacks, public
> > >> > IGameEventListener2
> > >> > {
> > >> >     [...]
> > >> > }
> > >> >
> > >> > but there's not any "IClientPluginCallbacks" maybe i need an include
> > >> > that
> > >> > is
> > >> > not come with the example?
> > >> >
> > >> > what should i do to capture CLIENT events?
> > >> >
> > >> > PD: please..... i'm not an experienced programmer..... dont laught
> of
> > >> > me ):
> > >> >
> > >> >
> > >> > 2009/12/11 Ronny Schedel <[email protected]>
> > >> >
> > >> >> One million dollar question: what is the CEmptyServerPlugin for?
> > >> >>
> > >> >> 1) servers
> > >> >> 2) clients
> > >> >> 3) bananas
> > >> >>
> > >> >> If it is too difficult for you, here is a hint: it's not number 3.
> > >> >>
> > >> >>
> > >> >> > hello again!
> > >> >> >
> > >> >> > i'm a bit confused about how events are managed in game (team
> > >> >> > fortress
> > >> >> > 2)
> > >> >> >
> > >> >> > actually, i'm coding a CLIENT SIDE plugin, in wich i need to
> detect
> > >> the
> > >> >> > "player_death" event...
> > >> >> >
> > >> >> > this is what i got...
> > >> >> >
> > >> >> > void CEmptyServerPlugin::FireGameEvent( IGameEvent * event )
> > >> >> > {
> > >> >> >    const char* eventName = event->GetName();
> > >> >> >    int _short;
> > >> >> >
> > >> >> >    if( FStrEq( eventName, "player_death"))
> > >> >> >    {
> > >> >> >        _short = event->GetInt( "userid");
> > >> >> >
> > >> >> >        player_info_t pinfo;
> > >> >> >
>  engineclient->GetPlayerInfo(engineclient->GetLocalPlayer(),
> > >> >> > &pinfo);
> > >> >> >
> > >> >> >        //verifify that client dies
> > >> >> >        if( _short == pinfo.userID)
> > >> >> >        {
> > >> >> >            //code here
> > >> >> >        }
> > >> >> >    }
> > >> >> > }
> > >> >> >
> > >> >> >
> > >> >> > this work well, when i create a server in the game..... but when
> i
> > >> play
> > >> >> in
> > >> >> > public servers..... it doesn't work....
> > >> >> >
> > >> >> > and this is what confuse me:
> > >> >> > to make this code work in public servers..... first i have to
> > create
> > >> my
> > >> >> > own
> > >> >> > server, and then connect to other i want
> > >> >> >
> > >> >> > why this happen?, what should i do?..... i'm really confused
> > >> >> > here............
> > >> >> >
> > >> >> >
> > >> >> > my own investigations in google, told me that using
> > >> >> > "CEmptyServerPlugin"
> > >> >> > is
> > >> >> > the problem,..... i don't know....
> > >> >> >
> > >> >> >
> > >> >> > nice to met you all!, and greetings from Chile! :D
> > >> >> >
> > >> >> > PD: sorry for my bad english
> > >> >> > _______________________________________________
> > >> >> > To unsubscribe, edit your list preferences, or view the list
> > >> >> > archives,
> > >> >> > please visit:
> > >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >> >
> > >> >>
> > >> >>
> > >> >> _______________________________________________
> > >> >> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > >> >> please visit:
> > >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >>
> > >> >>
> > >> > _______________________________________________
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> > please visit:
> > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >> >
> > >>
> > >>
> > >> _______________________________________________
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >>
> > >> _______________________________________________
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to