Sure, everything is possible with software. The question is: is it possible 
with the provided API by Valve or is it possible with hooked functions. The 
last option is used by cheats.


> 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:
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>> > >>
>> > >>
>> > >>
>> > >> _______________________________________________
>> > >> To unsubscribe, edit your list preferences, or view the list 
>> > >> archives,
>> > >> please visit:
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>> > >>
>> > >>
>> > > _______________________________________________
>> > > To unsubscribe, edit your list preferences, or view the list 
>> > > archives,
>> > > please visit:
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>> > >
>> >
>> >
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>> > please visit:
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>> >
>> >
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>>
>>
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> 


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