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Mod + Cheat Detection

Want help in running a persistent server? Want to setup a gaming session? Look no further!

Post Wed Sep 21, 2005 12:23 am

Mod + Cheat Detection

Hey,

I'm running a server which will have a mod installed, and the mod's based on the XML toolkit which means it has powerplants and new ships and whatnot. What anti-cheat features should I enable in IONCROSS Server Operator to ensure I can nail cheaters but not kick people who have legitimately bought ships that the server may not recognize due to incomplete GAMEDATA files? (The mod's still in beta so a lot of little odds and ends need to be taken care of)

Post Wed Sep 21, 2005 2:21 am

Install the MS FL patch before activating or installing to toolkit.
This will replace files related to the server - like FLServer.exe, and a few dll files (no ini files).

They will pick up if players attempt to buy things at bases that don't sell them, sell stuff for more than it should be etc.

For Ioncross - you shouldn't need to do much, just forbid the armors and cloaks - and it should be okay. However, I am no server admin - so someone may correct me on this.

The things in the toolkit (afaik) should already be in FL - therefore the nicknames exist, you'll just have to not set them to boot. Argh will be a much better person to ask though (obviously). He hangs around the editing forums more than here, so if you post in a thread he has made - you'll most likely get a response.

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