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Allowing verified .asi mods


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Hi, what about if MTA could verify .asi files added by players in their root folder so they couldn't be used for cheating purposes? Once a player runs MTA the .asi files would be checked and mods that may be used for cheating could be blocked. Additionally only some verified quality .asi mods could be used made by known modders such as the Widescreen Fix or SkyGFX. So, if there's no proper .asi mod listed in MTA and the code has been modified by some third users, it would get blocked.

For example the MTA client would know which .asi plugins can be allowed and which not. If the mod used by the player would be on MTA's list, it's code would be verified. So you actually got a two step verification process.

Edited by Blingu
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  • 2 weeks later...

That is not even remotely correct. A lot of native game-functions are not useable from MTA's provided funtion-set. Also, I'm pretty sure he was speaking of applying client-mods like the widescreen patch. Even if you could recreate it with MTA's functions (granted, it's mostly possible), the server would have to have it installed as a resource.

Seeing as certain versions of ENB are allowed, I think this should be added. Perhaps allow admins to whitelist certain .ASI mods by using a list of md5-keys. The client can enable/disable the initialization of .ASI mods in the settings (disabled by default). Perhaps this could also allow for an easy way to at least lift some of the limits?

EDIT: Then again, those md5s can be manipulated by the client, so it might not be a good idea after all.

Edited by Fierelier
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  • 1 month later...
  • MTA Team

If you can't replicate something from an .ASI plugin then please report the missing functionality to offer an implementation for scripters. Also, the .asi plugins probably won't play along with the Anti-Cheat due to anti-memory tampering measures.

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