[RELEASE] Badger-Anticheat (actually works)

Fixed with latest push on GitHub

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Thank you. Another error is showing since updating

server.lua:135: attempt to concatenate a table value (global 'BlacklistedEvents')

Fixed that in the latest push now, thanks.

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https://gyazo.com/2674d844e961e5b6d745eb006d20367f

Add an end after line 72 and see if that fixes it.

See above this was fixed in the latest push. Make sure you have downloaded the latest files.

Thanks for these fast updates. Unfortunately the error persists on the same line, 135.

i have still got the same error

it already ends it

All errors have been fixed as of the latest pushs I just did. If you have an further errors, this is due to user error. It’s an error you inflicted.

when i start a mission like esx_truckrobbery it kicks me out for spawning something

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Spawning peds. You’ll want to disable that code unless you whitelist the ped models the script spawns

Hi, I tried searching around and didn’t see this anywhere. Was this ever something that was added? I see you said that you made something making false detections less likely.

Hi! I have done anything wrong? Because the Anti-Cheat is not working as espected :/.
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Anti props and Anti NoClip doesn’t appear to be working.

I didn’t need to add this considering I made it check for NoClipping with triggers instead. If someone teleports 3 times within 9 seconds, then it will trigger (or whatever you have the trigger count set to, I put 3 by default cause it works well on my server)

Anti-props will only work on servers with Onesync. Anti-NoClip can only detect NoClip at certain speeds and must be triggered 3 times (NoClipping above 200m 3 times in the span of 9 seconds or so)

how do i whitelist it ? the ped is s_m_m_security_01

Add it here:

TowTruckDrivers = {'S_M_M_TRUCKER_01', 'MP_M_WAREMECH_01'},

Do you have plans on adding explosions? https://cookbook.fivem.net/2019/08/19/onesync-intercepting-game-events-such-as-explosions/

I can cancel it, but from my knowledge that event is very bugging with tracking explosions and triggers with regular in-game explosions as well. It does catch AddExplosion(), but also explosions created in-game :confused:

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