Please download the dev-antidump
alongside the full-antidump-ready
resource.
-
full-antidump-ready is a ready-to-use resource. You can place your code inside it, and once you're done, change the folder name to your resource name.
-
The description and instructions are inside the files, so make sure to open and read all the files in full-antidump-ready before adding your code.
-
dev-antidump is server-side only, and it can read files and ban players.
https://github.com/QamarQ/nui_blocker
Sometimes, the OnPlayerLoaded[QBCore]
trigger or player spawn event is sent to the client side, but the scripts are not loaded by the anti-dump due to factors like the framework loading the player too quickly, high ping, or a bad connection. As a result, your scripts may not work for the player. I have fixed the issue by adding some code to client.lua and public.lua.
public.lua
local WaitUntilLoaded = true
-- change the event when player loaded or player spwan like your framework. i use here QBCore
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
CreateThread(function()
while WaitUntilLoaded do Wait(0) end
TriggerEvent('YourTriggerNameInsideClient.lua')
-- or triggerServerEvent
-- please don't use same event name on all your resource, use like: resource-name:client:OnPlayerLoaded
-- if you use same event name, think about how many resource you have and how manytime it's will send the trigger
end)
end)
AddEventHandler('onResourceStart', function(resource)
if resource == GetCurrentResourceName() then
Wait(100)
CreateThread(function()
while WaitUntilLoaded do Wait(0) end
TriggerEvent('YourTriggerNameInsideClient.lua')
end)
end
end)
function LoadSuccess()
WaitUntilLoaded = false
end
exports('LoadSuccess', LoadSuccess)
Please add the following code at the last line of your code [client.lua]
CreateThread(function() exports['your-resource-name']:LoadSuccess() end)
Note: I didn’t add this code inside the full-antidump-ready resource, so you will need to do it manually.
If a player's network changes (for example, from Ethernet to Wi-Fi), they will stay connected to the server, but sometimes FiveM reloads all client scripts. When this happens, the player may get banned because their ID was already registered on ResourceRequested
.
To fix this issue, you have two options:
- After checking the player, unban them.
- Change
exports['dev-antidump']:BanPlayer(src, reason)
toDropPlayer(src, reason) in full-antidump-ready/server.lua:69.
- This issue only occurs when a player's network changes.
- For my own server, I chose option 1.
A lot of people are adding multiple resources inside the full-antidump-ready
config, such as config1.lua
, config2.lua
, client.lua
, client2.lua
. Many have contacted me on Discord, asking about errors caused by this.
Please do not load multiple resources in one full-antidump-ready
because of the following reasons:
- Your scripts may not work.
- If they do work, the client may experience timeouts and disconnect.
- Why does this happen?
Let's say you have two config files for two resources: - When config1 is loaded, everything works fine.
- However, when
full-antidump
loadsconfig2
, it removesconfig1
becauseconfig2
also containsconfig = {}
.
You might think, I'll just remove config = {}
from config2
, but there's another issue:
if config1
and config2
share the same key, the values will get overwritten. For example:
config1.lua
config = {}
config.position = Vector3(0, 0, 0)
config2.lua
config.position = Vector3(0, 0, 0)
In this case, the position
in config1
will be replaced by the position
in config2
.
If your players are experiencing timeout disconnects, simply use a queue system to resolve the issue. Information about the queue system is available in server.lua
in full-antidump-ready
. Also, be sure to update dev-antidump
for optimal performance.
Discord: @devxgaming
Paypal: https://paypal.me/nxdev
Thank you ว. สี
for your donate ❤️
Thank you M. V.D
for your donate ❤️