No Plague Damage & false bans

Hello,

Please see the below, the first is the detect cheats log, the second is from the config file settings.

[6:59:41 PM] Player was detected dealing more damage than the used weapon can do. Damage: 11. MaxAllowedDamage: 10.8. Weapon: [Entity] Iron Star Mace (UnityEngine.GameObject). Type: Pierce. Position: (-497.9, 85.9, -446.9)  ****The player was banned*****

"Maximum allowed deviation from base damage": 2.0,

What do i need to increase the max allowed deviation in the config file to, to stop players from getting banned?

Also there is no plague damage on players using the latest plugin version v3.1.3

Regards
Shane.

Just an update, I changed the "Maximum allowed deviation from base damage" to 6.0 and thats seems to have cured the false positives on the iron star mace weapon.

I am still getting no plague fog damage - 
[7:51:23 AM] Damage event had no source. Damage: 0.25. Weapon: Death Fog (UnityEngine.GameObject). Type: Plague

I am only using Notepad to make changes, and do not see where i can fix the missing plague damage.

Regards
Shane.

Merged post

I just want to say a big thank you for the work that has gone into this plugin, once its refined, it will make RoK a much safer and enjoyable game to play!

Thank you! :=)

The plague damage is supposed to be like this.
Since there is no way for the plugin to detect who or what did that damage type, it is logged to the file.
Just make sure you have the option for canceling damage events without a source turned off.
It is not meant to be active all the time, only for when the hackers get out of hand.

Sure, I can add plague damage to an ignore list, but if hackers modify their damage type to be plague damage, they will also bypass this system.
At least now you have some logs to get an idea of what's going on.
It ain't perfect, but plugins will never be

Shane2rune

Just an update, I changed the "Maximum allowed deviation from base damage" to 6.0 and thats seems to have cured the false positives on the iron star mace weapon.

I believe this is due to the buffs you can get from horns, instruments, etc.
They can give a boost to the damage, increasing it beyond the damage threshold for a weapon.
I am looking into making it part of the damage calculation, but as I currently have more work than hours in a day, I'm not making it a priority.

For now, you should indeed be fine with increasing the deviation.
It may be less precise, but it's still way better than having to dig through logs after the damage has already been done.