Hello guys, I am trying to make a mod menu for GTA Online so I don't always have to look for an undetectable one once it gets detectable. My question is, what makes a mod menu detectable? (injected menu)
I am planning to use iTzNeutron v420 and Bricks v3.1 menu.
Thanks.
I think all mod menus are detectable, thanks for them being inserted into the memory. A simple check by the engine might find them easily.
What is causing problems to cheaters and noobs alike is using plain visible features, getting them a ban if they decide to spawn money, explode lobbies or use aimbots against other players so they get reported. Stuff like that is being detected. Not just the menu. If you don't want your users to get banned, exclude online player functions from your menu.
I think all mod menus are detectable, thanks for them being inserted into the memory. A simple check by the engine might find them easily.
What is causing problems to cheaters and noobs alike is using plain visible features, getting them a ban if they decide to spawn money, explode lobbies or use aimbots against other players so they get reported. Stuff like that is being detected. Not just the menu. If you don't want your users to get banned, exclude online player functions from your menu.
I am planning on using it myself and not release it. Do you know any 1.30 mod menu source code (dll injected) that I can start with?
Thanks.
Check Jordan's menu and ItzNeutron's menu(s,) I believe both have shared code.
Brick has, also. I woulnd't even use any addons that those 3 didn't make.
The others have had consistent bans. Check previous versions, just use ur mouse wheel and scroll up & down the list of mods for GTA V. I mean yeah, it SEEMS obvious not to use menus by certain authors, because the first thing I at least think is "They're doing something wrong or should hvae known more about this before publishing it." Truht is, though, modders who have had previous (major) detections w/ substantial ban figures on top of that... it is entirely possible that it was detected because R* noticed one common denominator among a LOT**** of gamers: THEIR menu.
Your account stays probationary for a year (plus) if you get banned once, so the most important thing is to mitigate as many risks as possible and treat that first ban like the foe it really is, so it doesn't happen.
Yes, some modders do sharpen their claws off of the community. That's pretty dirty in my opinion and, much like Inyu said above, the griefer commands and the "let's ruin people's experience FOR FUN" options, yeah, that's the first thing to put unwanted light on an otherwise useful menu. Those are the easiest ways to get banned and you should never, ever, ever, use them, no matter what, no matter how pissed you are, or even if you feel impulsive.
I've never once used them, not even to test or by accident but that doesn't mean I don't feel tempted. I look those options over every day. Can't imagine how it is for others who spend extended amounts of time in freemode. I can't even enjyo it, personally, due to the griefers and kids who want to ruin the game experience.
I'm not saying I'm better than them, but I am better than those types of actions. I'm also NOT saying "This is ok but this isn't." A cheat for one is a cheat for all and I know the risks involved. I implore you, though, have a conscience and don't use that shit.
Avoid money spawning, also.
Remove and play WITHOUT mods/cheats as a rule of thumb ANY TIME there is a new update to online. This includes new content, or just something they said was going to take place. That almost* always includes major anti-cheat updates. Let the banwave hit those who didn't anticipate it and go from there. That's what many of us here do anyway.
EDIT: CRITICAL - never use any cheats of any kind in any versus mode. This means adversary, especially* deathmatch and team deathmatch, LTS / Last Team Standing, any of it. That's where the most impatient, most opinionated and least tolerant gamers play consistently, and it's pretty much implied that that is one zone or area of GTA V that you're staging your own funeral in, if you choose to use cheats there. No extra weapons, no extra ammo, no vehicle anything, just totally vanilla. I think this is so universally understood, in fact, that many newer or new GTA V players don't even know it beause it's that implied lol
You can find two source codes in the Hacks & Cheats section.
I thought that R* detects the signature of the program or that there was a .dll injected into the GTA5 process, and that the process has been modified.
Also, I want to know if I will get banned if I test my menu in Story Mode.
Thanks.
Originally Posted by GeorgeDG
I thought that R* detects the signature of the program or that there was a .dll injected into the GTA5 process, and that the process has been modified.
Also, I want to know if I will get banned if I test my menu in Story Mode.
Thanks.
No they not doing that yet and no you not get any ban for the SP mode modding
Originally Posted by GeorgeDG
My question is, what makes a mod menu detectable? (injected menu)
The simple answer would be: if the mod doesn't make direct input on R* database ( mainly individual servers ) , then i won't be detected. Injections (through .dll) are the recent ways that make the mods undetected. This is done by running arbitrary code within the address space of another process by forcing some system function calls which is hard to be done in usual way.
Originally Posted by GeorgeDG
Hello guys, I am trying to make a mod menu for GTA Online so I don't always have to look for an undetectable one once it gets detectable. My question is, what makes a mod menu detectable? (injected menu)
I am planning to use iTzNeutron v420 and Bricks v3.1 menu.
Thanks.
Hi,
I've used V for Villain. Dropped money, changed name, etc and still not been banned.