Wat is VDM?
Vehicle Deathmatch (VDM) verwijst naar het gebruik van een voertuig als wapen om opzettelijk andere spelers te rammen, doden of verwonden zonder de juiste roleplay-rechtvaardiging. In FiveM roleplay-servers schendt VDM fundamentele serverregels en verstoort de roleplay-ervaring die spelers zoeken.
Waarom VDM belangrijk is
Roleplay-servers werken op het principe van realistische interactie. Wanneer een speler opzettelijk zijn voertuig in anderen ramt zonder roleplay-context, leidt dit tot:
- Verbreekt de onderdompeling voor alle deelnemers
- Voorkomt betekenisvolle verhaalontwikkeling
- Creëert oneerlijke gameplay-voordelen
- Leidt tot frustratie bij spelers en afname van het serveraantal
Veelvoorkomende VDM-scenario's
Duidelijke VDM-overtredingen:
- Rijden op stoepranden om voetgangers te raken
- Rammen van stilstaande voertuigen bij verkeerslichten
- Voertuigen gebruiken om ziekenhuisingangen te blokkeren
- Opzettelijk frontale botsingen veroorzaken
Grijze gebieden die context vereisen:
- Politie pit-manoeuvres tijdens achtervolgingen
- Bende-gerelateerde voertuigaanvallen met voorafgaande roleplay
- Onbedoelde botsingen tijdens races
- Reacties van hulpdiensten
Technische implementatie: Anti-VDM-systemen
Server-side detectiescript
-- resources/anti-vdm/server.lua
local vdmWarnings = {}
local VDM_THRESHOLD = 3
local DAMAGE_THRESHOLD = 50
RegisterServerEvent('vdm:checkCollision')
AddEventHandler('vdm:checkCollision', function(targetId, damage, speed)
local source = source
-- Validate input
if not targetId or not damage or not speed then return end
-- Check if damage and speed exceed thresholds
if damage > DAMAGE_THRESHOLD and speed > 30 then
local identifier = GetPlayerIdentifier(source, 0)
-- Initialize warning count
if not vdmWarnings[identifier] then
vdmWarnings[identifier] = 0
end
vdmWarnings[identifier] = vdmWarnings[identifier] + 1
-- Log incident
local logData = {
attacker = GetPlayerName(source),
victim = GetPlayerName(targetId),
damage = damage,
speed = speed,
timestamp = os.time()
}
TriggerEvent('vdm:logIncident', logData)
-- Take action based on warnings
if vdmWarnings[identifier] >= VDM_THRESHOLD then
DropPlayer(source, 'Kicked for VDM violations')
vdmWarnings[identifier] = 0
else
TriggerClientEvent('chat:addMessage', source, {
args = {'^1[WARNING]', 'VDM detected. Warning ' ..
vdmWarnings[identifier] .. '/' .. VDM_THRESHOLD}
})
end
end
end)
Client-side monitoring
-- resources/anti-vdm/client.lua
local lastCollision = 0
local COLLISION_COOLDOWN = 5000 -- 5 seconds
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local playerPed = PlayerPedId()
if IsPedInAnyVehicle(playerPed, false) then
local vehicle = GetVehiclePedIsIn(playerPed, false)
if GetPedInVehicleSeat(vehicle, -1) == playerPed then
if HasEntityCollidedWithAnything(vehicle) then
local currentTime = GetGameTimer()
if currentTime - lastCollision > COLLISION_COOLDOWN then
local speed = GetEntitySpeed(vehicle) * 3.6 -- Convert to km/h
-- Check for pedestrian collision
local coords = GetEntityCoords(vehicle)
local closestPed = GetClosestPed(coords.x, coords.y, coords.z,
5.0, 1, 0, 0, 0, -1)
if DoesEntityExist(closestPed) and IsEntityAPed(closestPed) then
local targetPlayer = NetworkGetPlayerIndexFromPed(closestPed)
if targetPlayer ~= -1 then
local damage = GetEntityHealth(closestPed)
TriggerServerEvent('vdm:checkCollision',
GetPlayerServerId(targetPlayer),
damage, speed)
end
end
lastCollision = currentTime
end
end
end
end
end
end)
Serverconfiguratie
FiveM server.cfg toevoegingen:
# Anti-VDM Configuration set vdm_enabled true set vdm_max_warnings 3 set vdm_damage_threshold 50 set vdm_speed_threshold 30 set vdm_log_incidents true set vdm_webhook "https://discord.com/api/webhooks/YOUR_WEBHOOK_HERE" # Ensure anti-vdm resource starts ensure anti-vdm
Beste Praktijken voor Serverbeheerders
1. Duidelijke Regeldefinitie
Maak specifieke VDM-regels in je serverdocumentatie:
Rule 2.1 - Vehicle Deathmatch (VDM) - Using any vehicle as a weapon is prohibited - Exceptions: Authorized police tactics, sanctioned events - Punishment: 1st offense - Warning, 2nd - 24h ban, 3rd - Permanent ban
2. Staf Trainingsprotocol
Train moderators om VDM te herkennen:
- Schade logboeken bekijken
- Snelheid van speler bij impact controleren
- Roleplay-context verifiëren
- Bewijsmateriaal documenteren (clips, screenshots)
3. Speler Meldingssysteem
-- Simple reporting command
RegisterCommand('reportvdm', function(source, args, rawCommand)
local targetId = tonumber(args[1])
local reason = table.concat(args, ' ', 2)
if not targetId or not reason then
TriggerClientEvent('chat:addMessage', source, {
args = {'^1[ERROR]', 'Usage: /reportvdm [player_id] [reason]'}
})
return
end
-- Create report ticket
local report = {
reporter = GetPlayerName(source),
reported = GetPlayerName(targetId),
reason = reason,
timestamp = os.date('%Y-%m-%d %H:%M:%S'),
status = 'pending'
}
-- Store in database or send to Discord
TriggerEvent('vdm:createReport', report)
end, false)
Veelvoorkomende Implementatie-uitdagingen
Vals-positieven
- Lag-geïnduceerde botsingsdetectie
- Desync tussen spelers
- Legitieme ongevallen
Oplossing: Implementeer respijtperiodes en contextcontrole:
-- Check if players are in active scenario local function isInActiveRP(playerId) -- Check database for active scenarios -- Return true if player is in police chase, race, etc. end
Prestatie-impact
Monitor script resourcegebruik:
-- Add to fxmanifest.lua resource_monitor_mode 'yes'
Integratie met Populaire Frameworks
ESX Framework
ESX = nil
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
-- Add VDM violations to player record
RegisterServerEvent('vdm:recordViolation')
AddEventHandler('vdm:recordViolation', function(targetId)
local xPlayer = ESX.GetPlayerFromId(source)
MySQL.Async.execute('INSERT INTO vdm_violations SET identifier = @identifier, timestamp = @timestamp',
{
['@identifier'] = xPlayer.identifier,
['@timestamp'] = os.time()
})
end)
QBCore Framework
local QBCore = exports['qb-core']:GetCoreObject()
-- Integration with admin menu
QBCore.Commands.Add('checkvdm', 'Check player VDM history', {{name = 'id', help = 'Player ID'}}, true, function(source, args)
local Player = QBCore.Functions.GetPlayer(tonumber(args[1]))
if Player then
-- Fetch VDM history
MySQL.Async.fetchAll('SELECT * FROM vdm_logs WHERE citizenid = @citizenid', {
['@citizenid'] = Player.PlayerData.citizenid
}, function(result)
TriggerClientEvent('qb-admin:client:showVDMHistory', source, result)
end)
end
end, 'admin')
Testen van uw Anti-VDM Systeem
Geautomatiseerde testsuite
-- tests/vdm_test.lua
local function testVDMDetection()
-- Simulate collision event
local mockData = {
attacker = 1,
victim = 2,
damage = 75,
speed = 45
}
TriggerEvent('vdm:checkCollision', mockData.victim, mockData.damage, mockData.speed)
-- Verify warning was issued
-- Check if log was created
-- Confirm webhook was triggered
end
Prestatiemetingen
Volg de systeemeffectiviteit:
-- Database schema CREATE TABLE vdm_metrics ( id INT AUTO_INCREMENT PRIMARY KEY, date DATE, total_incidents INT, warnings_issued INT, players_kicked INT, false_positives INT );
Conclusie
VDM-preventie vereist technische implementatie, duidelijke regels en consistent handhaven om kwalitatieve roleplay-omgevingen in FiveM-servers te behouden.
