![]() (08-11-2011, 09:20 AM)Exitium Wrote: Of course, if this happens, I think that system should be universal. But I personally think a lot more people cheat than the figure you gave -) I mean, this other guy, wasn't just toying with it, he was using using it. As long as 99,999% players are playing "legally", I think we shouldn't waste resources making working anticheat system.I would normally agree. (08-11-2011, 09:20 AM)Exitium Wrote: IMO there is no need of actual anti-cheat system unless servers are full of cheaters. I noticed there's already an anti-triggerbot in the source? I'm not sure if this is working code or not. ![]() Granted, this is easier said than done, and I'm by no means an expert on this stuff. In the event of false alarms, one just needs set the curve sharpness sensitivity lower. If someone was aimbotting, that curve would be alot steeper. Now, I know many people's aim does this naturally, but there's a curve to both. If the speed goes high, then low right as the precision goes high, you watch for that. On how to go about it: Monitor each player's aim speed and aim precision in parallel. But I'm not sure how much work that part alone would be. False alarms wouldn't be much of an issue, then. it just starts recording a demo of them for later review by the admin. (08-11-2011, 04:56 AM)Samual Wrote: Anyway, if you have any suggestions on how we can properly DETECT such aimbots without risk of false alarms, that would be great.Well, I was thinking that the server would leave people alone. I was poking around Darkplaces when I saw cl_input.c. (08-11-2011, 04:56 AM)Samual Wrote: This way you can't really make an "easy" aimbot in csqc.Heh, I actually never tried to, I don't know QC, and was too lazy to learn it just for an experimental hack. This way you can't really make an "easy" aimbot in csqc.Īnyway, if you have any suggestions on how we can properly DETECT such aimbots without risk of false alarms, that would be great. if it still doesn't match, the client is disconnected. Last, although this doesn't prevent aimbots exactly (just makes them have to be in darkplaces)- the csqc progs have to match what the server sends, otherwise the client is sent a new csqc progs file. Third, we have an anti-cheat system built into the game which looks for things like "special" cvars being set (known cvars of cheaters basically) and it also looks for client side modifications, like changing the models of players to be more visible or the like. It looks for stuff like rotating the view too quickly in one frame or something like that, i'm not sure how that works exactly. Second, we have a few checks which look for certain exploits with speedhacks and the viewangle, those which are not possible unless you're definitely trying to cheat. this basically makes wallhacks practically useless except for very closely around corners. Well, we already have some preventative measures with respect to cheating and perhaps I can clear that up quickly.įirst, we have entity culling: which is to say, we trim out un-seen objects from being sent to the client. (If any project leaders would like to verify this, please PM for the source) I'm sure many others would appreciate it, too. Perhaps my posting this could help persuade the dev-team. Now, I haven't tried it against the latest Xonotic builds (not since last year), but I'm guessing nothing would be different.Īre there any plans for an anti-aimbot? I'm thinking probably not. I'm inclined to think it could be.Īimbotting exhibits some very specific behavior, that is very obvious to anyone spectating you, and I don't see why this couldn't be automagically detected by the server. Contrary to what several people have said before about Nexuiz (and by extension, Xonotic) not having a problem with cheaters. I can't really say, but his was a little better than mine, I think.Īnyway, I used it in several games in HOCTF & HODM, and never got caught. In the mean time, I've gotten records of another aimbot. Last year I created an aimbot for Nexuiz (I implemented it entirely in Darkplaces, so the same code with little modification worked for Xonotic 0.1, too).
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