![]() The issue is that nothing prevents the client from lying to the server, which is why the server sometimes has to double check datas received but most of the time just accepts what's coming to it.Īnother solution would be to provide gaming PCs over the cloud where only the game you want to play is available. Therefor we have to rely on clients to do these checks for the server. If you want to stop cheaters you need to have the server do all the checks for every client, which today is impossible as it requires a processing power that we simply don't have. Valve makes alot of €€€€€€€€€€€€€€€, they should invest some millions in the making of something like that. Just about anything goes, but people believe anything. ![]() There's one that when holding a key, pulls off your silencer / puts it back on if your crosshaire goes over someone through a wall. There's one that when holding a key, pulls out a grenade if your crosshaire goes over someone through a wall. There's one that only works for 1 headshot kill per round to help force people to exhibit self control There's one that plays an audio beep when your crosshaire goes over someone. The windows behavior of hitting control is not visible to a stream because the stream only displays the data of the application, so it's another hack streamers are using. There's a cheat that changes the hex color of your crosshaire by a single shade when your crosshaire moves over an enemy through a wall that basically is undetectable to the eye, but then utilizes built in windows software for "Show location of pointer when I press the CTRL key" to alert the user that the shade changed via a script. A sort of way to "sonar radar" where your opponent is through walls for streamers, so you don't need to have anything visible on your screen to have the info. There's already cheats that can on a hotkey push, move your cursor only a certain amount of pixels in a direction towards where your enemy is. The only limitation that would create is, cheats would no longer be perfect. but I can already think of a way to code cheats with a specific level of RNG that could protect you from AI detection. Sadly there will never be a foolproof method unless AI shows any meaningful promise. The only REAL way to have any more measurable amount of security is to make it online play only, and live ban on detection of inappropriate packet usage, completely barring modifications and add-on's from their game and sadly, even that isn't anywhere near foolproof by any means. ![]() The only thing your suggestion would do is create a decently larger gap of time from the release date of the game, to the release date of the first cheats, but once the first cheats hit the shelves, it doesn't matter anymore because other cheat developers will just get a hold of those first cheats and extrapolate all the data they need from those, completely disregarding the engine and then market the cheats as their own however they want, and or make changes to make them look different or do certain different things. The 2 processes go fairly hand in hand in MOST scenarios. Even when it's a public engine, the code still has to be reverse engineered to an extent, and anybody who knows how to code the cheats properly to perform some of the sophisticated functions modern day cheats do, also knows how to do that as well. That's not how cheating code works brother. Originally posted by mod:I said many times, years ago, to stop cheaters you have to create your own game engine, unique, with the code private, so the cheat makers will dont understand its variables of the game and will cant hack anything, why nobody hack youtube? google? because its made in its own, unique language code, noone knows how it works. ![]()
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