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Poll Poll

See player's pointer while spectacting

Only registered users are allowed to vote
Yes
97.14% (34)
No
2.86% (1)
35 votes cast

old Poll Best default "anticheat system"? (VS Aimbot)

Andrez
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Quote
Hello Unreal Software, i know of a feature, the others CS have, which is:

"See player's pointer while spectacting". This is a big YES. I have seen it in so many games, it's the best way to detect aimbot without Anticheat programs. Or atleast it will make them scared right?
I have heard that it wouldn't take too much traffic. (So it wouldnt be a perfomance problem)


So i wonder, why it's not in Cs2D? In the past there have been LUA attempts, which failed miserably (FlooD, an excellent scripter).

Notes:
• Apart from it's anticheat and entertaining functions, it will be also a good point for CS2D reviews in Steam, i mean, CS2D will have a big problem with hackers, but this is a little way to bust them.

I believe, the community must push hard to get it done, and fast!
edited 2×, last 17.07.17 02:19:54 pm

old Re: Best default "anticheat system"? (VS Aimbot)

Andrez
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Quote
@user Quattro:



Interesting but we can get a better system than that.

For example, Aimbot locks on player's head so it's much easier to detect it like that!

Because there are legit players that dont always aim to head and still get a kill.

old Re: Best default "anticheat system"? (VS Aimbot)

Mora
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Quote
I remember a guy tested special lua where he calculated angle. He told me that most aimbots set player' pointer to special range. And anytime you attack with aimbot the aimboter caught. But you can still suddenly move your pointer to special range and you'd be caught. Is attack and clientdata + square root of player' position and mouse'.

That was ~2-3 years ago so i don't know if people making elipse-pointer-like aimbots.

old Re: Best default "anticheat system"? (VS Aimbot)

Mora
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Quote
@user Andrez: Which visible patterns? You may not use messages to display id is cheater. Just keep value with would collect these hits and after some time(when limit of this number is end) ban this user with save his ip and usgn(if have), country etc.
The problem may be in different angles of aimbots. You need to have a cheat to check which angle is used(legal way is in one of threads on us.de).

old Re: Best default "anticheat system"? (VS Aimbot)

Yates
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Quote
@user Mora: Just calculate the distance from the player to their own cursor and if it matches more than 5 times with a difference of 1 to 2 pixels you can be certain of them using an aimbot.

You still need to make sure to not check with certain weapons, for example the chainsaw. Then you also need to check that they are both moving the entire time because if someone isn't moving well I'm not going to move my cursor.

Once you've done that you now get the trickiest part: They can just randomize the cursor position in a straight line.

Good luck with that one. Because once they make the movement on the line resemble normal mouse movement with few intentional misses you're basically fucked.

Hey look I found parts of it:

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addhook("hit","_hit",1337)
function _hit(id,source)
     if player(id,"exists") and player(source,"exists") then
          if ANTIHACK[source].aimbot > 0 then
               reqcld(source,0)
          else
               ANTIHACK[source].hit = ANTIHACK[source].hit + 1
               if ANTIHACK[source].hit > 3 then
                    reqcld(source,0)
                    ANTIHACK[source].hit = 0
               end
          end
     end     
end

addhook("clientdata","_clientdata",1337)
function _clientdata(id,mode,data1,data2)
     if mode == 0 then
          anti_aimbot(id,data1,data2)
     end
end

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function anti_aimbot(id,data1,data2)
     local radius = math.floor(math.sqrt((320-data1)^2 + (240-data2)^2))
     if radius >= ANTIHACK[id].aimbotradius - 2 and radius <= ANTIHACK[id].aimbotradius + 2 then
          ANTIHACK[id].aimbot = ANTIHACK[id].aimbot + 1
          if ANTIHACK[id].aimbot >= 3 then
               msg("\169255150150[THEDARKNESS2D]:\169255255255 "..player(id,"name").." has been detected of using aimbot, temp. banned!")
               log_report(id,"Aimbot")
               ANTIHACK[id].aimbot = 0
          end
     else
          if ANTIHACK[id].aimbot > 0 then
               ANTIHACK[id].aimbot = 0
          end
     end
     ANTIHACK[id].aimbotradius = radius
end

Problems with this method:

@user DC has written
1. This solution doesn't handle network problems correctly. High pings, packet loss, etc. Those are the actual problems which make 100% reliable cheat detection impossible in practice on a real server with real network conditions and with real connections from all around the world.

2. Also - of course - cheaters can (and will, believe me!) very easily manipulate the mouse coordinates which are sent for reqcld. This renders the whole detection useless.

3. Cheaters may also opt for another way to implement the aimbot: Don't point exactly at the player (or a radius around it) but just point somewhere at the LINE which gives them the right angle. Because: Only the RESULTING angle of the own player is important. It doesn't matter how it's achieved.

Your attempt to help is appreciated but this is not a reliable way to detect cheats. It may work for a few days but it's easy to find out how it's done and how to trick it.


This was back in 2014. Maybe I was this "guy"?
edited 1×, last 17.07.17 03:32:43 pm

old Re: Best default "anticheat system"? (VS Aimbot)

Mora
User Off Offline

Quote
user Yates has written
@user Mora: Just calculate the distance from the player to their own cursor and if it matches more than 5 times with a difference of 1 to 2 pixels you can be certain of them using an aimbot.

You still need to make sure to not check with certain weapons, for example the chainsaw. Then you also need to check that they are both moving the entire time because if someone isn't moving well I'm not going to move my cursor.

-Yes that's what i mean but you know you may camp and attack in the same position for more than 10 times etc. This lead to fake cheat.

-If aimbot sets your pointer to certain distance it would do it for each weapon, no matter ranged or close combat or grenade. Only matters how programmer made that. (might be that it set a random distance with max +25 - 25 etc, since aiming closer or farther not playing much role).

-I wont argue with you about cheats because i dont know about how they works right now.

This might be not that hard but anyway some problems still with scripts.
user VADemon's reply fits good.
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