There is a blocking of the USGN and IP, but I need to add Anti-Aim, Anti-Wallhack, well, and a couple of things that anyone can help to ask.
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CS2D Scripts Anti-Cheat , For cs2dAnti-Cheat , For cs2d
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There is a blocking of the USGN and IP, but I need to add Anti-Aim, Anti-Wallhack, well, and a couple of things that anyone can help to ask.
-Anti Aim
And, from what I remember, there's speed hacks out there that actually change the players speed mod value. One way to track this hack was to freeze them user and see if he keeps moving.
Even if users modify their own speedmod value with a hack they would only do so locally on their machine. This is not synced to the server because it's no legit operation (clients can't change their speedmod themselves in a legitimate way. They can only ask the server to change it for them).
Lua scripts however only run on the server only so they don't get the "cheated" values from clients. Well... unless the client syncs its own values with the server (like its position). But speedmod itself is not synced from client to server but only from server to client as just explained.
CS2D has various built-in options against speedhacking like mp_trace or mp_antispeeder. It's important to note however that both won't work properly for players/servers with high latency/bad connection quality.
Avo has written
I believe that speedhacking has nothing to do with speedmod, so checking player's speedmod is actually wrong.
If they kept walking they'd be speed hacking. (Exclude the 'the script might be broken' option because this wasn't the case)
Care to explain that?
I have admin script.on my servers.
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if (player(id,"speedmod")>0) then 	print("lol omg I think "..player(id,"name").." is a cheater but of course that's nonsense!") end
checking the speedmod to attempt to detect hackers is non-sense indeed, not to mention that laggers would be (most of the time) accused of speed hacking while they were lagging.
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