English Anti-Cheat , For cs2d

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27.08.17 02:03:53 pm
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Zombie524
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Hi guys, I have such a problem here, I'm creating my own server project, now it's off, but when the servers are launched, the cheaters often come on them, well, for example, I did an approximately anti-speedhack part. If ("speedmod" id "≥150 ) then
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.
servermaker
27.08.17 02:32:02 pm
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apex2d
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i think @user ajm-sh: has the thing you wanted

-Anti Aim
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27.08.17 03:14:02 pm
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Avo
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I believe that speedhacking has nothing to do with speedmod, so checking player's speedmod is actually wrong.
27.08.17 06:22:24 pm
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Atomic
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if you want a "antispeedhack", you can test every second how far a user moved in the last second. if it is <= x, then everything is fine, otherwise kick/ban/punish the user
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27.08.17 10:07:17 pm
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_Yank
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@user Atomic: what would've happen to lagged players then?
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.
27.08.17 10:23:21 pm
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DC
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Checking the speedmod value with a Lua script is entirely pointless and doesn't detect anything except for legit server-triggered speedmod usage.
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 cs2d cmd mp_trace or cs2d cmd mp_antispeeder. It's important to note however that both won't work properly for players/servers with high latency/bad connection quality.
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27.08.17 11:19:26 pm
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Zombie524
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Well, generally the speed test also works, but unfortunately not always.
user Avo has written:
I believe that speedhacking has nothing to do with speedmod, so checking player's speedmod is actually wrong.
servermaker
28.08.17 02:05:23 am
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xsiN
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Excuse me but I've caught speedhackers in the past using basic admin scripts that slowed them down -20 and -100
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?
28.08.17 11:58:04 am
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Zombie524
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@user xsiN:
I have admin script.on my servers.
servermaker
28.08.17 12:16:34 pm
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Yates
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@user xsiN: Well yes that would work but that's not what is being discussed here.
28.08.17 09:57:24 pm
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DC
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@user xsiN: They were talking about checking the value of speedmod to detect cheaters. At least that's what I understood.
Code:
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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

Actively changing speedmod to check if someone might be hacking is a different story. That can work.
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29.08.17 01:40:12 pm
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xsiN
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Oh. I understand it now
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.
02.09.17 04:16:00 pm
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_px 20
GAME BANNED
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I have aimbot detection, tested it and works, if you want it just contact me.
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