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In-software hacking detection to reduce false votekicks.

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In-software hacking detection to reduce false votekicks.

Postby someone972 » Wed Apr 25, 2012 12:26 am

A nice feature would be some hacking detection that the software does, which could be enabled or disabled based on server preference. It would be nice if it would make it so that false votekicks would happen less. I've been kicked twice now because people think I'm using an aimbot. I'm a tactical sniper, it's all I've done since I started playing, it's only natural that I've gotten decent at it.

Maybe it could tell if the player CONSISTENTLY snapped from one location onto other players, and monitor how many shots it takes to bring down most players. While I may be pretty good, I by no means get a hit every time and often fire multiple times in the same area to try and hit them.

Just something to think about.
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Re: In-software hacking detection to reduce false votekicks.

Postby Paratrooper » Wed Apr 25, 2012 12:27 am

Guess what anti-aimbot scripts are for, bro.

The thing is, aimbots are getting even craftier. It's really hard to detect since aimbots don't snap into targets anymore.
Last edited by Paratrooper on Wed Apr 25, 2012 12:28 am, edited 1 time in total.
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Re: In-software hacking detection to reduce false votekicks.

Postby ReubenMcHawk » Wed Apr 25, 2012 12:28 am

Paratrooper wrote:Guess what anti-aimbot scripts are for, bro.

Guess what's not even close to 100% accurate.
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Re: In-software hacking detection to reduce false votekicks.

Postby Paratrooper » Wed Apr 25, 2012 12:28 am

Whoops, look at my edit.

The thing is, aimbots are getting even craftier. It's really hard to detect since aimbots don't snap into targets anymore.
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Re: In-software hacking detection to reduce false votekicks.

Postby someone972 » Wed Apr 25, 2012 12:50 am

Ya, I suppose you're right. I just wish people weren't so quick to accuse people of hacking just because they got a couple of headshots in. It's honestly not that hard to aim for a stationary patch of tan on the screen.
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Re: In-software hacking detection to reduce false votekicks.

Postby Paratrooper » Wed Apr 25, 2012 12:51 am

Just hope that there's someone actively patrolling the server.
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Re: In-software hacking detection to reduce false votekicks.

Postby Arctic » Wed Apr 25, 2012 5:34 am

Not seen too many hackers lately, and many of these aimbots are easy to notice even if they dont snap to heads. Someone suddenly getting 10 headshots in the killfeed withing 5 seconds? This continues? Good, he is hacking.
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Re: In-software hacking detection to reduce false votekicks.

Postby USABxSLAYER » Thu Apr 26, 2012 4:09 am

The ease of picking out some aimbotters on the USAB server is ridiculous. Half the time you just need to watch the kill feed, spectate them, and administer a swift permaban.
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Re: In-software hacking detection to reduce false votekicks.

Postby Bandage » Thu Apr 26, 2012 10:40 am

USABxSLAYER wrote:The ease of picking out some aimbotters on the USAB server is ridiculous. Half the time you just need to watch the kill feed, spectate them, and administer a swift permaban.


So the primary conclusion to reduce aimbotters - and hackers in general - is to recruit trusted players into moderators to partol the servers over the time. We just don't seem to have enough of those in certain server, on in any server at all. I've actually never seen/noticed anyone being an admin in a server before, where and when hacking seems to be obvious to everyone.
Shame that the majority just doesn't fit for that job...

Anyway, injector detection. I would say the game should check it's files every time you join a server. Before joining, and after joining (and even that probably twice: Once you've joined the game, and the second time after a mere 10-20 seconds you've been in the game). If something just doesn't fit or seem to be original, the game closes itself.
Of course kv6.'s, png's controls and the config file can be just as what it they are, modified or not.
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Re: In-software hacking detection to reduce false votekicks.

Postby Gorman » Thu Apr 26, 2012 12:33 pm

As said before, active staff is the only way to stop hackers. But giving them tools like spec and /ratio and /accuracy and aimbot.py scripts helps them to detect the hackers.

Injection detecting is a very complex subject, for example Bandage's suggestion would not work in the slightest. Hackers will simply trap the signal and return the correct checksum (for example by injecting a "return CORRECT_HASH" in to the hashing function). Of course, everyone who has ever used an injector knows that you can inject at any time, so you could inject after 5 minutes in the game, or 10 minutes in, or 2 hours in. In fact you would have to have crazy reflexes to inject by 10 seconds in!

Hacks cannot be detected by the software, not sure why I have to keep repeating myself in these kinds of threads (they just keep popping up!). Let's have a look at the anti-hack features used at the moment;
1) Anti-speedhack auto-rubberband. Unfortunately this makes everything rubberband constantly if you have >200ms ping. And it will also make you rubberband if you happen to turn a corner sharply or climb some stairs!
2) Hit validation. Seems like this is completely implemented in 75b, which is why hits are laggy as shit and generally makes the game terrible.
3) Weapon modification detection. Doesn't detect the most vital part - spread. And can be tricked by certain modifications, but all in all this works nicely with minimal lag (but make no mistake, it has to go through a bunch of conditionals with every shot fired, which adds up).
4) Cursor jerk detection. Well now all the aimbots move smoothly, which is much nicer for the hacker, great!

So they work to detect speed hacks, weapon hacks and aimbots. Unfortunately they have some unfortunate sideeffects, for example the way that the rubberbander works makes it possible to ghost around.

All in all I would say these have a vastly negative effect on gameplay, and simply having active staff would be an amazingly better solution.
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