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GTA:VC => VC:MP General => VC:MP - Vice City Multiplayer => VC:MP Ideas => Topic started by: Kitsune on October 29, 2007, 07:49:23 am

Title: HP/Armour cheat Detection
Post by: Kitsune on October 29, 2007, 07:49:23 am
The server checks a players hp at random intervals (do not make frequent otherwise the player may be annoyed by his hp constantly changing by 1 unit which is required for check, you will know what I mean after you read the whole post). If the players has 100hp then the script continues, otherwise it breaks then waits for the next check. If the person has 100hp, the server deducts 1hp. After 0.5 seconds (can be another time, I just put that there as a rough number), the server checks the players hp again. If the player has 99hp, the server adds 1 hp then breaks then waits for the next check. If the person still has 100hp, it repeats the part [The server deducts 1hp.  After 0.5 seconds, the server checks the players hp again]. If it is found out that the person still has 100hp, the server does one more repeat however, if after the second repeat the player still has 100hp, instead of repeating again, the player is kicked for cheats. I make it so there is 1 check followed by 2 repeats incase a player gets a hp pickup or does something else for example and makes the hp back to 100. Having low "Deduct-Then-Check" times such as 0.5 seconds means that the player is less likely to realise that he has just lost 1hp (although that is not a big deal) and more importantly, it reduces the amount of time someone has to get a hp pickup. If for some reason someone may be able to get numerous pickups within that time, you can always increase the amount of repeats. However, it has to be long enough to account for lag which may cause problems (this may not be an issue as I am not 100% sure how such a script would turn out).

The armour detection is exactly the same, the server just checks armour instead of hp.

The reason I believe this will work is because the HP/Armour cheats nearly always have an infinite loop that sets the players hp and armour to 100.

For ALL my ANTI-CHEAT suggestions, if they are implemented, I cannot stress more that the reason should always be something like "You have been kicked from server: Cheats Detected" and NOT address the cheat in question such as saying "You have been kicked from server: HP/ARMOUR Cheats Detected". This way the player does not know the capabilities of the servers cheat detection and it is likely that the player will try not to use ANY cheats and not just disabling some cheats and leaving others active.
Title: Re: HP/Armour cheat Detection
Post by: Goodblue on October 29, 2007, 09:09:05 am
Mex done this already  :D yay Im glad the cheaters will be kicked after check  :)
Title: Re: HP/Armour cheat Detection
Post by: Kitsune on October 29, 2007, 01:22:41 pm
Oh, didnt know that :P
Title: Re: HP/Armour cheat Detection
Post by: Mex on October 29, 2007, 07:06:12 pm
Mex done this already
I dont remember doing it lol.

Another great idea Ghost

The time between the health check, health reduction, then health check again would just be the time taken for mIRC to read a few lines.
Which ofcourse would be a very small amount.(Milisecond/s)

Another thing is that a player's health is not updated in vehicles.
So if a player is in a vehicle, the script reduced 1hp, then checks their health again, the player will see the health lost at the top right health amount, however the script will still read the previous amount.  It onlys updates the script when the player exits the vehicle.
But it can be added to skip players who are in vehicles.

Its possible to create, lag would be the main concern.

I think to start with, instead of kicking players it should PM Admin.
Title: Re: HP/Armour cheat Detection
Post by: Jnn on October 29, 2007, 07:21:28 pm
What if there aren't admins online? Would it be possible to script like that it sends PM to an admin, but if there are no admins online, it kicks?
Title: Re: HP/Armour cheat Detection
Post by: Goodblue on October 29, 2007, 08:50:35 pm
that would be cool... maybe normal players should be alowed to let server check hp if there are no admins on
Title: Re: HP/Armour cheat Detection
Post by: Jnn on October 29, 2007, 09:07:00 pm
How about have the script randomly check the HP thing for example 4 times per hour?
Because someone could abuse the command and do check all the time.

Ofc admins should be able to do it any time necessary though.
Title: Re: HP/Armour cheat Detection
Post by: Call_me_Dad on October 30, 2007, 10:42:53 am
what if the server checks u for hp hack when u murder some1
so u have to be outside a car (unless u DB)

Title: Re: HP/Armour cheat Detection
Post by: Kitsune on October 30, 2007, 10:59:28 am
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I dont remember doing it lol.

/me hits Goodblue in head with metal pipe = ="

Well atleast i didn't waste my time making this topic then ^^.
Title: Re: HP/Armour cheat Detection
Post by: gunnie on October 30, 2007, 03:59:57 pm
what if some1 has just 1 hp... he'll be dead. maybe IF 1 hp, add 1 hp, then remove 1 hp or something.

also, dont make the period 1 millisecond, because maybe the cheats just work every second, not millisecond
Title: Re: HP/Armour cheat Detection
Post by: Kitsune on October 30, 2007, 04:07:40 pm
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If the players has 100hp then the script continues, otherwise it breaks then waits for the next check.
You need to read the topic properly...The script only does 1hp remove then add thing if a player has 100hp...
Title: Re: HP/Armour cheat Detection
Post by: Goodblue on October 30, 2007, 04:24:21 pm
I dont remember doing it lol.

o sry I think it was an other idea...
Title: Re: HP/Armour cheat Detection
Post by: gunnie on October 30, 2007, 05:16:25 pm
hackers can make hacks with 99 hp... that wont be detected by scipts then...
Title: Re: HP/Armour cheat Detection
Post by: Kitsune on October 31, 2007, 04:15:42 am
Then just make script continues if players has greater than 1hp. Most cheaters are just leachers anyway, they don't know how to make their own cheats so most have 100hp.
Title: Re: HP/Armour cheat Detection
Post by: gunnie on October 31, 2007, 10:25:44 am
Then just make script continues if players has greater than 1hp. Most cheaters are just leachers anyway, they don't know how to make their own cheats so most have 100hp.

that's true, they just download it, but maybe some smart one creates one with less hp, but it can be scripted
Title: Re: HP/Armour cheat Detection
Post by: PMP on November 01, 2007, 03:40:00 pm
that's true, they just download it, but maybe some smart one creates one with less hp, but it can be scripted
maybe we start seeing cheaters with 99hp
Title: Re: HP/Armour cheat Detection
Post by: Jnn on November 01, 2007, 04:06:36 pm
What about cheats that heal the cheater everytime when his HP goes to certain amount, for example 20%?

I mean, he loses HP but everytime he's at 20% HP, the cheat refills his HP. I guess its kinda hard to make a script against that kind of cheat.. :(
Title: Re: HP/Armour cheat Detection
Post by: Kitsune on November 02, 2007, 05:50:36 am
Quote
Insert Quote
What about cheats that heal the cheater everytime when his HP goes to certain amount, for example 20%?

I mean, he loses HP but everytime he's at 20% HP, the cheat refills his HP. I guess its kinda hard to make a script against that kind of cheat..
I had another idea which I did not present. Each time someone gains hp, the server checks if they are near hp pickup or ambulance, if they are not, they get punished. The only problem is with lagging players that may get somewhere very fast which will return to the server "Not near heal pickup or ambulance".

SH*T I THOUGHT OF AN IDEA XD!

Each time you go to HP Pickup or get healed by ambulance, a variable with your player changes such as in this way, "Healed=1" (Default is Healed=0). Now each time your HP increases (trigger), the server checks the "Healed" value on the player. If it 1, the server sets it back to 0. If it is 0, something funky is going on so the player gets punished ;).
Title: Re: HP/Armour cheat Detection
Post by: Call_me_Dad on November 02, 2007, 07:39:33 am
what will be the punishment??
i dont want beta-testers to get banned :D
Title: Re: HP/Armour cheat Detection
Post by: Kitsune on November 02, 2007, 07:43:46 am
I'm sure the devs aren't that silly to get beta-testers banned, they know what to punish with :D

Also my second idea...

Quote
Each time you go to HP Pickup or get healed by ambulance, a variable with your player changes such as in this way, "Healed=1" (Default is Healed=0). Now each time your HP increases (trigger), the server checks the "Healed" value on the player. If it 1, the server sets it back to 0. If it is 0, something funky is going on so the player gets punished .

...is pretty fool proof if you make it properly and allow accountability for such things as respawning, oh hold on a second...

Do beta-testers get hacks to try on server to see if security works or devs do that?
Title: Re: HP/Armour cheat Detection
Post by: Mex on November 02, 2007, 09:17:53 am
Do beta-testers get hacks to try on server to see if security works or devs do that?

Definately not Beta Testers.
For most hacks/cheats, it can be tested with a simple edit in the script.
Title: Re: HP/Armour cheat Detection
Post by: PMP on November 02, 2007, 10:28:08 pm
Definately not Beta Testers.
For most hacks/cheats, it can be tested with a simple edit in the script.
Or simply wait for hackers, they eventually show up.
Title: Re: HP/Armour cheat Detection
Post by: Kitsune on November 03, 2007, 04:07:03 am
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Or simply wait for hackers, they eventually show up.
lol, very efficient  :lol:
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