Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   NPC Scripting (https://forums.graalonline.com/forums/forumdisplay.php?f=8)
-   -   Hacking Program? (https://forums.graalonline.com/forums/showthread.php?t=134257838)

DuBsTeRmAn 02-01-2010 08:37 PM

Hacking Program?
 
Hello People!

I am wondering how i make my server detect all the hacking programs..
Could anyone tell me? :)

fowlplay4 02-01-2010 08:45 PM

Well the program changes things in memory, so you make a script monitor important values, but V6 has some more anti-hack protections so this may not be as necessary.

I.e:
if (level == 1 && damage >= 9999) hacking();

Really you just need to understand how they work, and add a check to see if they're using that particular exploit. Usually done by removing functionality (I.e: random, freezeplayer, onwall).

Best way to avoid memory hacks is to avoid having important things calculated on the client-side, unless absolutely necessary.

Dnegel 02-01-2010 09:03 PM

Dont you also need to know what the hacking programs are?

fowlplay4 02-01-2010 09:56 PM

Quote:

Originally Posted by Dnegel (Post 1553611)
Dont you also need to know what the hacking programs are?

No, but it helps to have someone using one when you're writing detection methods.

DarkReaper0 02-01-2010 10:59 PM

Quote:

Originally Posted by fowlplay4 (Post 1553626)
No, but it helps to have someone using one when you're writing detection methods.

Unfortunately you then end up with the situation where "I wasn't hacking for fun, it was for work I swear!".

ffcmike 02-01-2010 11:04 PM

You can always check to see if certain important values are changing unexpectedly in the middle of a process.
For instance within a movement system you can store the X/Y amount that is intended for the player to move, set the new player X and Y, but if they were to have moved a certain amount more (there does seem to be false alarms when checking > value exactly, so I check just a slight amount greater) before that script has even finished running then it has most likely been modified.

This method seems to be very reliable at catching a particular fairly widespread trainer,
but ofcourse this doesn't help much for stuff like modifying computer speed or framerate.

There are also instances where you can tell if someone is memory editting a function where a check that should always return true with the given parameters turns out to return false.

12171217 02-01-2010 11:45 PM

Quote:

Originally Posted by DarkReaper0 (Post 1553636)
Unfortunately you then end up with the situation where "I wasn't hacking for fun, it was for work I swear!".

I think that happened with me on N-Pulse.

DuBsTeRmAn 02-02-2010 12:15 AM

Quote:

Originally Posted by DarkReaper0 (Post 1553636)
Unfortunately you then end up with the situation where "I wasn't hacking for fun, it was for work I swear!".

That won't happen on Noc cuz im the hacker myself there :P

cbk1994 02-02-2010 12:52 AM

You need to keep in mind hacking when you write scripts. A good rule of thumb is to assume that any line of script clientside can be changed by the player to say exactly what they want it to. Therefore, all important scripts need to be done serverside. You need to validate data you get from clientside. Part of a clientside game is that there will always be ways to get past any cheat detection you make. There are some very good methods of checking for wall hacking, for example, but all of them rely on the assumption that the player hasn't disabled the checks. There are certain checks you can do serverside, but ultimately, you just need to design your server to work around the possibility that the server will have people who don't play by the rules.

Dnegel 02-02-2010 04:46 PM

Quote:

Originally Posted by DarkReaper0 (Post 1553636)
Unfortunately you then end up with the situation where "I wasn't hacking for fun, it was for work I swear!".

Been there, done that. :cool:


All times are GMT +2. The time now is 08:05 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.