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  #1  
Old 02-01-2010, 08:37 PM
DuBsTeRmAn DuBsTeRmAn is offline
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Hacking Program?

Hello People!

I am wondering how i make my server detect all the hacking programs..
Could anyone tell me?
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Old 02-01-2010, 08:45 PM
fowlplay4 fowlplay4 is offline
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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.
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Old 02-01-2010, 09:03 PM
Dnegel Dnegel is offline
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Dont you also need to know what the hacking programs are?
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Old 02-01-2010, 09:56 PM
fowlplay4 fowlplay4 is offline
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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.
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Old 02-01-2010, 10:59 PM
DarkReaper0 DarkReaper0 is offline
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Originally Posted by fowlplay4 View Post
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!".
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Old 02-01-2010, 11:04 PM
ffcmike ffcmike is offline
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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.
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Old 02-01-2010, 11:45 PM
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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.
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Old 02-02-2010, 12:15 AM
DuBsTeRmAn DuBsTeRmAn is offline
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Quote:
Originally Posted by DarkReaper0 View Post
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
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Old 02-02-2010, 12:52 AM
cbk1994 cbk1994 is offline
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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.
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Old 02-02-2010, 04:46 PM
Dnegel Dnegel is offline
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Originally Posted by DarkReaper0 View Post
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.
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