English Speedhack Preventing

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12.06.12 08:33:30 pm
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sCy
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As, I looked into false anti-hack script, and started to wonder: How to prevent speedhack?
So, I got this idea of checking the distance how much the player has traveled at certain time frame, like 5 seconds. If the distance is "acceptable", it shouldnt ban, but if its too much, it should ban it. Is that possible?
Memento mori.
12.06.12 08:35:16 pm
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Alistaire
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Yes it is possible but you can't make a fair anti-hack script if it bans people with a high ping.
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12.06.12 08:37:16 pm
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sCy
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I mean, there would be about 10% to 20% difference between the max distance and ban limit. As such, like you would walk 100 tiles in 100 seconds, it would ban if you go more than 110-120 tiles in that time. What, probably would suffice for the ping.

EDIT: Its just a reference.
edited 1×, last 12.06.12 08:39:11 pm
Memento mori.
12.06.12 08:38:12 pm
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Suprise
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Well. 1 second per 3 tile, as i know.
12.06.12 09:22:10 pm
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DC
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@user sCy: The built in speedhack protection cs2d cmd mp_antispeeder does exactly this. You see that it kicks many innocent people even though it has a more refined technique with fair threshold values (and also doesn't detect people which stay under those threshold values). Many server owners disable it for that reason.

An even more flexible and complicated protection is cs2d cmd mp_trace which actually checks not just the distance but also the path and every aspect of it. It doesn't ban players which are too fast but resets there positions. This is also pretty annoying for people with bad pings though. It is disabled by default.
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12.06.12 11:00:22 pm
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sCy
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But, with using both of these, and using something like lag compensation with position storing, speedmod modifier (serverside only!) and ping modifiers, would probably make an accurace method?
Memento mori.
12.06.12 11:51:54 pm
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DC
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Packet loss can not be predicted properly and lag can only be "compensated" to a certain degree. So narrowing the threshold values would still lead to false positives now and then even with the best algorithms. You can't make it perfect without hurting people with bad connections.

CS2D's netcode is designed in a way that movement feels always smooth for clients no matter how hard they actually lag and I don't want to change this. You can set cs2d cmd mp_trace to the highest accuracy to change this though. This will entirely f*ck up every attempt of speedhacking - and also everyone with a connection which isn't perfect...
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