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Englisch Antispeed hack measures

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alt Antispeed hack measures

Apache uwu
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Add this code anywhere and it should enforce the constant speed.

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addhook("always","_always")

function _always()
	for _,id in pairs(player(0,"tableliving")) do
		parse("speedmod "..id.." 0")
	end
end

I just need some information:
     1. Does this work?
     2. If this does work, can this be added to cs2d as another security measure?

alt Re: Antispeed hack measures

Obviously Exactly Myself
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user Apache uwu hat geschrieben
Not a hacker, I'm assuming you aren't either, but have you tested this?

Even you ask DC, it's a hack, you can't prevent a hack, you can only prevent hackers by banning them.

BTW, mp_antispeeder kicks innocent players.

alt Re: Antispeed hack measures

Flacko
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No, I haven't tested it.
But AFAIK speedhacks send move-packets to the server more often that a regular client does while speedmod is a server side variable that increases (or decreases) the distance moved by the player when a move-packet arrives.

alt Re: Antispeed hack measures

Apache uwu
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No, packet rates/intervals are not altered, instead they abuse cs2d's threshold on movement, moving 1/3 or even 1/2 tile faster than usual.

I recall back in 0.1.8.0 --> when I was moderating over EviL servers, using @speedmod would slow down a speedhacker

alt Re: Antispeed hack measures

Obviously Exactly Myself
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user Apache uwu hat geschrieben
No, packet rates/intervals are not altered, instead they abuse cs2d's threshold on movement, moving 1/3 or even 1/2 tile faster than usual.

I recall back in 0.1.8.0 --> when I was moderating over EviL servers, using @speedmod would slow down a speedhacker


Make the hacker's speedmod to -100 to return their speed?

alt Re: Antispeed hack measures

Tobey
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user Flacko hat geschrieben
No it doesn't work. Speedhacks are not related to speedmod.


You may laugh, they are (or atleast the most known hack out there). Actually, you change your movementspeed clientwise, if it's not set by the server. Changing back hackers movementspeed with speedmod will just result in turning the hack off and on again, and it works. So this is simply no protection.

So you can queue your per frame speedmod setting against the one from the server. Dunno what will happen, I might try out when I'm on my PC.

alt Re: Antispeed hack measures

sheeL
User Spielt CS2D

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addhook("movetile","antihack")
addhook("startround","a")
function antihack(id)
if (player(id,"speed")>3) then
parse ("speedmod "..id.." 0")
msg (player(id,"name").. " Used Speed Hacker ! @C") end
end function a()
msg(id,"Welcome") end

alt Re: Antispeed hack measures

Anders4000
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@user sheeL: Waw, let me rewrite that code.
Remember using tabbing.
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addhook("movetile","antihack")
addhook("startround","a")

function antihack(id)
	if (player(id,"speed")>3) then
		parse("speedmod "..id.." 0")
		msg(player(id,"name").." Used Speed Hacker! @C")
	end
end

function a()
	msg(id,"Welcome")
end

alt Re: Antispeed hack measures

EngiN33R
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user Anders4000 hat geschrieben
@user sheeL: Waw, let me rewrite that code.
Remember using tabbing.
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addhook("movetile","antihack")
addhook("startround","a")

function antihack(id)
	if (player(id,"speed")>3) then
		parse("speedmod "..id.." 0")
		msg(player(id,"name").." Used Speed Hacker! @C")
	end
end

function a()
	msg(id,"Welcome")
end


No such parameter as
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player(id,"speed")
exists for the player function. It will be
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player(id,"speedmod")

alt Re: Antispeed hack measures

Anders4000
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user Blunt hat geschrieben
@user Anders4000: you script is bugged i have test it
of my new game server with RCon speedmod <ID>


Yea i know, there's nothing called player(id,"speed") (:
should be like this:
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addhook("movetile","antihack")
addhook("startround","a")

function antihack(id)
	if (player(id,"speedmod")>3) then
		parse("speedmod "..id.." 0")
		msg(player(id,"name").." Used Speed Hacker! @C")
	end
end

function a()
	msg(id,"Welcome")
end

This is user sheeL's code though (:

Also, this will not work with Hero mods and such, as it will kick specific speed classes.

EDIT: And i see people writing about hacks using speedmod or not to boost player speed. It hacks doesn't use speedmod then this script wouldn't work.

alt Re: Antispeed hack measures

Apache uwu
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They set their "speedmod" client side, player(id,"speedmod") will not be affected. However setting speedmod with the console command will revert their speed.
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