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Taiphoz

Hacker Prevention.

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As a programmer is a little odd to me that you STILL have not prevent players being teleported, it's not like it's all that hard really, I assume but may be wrong that in addition to your player objects x,y,z fields your probably tracking the previous x,y,z values as well.

Why not throw in an additional check once every second or two that simply asks, whats the distance from the players current location, to his last location a second or two ago, if the distance is any further than 10 meters then he's being teleported, the 10 meters is a guestimate it would have to be just a little larger than the distance traveled legally in something like a chopper over a second or 2.

the physics code is probably being polled about 40+ times a second, so throwing in a distance check between those two points once a second will do NOTHING to performance.

And I think I can speak for most, when I say being teleported into the sea, losing all your stuff is the worst at the moment, and its happening all the time, a reset wont fix it cos your body is lost, your gear is lost, your stats are lost, and if the hacker is a total prick like most are then he wipes and saves your tents as well.

FIX IT..

Stopping them from god moding and spawning things in is important but teleporting should be at the top of the list, hackers are lazy scum and having to run around a map to kill everyone will slow them down and most will be to lazy to even bother, so moving north will help us avoid them.

Also preventing insta death is also an easy fix, using the same sort of method shown above.

FINALLY< AND NO IM NOT A SERVER ADMIN..

You need to bloody well log kills, who killed who, in the logs, your not loggin enough and your making life on the server admins a total NIGHTMARE i am not surprised a lot of admins have resorted to hacking themselves just so they can police their own bloody servers.

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Yeh, the game is bearly playable as it is atm, due to all the hackers.....

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I have played on servers (such as UK 25) where they drop connection with you as soon as scripting is detected on the server. It has saved my life on at least on occasion. They also have side chat enabled which helps identify suspected scripters.

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Oh mah gawd, so many smartasses here presuming they are coding experts.

"I know a method to prevent cheating, it is totally simple to implement and I've tested in on 20 different client and server systems, everything works flawlessly so we can push that patch to a bigger testing group and after bugfixing releasing it to public!"

So that is what you did, yes?

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OP, is this something that can be added on server side without changing the core code of the engine? If not, not going to happen. Besides this being a mod, it's based on another game that is coded the way it is for a reason. Changing the engine for this mod can break all the other mods or the core game.

Hopefully they've considered your fix or alternatives for the standalone.

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IN a nut shell the server tracks each player, sending and receiving player data via packets, nothing special, servers really just relay this info to other players so their local clients can display the right data like hay there is a player at 10,10,10 and your at 10,10,12 so your client needs to draw him.

And it's not something that would require tons of testing because its not a complex test, is this number n bugger than this number n+1 ..

and no im not a smartarse, just an indie games developer and programmer so while I dont have my hands on their code, I do fully understand the concepts and methods used by them and their engine, as for it being a simple fix and possibly breaking other mods yeah thats probably very true and why its not done yet, roll on standalone.

I really hope their release plans for the stand alone alpha are not to just port the mod code to it and then release or sell it, they damn well better lock it all down first.

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As a programmer is a little odd to me that you STILL have not prevent players being teleported, it's not like it's all that hard really, I assume but may be wrong that in addition to your player objects x,y,z fields your probably tracking the previous x,y,z values as well.

Why not throw in an additional check once every second or two that simply asks, whats the distance from the players current location, to his last location a second or two ago, if the distance is any further than 10 meters then he's being teleported, the 10 meters is a guestimate it would have to be just a little larger than the distance traveled legally in something like a chopper over a second or 2.

the physics code is probably being polled about 40+ times a second, so throwing in a distance check between those two points once a second will do NOTHING to performance.

And I think I can speak for most, when I say being teleported into the sea, losing all your stuff is the worst at the moment, and its happening all the time, a reset wont fix it cos your body is lost, your gear is lost, your stats are lost, and if the hacker is a total prick like most are then he wipes and saves your tents as well.

FIX IT..

Stopping them from god moding and spawning things in is important but teleporting should be at the top of the list, hackers are lazy scum and having to run around a map to kill everyone will slow them down and most will be to lazy to even bother, so moving north will help us avoid them.

Also preventing insta death is also an easy fix, using the same sort of method shown above.

FINALLY< AND NO IM NOT A SERVER ADMIN..

You need to bloody well log kills, who killed who, in the logs, your not loggin enough and your making life on the server admins a total NIGHTMARE i am not surprised a lot of admins have resorted to hacking themselves just so they can police their own bloody servers.

You as a programmer ,should know posting this kind of comment on dayz forum will change nothing ,, BE forums maybe lol

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Ive always thought anti cheat programs are integrated into games to increase revenue, not stop cheaters.

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IN a nut shell the server tracks each player, sending and receiving player data via packets, nothing special, servers really just relay this info to other players so their local clients can display the right data like hay there is a player at 10,10,10 and your at 10,10,12 so your client needs to draw him.

And it's not something that would require tons of testing because its not a complex test, is this number n bugger than this number n+1 ..

and no im not a smartarse, just an indie games developer and programmer so while I dont have my hands on their code, I do fully understand the concepts and methods used by them and their engine, as for it being a simple fix and possibly breaking other mods yeah thats probably very true and why its not done yet, roll on standalone.

I really hope their release plans for the stand alone alpha are not to just port the mod code to it and then release or sell it, they damn well better lock it all down first.

Dude , its in alpha mode remember , great excuse huh , still selling a shitload of shadowed* arma 2 copies with a fail mod , lets start with the basics ... Now i as a non programmer but a financial dirrector think this is a total non updated scam . cheers!

Edited by Corecomander

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They cant patch the mod to prevent cheating... its the core game that needs to be changed/patched and you cant do that.. then you risk screwing up the core game and other mods for it. Standalone will fix these issues.

This has been up like 1xxxxx... times.

And if you do it "in between" some of the peers(p1, server, p2) its creates more latency... at 50 player server when calculating and sending this datas will make quite much strain to the server and takes time.

Edited by Zeppa

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Software programming is a bitch. Before I begin to trust in a "totally trivial solution" which relies on speculations and fortunetelling only and obviously every dayz-playing game programmer, except for the original developers itself, knows about, I'd rather come to the conclusion that a solution ain't so easy as it looks like. Not because I mistrust the forum in the first place, but because nobody has provided a playable solution along their smartness, why they technically should be able to present one.

Edited by phnordarossa
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