A kill Script
As the title mention, this will affect about 80-90% of the hacker/cheater/glitcher community of crossfire if coded right.
Why have something that kill players when we have a votekick system? Answer: It fail. Players abuse it to kick legit player.
How will the kill Script work? Answer: It kill players when they are doing something they are not suppose to do.
How will it work? Answer: Easy this is how.
Alright first clock the reload time on all weapon and modifier. it case some char can reload their weapon faster (Hero mode maybe). If the reload speed is shorter then the clock reload speed of the weapon in question, player died. (this will affect players with instant reload)
Next ammo counter if the weapon in question fire more shot than it contain, players in question died. Ex: A weapon with a mag/clip size of 30 . and player fire 31 shot from it without reloading. game detected this and kill the player. counter reset on reload or gathering supply crate the restore ammo. (this will affect player with unlimited ammo)
Movement speed if player move faster than he should (excluding modifier)(ex:M.M and Z.M)
the player simply died. it affect speed not distance so bhopping will not get you killed or shouldn't. (this will affect speed hacker)
Add trigger_hurt (sorry I use source SDK) to area where player should never go at all it doesn't matter if it unreachable. Just do it to be safe. and inside crate too. (This will affect glitcher.)
Now If you want to add something to it that i forgot please feel free and no I didn't forget about aim bot it just hard to detect that, as player could get lucky with head shot.
Thank you for reading this.
And if there was a thread about this already well i didn't bother to look for it.
Why have something that kill players when we have a votekick system? Answer: It fail. Players abuse it to kick legit player.
How will the kill Script work? Answer: It kill players when they are doing something they are not suppose to do.
How will it work? Answer: Easy this is how.
Alright first clock the reload time on all weapon and modifier. it case some char can reload their weapon faster (Hero mode maybe). If the reload speed is shorter then the clock reload speed of the weapon in question, player died. (this will affect players with instant reload)
Next ammo counter if the weapon in question fire more shot than it contain, players in question died. Ex: A weapon with a mag/clip size of 30 . and player fire 31 shot from it without reloading. game detected this and kill the player. counter reset on reload or gathering supply crate the restore ammo. (this will affect player with unlimited ammo)
Movement speed if player move faster than he should (excluding modifier)(ex:M.M and Z.M)
the player simply died. it affect speed not distance so bhopping will not get you killed or shouldn't. (this will affect speed hacker)
Add trigger_hurt (sorry I use source SDK) to area where player should never go at all it doesn't matter if it unreachable. Just do it to be safe. and inside crate too. (This will affect glitcher.)
Now If you want to add something to it that i forgot please feel free and no I didn't forget about aim bot it just hard to detect that, as player could get lucky with head shot.
Thank you for reading this.
And if there was a thread about this already well i didn't bother to look for it.
Comments
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I think they are all very good ideas. Movement speed is kind of hard to do because people that have a bad connection or lag quite frequently make it look like they are teleporting or moving fast. I get a client error quite a lot as my connection is not very good and it thinks that I am cheating. They are all very good ideas but again, lag can really affect this kill script you are thinking of.
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Nah , it shouldn't effect lagger if it well made. As lag work like this the game ping your current location to the player hence status is ping the status tell how much time it will take before you ping. lower the ping the better, higher the ping the worst if you're ping is above 1000 you should either A) get better internet provider or move closer to Canada or UK depend on what server you play in.
The kill script is client/server sided meaning the server side is default value if your client result doesn't go well with the server (if well made, the kill script will not affect you at all) the player simply died. you teleport for us but on your side your actually moving correctly. -
I would love to see egyptains die all day in public matches... why not?
I remember the day when a troll cheat went public and loads of people were using it in game. It was probably the funniest day on Cross Fire. Each time these cheaters joined a room they would drop under map and die instantly, it was like they couldnt quit matches eaither because they kept swearing in chat... LMAO! -
client sided script... xtrap do almost the same ... checksum *..* bypass
Not really client side is to make sure you don't get killed if you lag, the server side is default the server side file can check the client side info first before the game even start and if the client info is incorrect it is remove and the server download the client side info again. This mean this if you want to modifies this info you need to modifies the server side kill script, and the client isn't the dominate one. (you can also make it hidden and tag it as a perma read only). -
No, it shouldn't lag cannot cause a script to go haywire. the only way for the scirpt to go haywire if both the client and server lag (and that rare.) (when the server lag you will be affected by it (your ping will go to 9000+) . client sent info to server server see something is wrong server debug the error by killing the client that cause it.) In theory, you play normally nothing happen to you , you cheat ,glitch, hack you die.
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Some decent ideas there bro
I think z8 should stick their hands into their ever growing pockets and hire staff to patrol the servers.
Let them enter rooms undetected and just start banning the kids who are blatantly cheating, put the fear of god into them. They would soon get tired of being banned instantly and move onto another game to cheat in.
2 cents etc etc
EDIT - What happened to the hardware ban that was introduced months ago? Surely if it was working we would be starting to see the results by now? Judging by the number of cheats running around fapping thinking they pwn it doesn't look like it has made any difference at all. Then again, if you give these losers multiple chances before you perma ban them then you've only got yourselves to blame IMO. -
I like the general idea, even though I don't know how complicated it is to implement it in a way that also regards lag spikes etc..
Also, the hacks that currently annoy me the most are aimbots and wallhacks. I cannot think of a good way to track these...
best regards,
Urkel
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