Some things I noticed, might help with reducing hacks.
Hero Mode rooms are often swarmed with obvious hackers, which is where I saw a couple things that could help the game detect if a person is hacking:
When a one hit kill hacker shoots a Mutant after time runs out and the round ends, they're shots will not be an instant kill. In fact, it will do the normal amount of damage. In other words, once the round ends, their one hit kill hacks don't work. If there's something already in the games programming that can stop this hack, it shouldn't be hard to change the code for any game type's startup to include it.
Second, one hit kill hackers often don't get MVP, even if they have hundreds of kills. Example:
Basically this just means that the game registers the kills by the hackers, but it doesn't register any additional damage done by them. I'm not a programming expert, but a few lines of coding should be able to see any major abnormalities without putting too much strain on the game engine. Something along these lines could probably detect hackers in Hero/Mutation mode, as long as the data it checks is stored server-side, which I'm pretty sure is the case:
On the death of a mutant, check how much total damage has been logged for shooting the mutant, and how much damage he did to himself with his 'g' ability. I'm not sure if the number of times a mutant used his ability is logged, but if it isn't, it would be easy enough to give each player a variable starting at 0 and adding 1 to it whenever their special ability successfully activates. If the total damage he received was less than, say, 1500, the person who got credit for the kill would be disconnected.
A number around 1500 would be a good since it would still detect a hack if a mutant took well over thousand damage from other sources before the hacker's kill-shot, but wouldn't falsely kick someone unless a mutant took an extreme amount (as in over 1500 or more, which is basically not possible) of unregistered fall damage.
I don't know what coding language is used by Cross Fire, but implementing this shouldn't be too much more complicated than adding something similar to "If dmg_pl1 + dmg_pl2 + ... + dmg_pl16 + (ablty_count*500) < 1250, disconnect the player who received the kill" to the programming linked to a mutant's death. Also, while something like this might work in other modes besides Hero/Mutation, there would be a much higher chance of false kicking because of the lower HP, and it would put a lot more strain on the servers due to the high number of kills per game.
_________

I'm not antisocial, I'm introspective...
When a one hit kill hacker shoots a Mutant after time runs out and the round ends, they're shots will not be an instant kill. In fact, it will do the normal amount of damage. In other words, once the round ends, their one hit kill hacks don't work. If there's something already in the games programming that can stop this hack, it shouldn't be hard to change the code for any game type's startup to include it.
Second, one hit kill hackers often don't get MVP, even if they have hundreds of kills. Example:

Basically this just means that the game registers the kills by the hackers, but it doesn't register any additional damage done by them. I'm not a programming expert, but a few lines of coding should be able to see any major abnormalities without putting too much strain on the game engine. Something along these lines could probably detect hackers in Hero/Mutation mode, as long as the data it checks is stored server-side, which I'm pretty sure is the case:
On the death of a mutant, check how much total damage has been logged for shooting the mutant, and how much damage he did to himself with his 'g' ability. I'm not sure if the number of times a mutant used his ability is logged, but if it isn't, it would be easy enough to give each player a variable starting at 0 and adding 1 to it whenever their special ability successfully activates. If the total damage he received was less than, say, 1500, the person who got credit for the kill would be disconnected.
A number around 1500 would be a good since it would still detect a hack if a mutant took well over thousand damage from other sources before the hacker's kill-shot, but wouldn't falsely kick someone unless a mutant took an extreme amount (as in over 1500 or more, which is basically not possible) of unregistered fall damage.
I don't know what coding language is used by Cross Fire, but implementing this shouldn't be too much more complicated than adding something similar to "If dmg_pl1 + dmg_pl2 + ... + dmg_pl16 + (ablty_count*500) < 1250, disconnect the player who received the kill" to the programming linked to a mutant's death. Also, while something like this might work in other modes besides Hero/Mutation, there would be a much higher chance of false kicking because of the lower HP, and it would put a lot more strain on the servers due to the high number of kills per game.
_________

I'm not antisocial, I'm introspective...
Comments
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would work for a while. But VIP hacks is a business for the hack coders, so they will figure a way around.
However i like it.
I have to agree. Vip will recode within one hour of any new code that comes out from CF.
maybe, cf should update x-trap with there new code and anything different from that, should be denied access to the servers.
like the MAC address cross check its self with the router. -
I think they should look at a way to capitalize the fact that their zp nades do the most "damage" to a hacker....
and also the hero's grenade launcher.
My guess is it has to be the after explosion, you know, the like the kiss nade's kisses... or the different explosion animation with the grenade launcher...
*no idea about coding....*
Maybe they should also give out more often zp nades for the time being.... it is a good weapon against a hacker, besides the obvious reporting... -
There are reasonable doubts that the MVP system in HM is seriously bugged.. The chance of being MVP decreases massively when you get more than 100 kills.. even for legit players. (i had 214 legit kills yesterday and the 2nd player had 80 kill and he was MVP. I've seen this numerous times with legit players.)
But you are right about that some statistically analysis would be easy to catch obvious hackers. -
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tthats why i play crossfire e**rnia

go and get back to your... I can't exactly read censored writing...
They inject hacks into their client, server tries to detect it out of 20 other games, it will be intense lag for other servers. Like a massive spike. Especially for HM or MM rooms.
They inject hacks, their client code has ALSO been overwritten by the injector, pointless.
Like how a C++ coder can read and write anything (They're just bored/stupid people or bored programmers/coders). Besides binary... Bill Gates reads that...
Anyway, they'll just simply find a way around. -
I've resorted to not playing Hero AT ALL, so literally anything that could help would be awesome.
Like 9 said, maybe they could capitalize on the whole FAL nades client erroring the hecker.
O.T: Mr. Fail, why you be shooting nothin' in your gif ?
It's usually me you're killing :rolleyes:
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