agent_dark64 Posted May 2, 2004 Author Share Posted May 2, 2004 Or they can alter thier game to not allow themselves to be damaged in the first place as the actual hit identification would still be client side. Resulting in the anti cheat having to combat that. There are no easy solutions unfortunately.Note that doesnt mean there are no solutions however Did you read what i said?, the SERVER stores the health, not the client, when you shoot someone, YOUR CLIENT notifies THE SERVER that you shot someone. The server deducts the health stored ON THE SERVER and sends the new health back to the player that was shot. The clients health should only be used as a visual thing. Not something that can effect the game overall. And hacking it so that you made a hack that would hit everyone in the level is alot harder to do especially if the MTA packets are well crypted, alot harder than make an invincibility hack by freezing process memory where the health is stored. Link to comment
agent_dark64 Posted May 2, 2004 Author Share Posted May 2, 2004 It does not protect COMPLETELY because they can spoof / block the packets to make it look as if they haven't lost health. Fine, that client may seem like hes running around with 100 health, but the server will still validate that hes dead and the player that killed him will recieve a score and everyone else in the game will think he died cause the server said so. Link to comment
Si|ent Posted May 2, 2004 Share Posted May 2, 2004 The problem with turning it on its head in this way (client says if you hit someone rather than client saying if you were hit) is really down to the lag and latency in the mod as it stands. People would be dying for no apparent reason (thier end) as to them their opponents shots could be wide of the mark yet their opponent had 'decided' you are hit. So it would simply shift the problem. And it doesnt bear thinking about a player becoming desyncd and being able to kill everyone when not even visible to other players. Nor the oppertunity for 'aim bots' and other hacks to aid your accuracy. The current method isnt perfect and your suggestion would also not be perfect. Unfortunately without access to GTA's source we have to find alternative ways to handle multiplayer and so far i think we have done a pretty outstanding job. The new methods we are using within the next core should hopefully give us many more options than currently. Link to comment
orappa Posted May 2, 2004 Share Posted May 2, 2004 The current method isnt perfect and your suggestion would also not be perfect. Unfortunately without access to GTA's source we have to find alternative ways to handle multiplayer and so far i think we have done a pretty outstanding job. Agreed. Link to comment
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