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New Anti cheat for movement hacks!


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I have an idea!

You know those stupid movement hacks, well I have been experimenting with them in the test version of the game to find an anti cheat that works against them.

I came across Simple tp. Now, this one is easy.

You insert 4 values inside each player at the start of each match.

These are:
CanKick (BoolValue so true/false)

KickTimes (a number/int value)

YLevel (a number/int value)

CanBan (BoolValue so true/false)

After you insert these into the player, you check their y level every 0.5 seconds.

If it's the same y level for more than 3 seconds the canKick value should go to true.

KickTimes will be one and then you will kick the player.


-- you need to make sure that the values save.

Make canKick false again when they rejoin

So if its the same y level again >= 3 seconds then cankick = true

After that Kick them again and make KickTimes = 2

 

And once again, if they rejoin.

CanKick = false

KickTimes = 2

CanBan = false (as always till this bit)

If they continue hacking with simple TP, then the Y Level will check once again, CanKick will be true, KickTimes will be 3

Now, CanBan = true

Make sure it is with a function and after that do a command like Player:Ban()

 

I hope you take this message seriously as it might stop simple TP.

P.S try it in test version of the game first and if it works shoutout me in next VLOG.

Cheers,

Dope Animators

 

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The idea seems nice but for the Y level for more than 3 seconds, if I understood well, it would mean that the player does not move for three seconds, however it happens that tactically you do need to stay mobile to shoot/attack (e.g railgun, gauss and especially shaft in which you can't aim while moving.)

 

Then another issue comes in my mind, people who have lag issues, they do teleport but it is due to a low internet network, which is not really any cheat since it comes from the internet network, how could there be a difference between those 2 cases?

 

And this algorithm would need to be absolutely perfect if it can ban, e.g there cannot be a single mistake that causes a ban by mistake.

 

But if it works, in my opinion it could be a good idea and this suggestion is the beginning of something promising, even though it would still need a few improvements in my opinion.

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I got banned when I did it though.

Any way to convince tanki to undo this ban?

 

And Plus they will move still, its just a value in the player checking the y level so the hack can be detected (not actually just not y level) because when playing normally your tank moves ever so slightly upwards

 

Plus they have 3 attempts to be kicked during the entire match.

 

If you teleport due to lag, your tank still moves slightly upward, so, I think this could work.

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On 9/24/2022 at 5:31 AM, Dope_Animators said:

If you teleport due to lag, your tank still moves slightly upward, so, I think this could work.

It depends on how your network is actually, you can have really big teleportations if your network is low.

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On 10/7/2022 at 10:25 AM, Dope_Animators said:

hello, been a while, just asking, how long until this would be accepted? I mean, valid?

We will look into it ?

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On 9/23/2022 at 10:55 AM, Sabry.Superman said:

The idea seems nice but for the Y level for more than 3 seconds, if I understood well, it would mean that the player does not move for three seconds, however it happens that tactically you do need to stay mobile to shoot/attack (e.g railgun, gauss and especially shaft in which you can't aim while moving.)

 

Then another issue comes in my mind, people who have lag issues, they do teleport but it is due to a low internet network, which is not really any cheat since it comes from the internet network, how could there be a difference between those 2 cases?

 

And this algorithm would need to be absolutely perfect if it can ban, e.g there cannot be a single mistake that causes a ban by mistake.

 

But if it works, in my opinion it could be a good idea and this suggestion is the beginning of something promising, even though it would still need a few improvements in my opinion.

I hope it doesn't kick Shaft while in Siege/Scope Mode. There were a few times I found a good camping spot and the game kicked me out while I was in scope for a long time. I was still moving my turret every few seconds to scan/hide/scan/hide the beam.

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On 9/25/2022 at 12:41 AM, Dope_Animators said:

True, but wouldnt it still move the tank upward

If you mean about the fact it would encourage shaft players to move: In my opinion I don't think it is a good idea, because shaft is a turret made for long distance, just like some turret augments such as Tesla, Thunder (Hypershell would be the best example) and then it logically means that in a shorter distance, the turret isn't as powerful as turrets made to be close range turrets (Firebird, Freeze etc..).

 

 

On 10/11/2022 at 1:25 PM, Benefactor said:

I hope it doesn't kick Shaft while in Siege/Scope Mode. There were a few times I found a good camping spot and the game kicked me out while I was in scope for a long time. I was still moving my turret every few seconds to scan/hide/scan/hide the beam.

Well, this isn't implemented yet and the suggestion status shows it is under review, so we'll see the status update. But if it can prevent such things, perhaps it could work. ?

 

But in my opinion, it would need to be perfect (which is reallly hard because there might be a lot of different cases, so it would need to think about a ton of scenarios sorting which falls under game rule violations are which doesn't.

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Status updated

Declined

 

Hello,

although your suggestion has been forwarded, developers are not looking for players suggestions regarding the internal mechanics of the game.

Thus I have to mark this topic declined.

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On 10/25/2022 at 3:50 PM, Inkling_Boy said:

@frederik123456 What does "declined" even mean in the sense of a forum post?

It means your suggestion, in theory, will not be implemented due to it either violating I&S guidelines or being formally rejected by developers.

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