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ForumsCog Forum → Cheat detector cog?
Cheat detector cog?
2001-07-10, 5:06 AM #1
Greetings.

Would it be possible to write a cog that somehow prevents a player (in a SP game) from:
1) cheating?
2) hacking?

Either not allowing him to continue or somehow proving the player cheated would be great.

Is this possible at all?

Thanks.
2001-07-10, 6:17 AM #2
Why would you WANT to?
Cynic (sin'ik) n. One of a sect of ancient Greek philosophers who held that virtue is the ultimate goal of life, their doctrine gradually coming to symbolize insolent self-righteousness.

Drink So-Be, and play longer!
2001-07-10, 6:40 AM #3
So they dont cheat on his SP level.....

------------------
"Let my life cry Holy, Holy. Let my life scream Holy, Holy. I do believe that Your the only Way so let my life cry Holy..."

The Bible is the only religious book to actually state that it is the truth and the only way. Thats why I'm a Christian.

_-=MaTRiX=-_
In my mind I can see your face, as Your love pours down in a shower of grace. Some people tell me that Your just a dream, but my faith is the evidence of things unseen.

Once upon a time God spoke to me, and then I was never the same again.

_-=MaTRiX=-_
2001-07-10, 7:30 AM #4
For cheats/hacks like GodMode, infinite ammo, all weapons, all force powers, etc. it would be fairly easy. Just run a pulse that checks the player flags for the invulnerable flag, and in that same pulse checks for force/weapon bins that the player should not have. Checking against infinite ammo would be harder, I can't think of an easy way at the moment. You could guard against flying the same way you do against god mode; check for the flag.

And if any of the checks prove positive, you could teleport the player to an isolated sector, or just DestroyThing(player); and crash the game.

[This message has been edited by Aglar (edited July 10, 2001).]
2001-07-10, 10:01 AM #5
You can't keep him from hacking the game though... cheating would probably work.

-Raze
--
You are all just jealous because you can't hear the small voices!!
2001-07-10, 11:54 AM #6
All the stuff I said helps against hacking. The thing is, if they can make a hack, they can just modify the cheat detector cog to..not..detect cheats.
2001-07-10, 12:07 PM #7
..... there's always a way around, isnt there?

Hackers and cheaters just suck if they cant play and beat it on their own

------------------
"Let my life cry Holy, Holy. Let my life scream Holy, Holy. I do believe that Your the only Way so let my life cry Holy..."

The Bible is the only religious book to actually state that it is the truth and the only way. Thats why I'm a Christian.

_-=MaTRiX=-_
In my mind I can see your face, as Your love pours down in a shower of grace. Some people tell me that Your just a dream, but my faith is the evidence of things unseen.

Once upon a time God spoke to me, and then I was never the same again.

_-=MaTRiX=-_
2001-07-11, 2:17 AM #8
It'd help against cheating, not hacking =P (at least if it's half a decent hacker who knows where to look).

-Raze
--
You are all just jealous because you can't hear the small voices!!
2001-07-11, 1:01 PM #9
I agree with aglar
that'd be the best solution

[edit]also, you might be able somehow to write another cog that would detect if the anti-cheat cog is intact, that'd stop all but the most skilled/determined hackers[/edit]

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*eats pie*

[This message has been edited by Midget Basher (edited July 11, 2001).]
And meanwhile the bus with legs has destroyed half of disneyland . . . and nobody cares!
2001-07-11, 1:21 PM #10
Midget - The only way to do that would be easily spoofed.

Lord - It would still keep all but the hackers that actually know how to cog from cheating. The majority of hackers just download cogs, they don't write them. And, they don't visit this forum.

[This message has been edited by Aglar (edited July 11, 2001).]
2001-07-11, 1:21 PM #11
But now that you've revealed all of this to us... (lol)
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2001-07-11, 2:01 PM #12
Something you could do...
in all the powerup cogs, ie: pow_strifle.cog, you could use a flagging system.

In the items.dat, you could add, say.. 10 new bin values.

in order:
str_flag, det_flag, bow_flag, rep_flag, rail_flag, seq_flag, conc_flag, sab_flag, sld_flag, hp_flag.

In the pow_strifle, add SetBin(player, str_flag, 1);

in pow_thermal & pow_single_thermal, you'd add SetBin(player, det_flag, 1);

See what I'm getting at here? In force_well.cog, have 10 variables, named similarly, to keep track of the last value of the bin.. and if the bin increases, check and see if the flag is tripped.. if it is, SetInv(player, (whatever bin), 0); If not, you know the player magically got a weapon/health/shields w/o picking it up.. Ie: red5, bactame.

That's two commands down..what else? Check the player's invulnerbility flags for jediwannabe, in the same pulse.

Checking for eriamjh might be a bit tricky.. you'd have to check the physics flags of the player.

There's always a way of doing something... usually there's a way of countering it, however.
2001-07-11, 4:54 PM #13
aglar, I was just guessing

I would suggest for all weapons/force powers/etc. you make a new bin, and use that for the ammo/force/etc. that would make it so that you don't get anything for red5, wamprat, etc.

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*eats pie*
And meanwhile the bus with legs has destroyed half of disneyland . . . and nobody cares!

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