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Author Topic: Simple cheat detector script  (Read 2373 times)

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Andersen

  • Guest
Simple cheat detector script
« on: 10 Sep 2003, 08:36:14 »
I have made a script that detects use of ammo trainers. It detects a launch and check if the ammo have been reduced. It has some bugs. If your teammates is very close to you they may be detected as cheaters when the rocket fly close to them. I think there may be a way of solving this problem by "marking" the rocket somehow so the program ignores this. The script is made on the assumption you use 1.46. I made it yesterday but hope i can make it more robust.

Andersen

  • Guest
Re:Simple cheat detector script
« Reply #1 on: 10 Sep 2003, 13:40:25 »
Some more about what this script is about:

As said earlier it is initiated by a script that runs each time the player respawn. It checks first what kind of launcher the player have. Then continously search for launching of the launcher the player currently have that can be RPG, AA, 93KL, AT4 and CarlGustav within 2.5 meters around the player using NearestObject[_unit,_object] command. For each loop it detects no launch it stores the current ammo amount.  When launch is detected it goes off the loop and check the old ammo amount with the new one. If there is no difference in ammo the alarm goes trough a publicvarable to a trigger that shows a message and the name of the possible cheater.

Problems with this now is that if you have a teammate standing close to you or close to the path of the rocket (within 2.5meters) with a smilar launcher his detection script will detect the launch too but will not register any change in his ammo so the script will detect him as a cheater.

I therefore now consider instead checking number of launches within certain timeintervall and compared it to a standard value.


Andersen

  • Guest
Re:Simple cheat detector script
« Reply #2 on: 10 Sep 2003, 18:32:12 »
I have now solved the problem of teammates beeing wrongly detected as ammo trainer cheaters using the "Local" command. If the script detects the rocket as not local it will be ignored and the script continues its loop! This script will be implemented in all my missions. I will possible also include punishment script for cheaters, like getting all their weapons removed, user input disabled and cinematic plays where the cheater is humiliated by beeing executed and then deleted (making him unable to respawn). My script now only detect cheats used with handheld launchers.

Now i just hope there will come a cheater til one of my games and i can get it really tested!

Offline MI_Fred

  • Members
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  • AA
    • OFP Team Finlanders
Re:Simple cheat detector script
« Reply #3 on: 11 Sep 2003, 01:16:12 »
Sounds good, but have you tested it with various respawn scripts? For example Toadlifes weapons respawn can be configured to give the player weapons he had at mission start.

I'm not sure where the ammunition is local but might it be the server... And can you really delete a player? I thought that was not possible. I've never encountered a cheater, why would anyone play to cheat in ofp... except ofcourse those who can and choose to display their haxx :-[rness  ;D
There's gooks over there, there's mines over there, and watch out those goddamn monkeys talk, I'll bite ya.

Andersen

  • Guest
Re:Simple cheat detector script
« Reply #4 on: 11 Sep 2003, 07:27:27 »
That should not be a problem. Yes the script check for weapons so it knows what kind of rocket to look for so it should not interfer with those scripts you talk about. The alarm goes when there has been fired a rocket locally at the client at the same time as the ammo locally is not reduced.


Andersen

  • Guest
Re:Simple cheat detector script
« Reply #5 on: 11 Sep 2003, 10:06:19 »
No problem to "delete" a player. Just make a script that detects he is dead. Then execute a deletevehicle script on him before he respawn. Then you will se the result. He will still be online but he will not respawn just "hanging".