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PVP hack

Discussion in 'Development' started by CreeperFace, Mar 1, 2017.

  1. kaliiks

    kaliiks Zombie

    Messages:
    250
    Create fake player that was following hacker and if he use HitBox it damage fake player because HitBox can damage only 1 player in distance
     
    Orlando092 likes this.
  2. Darku

    Darku Spider Jockey

    Messages:
    49
    GitHub:
    DarkWav
    its very easy to make a hack-client not hit fake-entities. so ill go with angle detection.
     
    Thunder33345 likes this.
  3. kaliiks

    kaliiks Zombie

    Messages:
    250
    Spawn fake player no entity it hit fake player
     
  4. CreeperFace

    CreeperFace Witch

    Messages:
    58
    GitHub:
    creeperface01
    @kaliiks asi to nechápeš, pokud před hráče spawneš fake entitu tak ji bude hitovat i bez hacků.... takže jako tím akorát mu znemožníš hitnout cokoliv skoro..
     
  5. kaliiks

    kaliiks Zombie

    Messages:
    250
    Tak ji spawneš za hráče a vždy když se hráč pohne tak posuneš fake playera
     
  6. jasonwynn10

    jasonwynn10 Moderator Poggit Reviewer

    Messages:
    1,489
    GitHub:
    jasonwynn10
    These are english forums. Please speak english for everyone to be able to help.
     
    HimbeersaftLP likes this.
  7. Darku

    Darku Spider Jockey

    Messages:
    49
    GitHub:
    DarkWav
    even fake players are bypassable easily (even if ther ´re shorwn in TAB, are real players, ect.) Its called the "Watchdog bypass" and there is no way to detect theese killauras with fake entities or fake players. (only possible with heuristics / angle.)
    note: heuristics = behavoir based detection.
     
    CreeperFace and jasonwynn10 like this.
  8. Jack Noordhuis

    Jack Noordhuis Zombie Pigman Poggit Reviewer

    Messages:
    618
    GitHub:
    JackNoordhuis
    Incorrect. The client cannot tell the difference between a server spawned and managed human entity and an actual player due to the fact they are spawned to clients in the exact same way.

    I also find it quite amusing that you've created an 'anti force op' plugin when it is impossible for a client to force op.
     
  9. HimbeersaftLP

    HimbeersaftLP Fish

    Messages:
    2,402
    GitHub:
    HimbeersaftLP
    I'm quite sure the client can see if a player is invisible
     
  10. kaliiks

    kaliiks Zombie

    Messages:
    250
    He can only despawn it for other players
     
  11. Jack Noordhuis

    Jack Noordhuis Zombie Pigman Poggit Reviewer

    Messages:
    618
    GitHub:
    JackNoordhuis
    Where was invisibility mentioned? A human spawned by the server is a human on the client, there is no difference. If you want to detect players using kill aura/auto aim client modifications then simply make the 'kill aura detection entity' visible to the player it is tracking.

    Effects... :facepalm:
     
  12. HimbeersaftLP

    HimbeersaftLP Fish

    Messages:
    2,402
    GitHub:
    HimbeersaftLP
    Oh, I thought it places an invisible entity and if the player hits it => Player has killaura
     
  13. jasonwynn10

    jasonwynn10 Moderator Poggit Reviewer

    Messages:
    1,489
    GitHub:
    jasonwynn10
    If you don't want clients to see eachother, then you can use a vanish plugin that blocks sending packets to each client
     
  14. HimbeersaftLP

    HimbeersaftLP Fish

    Messages:
    2,402
    GitHub:
    HimbeersaftLP
    No no no:
     
  15. jasonwynn10

    jasonwynn10 Moderator Poggit Reviewer

    Messages:
    1,489
    GitHub:
    jasonwynn10
    I think that the best way to prevent this hack from working would be one of two methods:
    1. Check where the player is looking before allowing the attack to go through
    2. spawn an invisible entity near players that will kick players if they damage it
     
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