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Author Topic: anti sucker systems  (Read 1683 times)

RMF

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anti sucker systems
« on: June 04, 2010, 22:51:34 PM »
Idea: detection for camping and aimbots.

For aimbots this might maybe help: http://aimbots.net/tutorials/18257-lean-3-sigma-howto-detect-fellow-cheaters.html I don't understand it fully, but maybe you can use some code or something.
Things you might look at (not sure if the topic i linked to looks at any of this):
-accuracy differences between instant and non-instant hit weapons not normal (gotta test enough owners and newbers with accuracy stats of all weapons to get this right though)
-accuracy of instant hit weapons ~55-65% (just tested the lastest version of KingOrgy's clienthook for 085, got 2x 60% and 1x62%)
-use of instant hit weapons versus non-instant hit weapons
-speed almost never gets over g_speed+15% (dont think you can get more than that without strafe jumping, the 320ups speed limit is often exeeded on turning or something but never gets over like 10%)
-direction player is looking in changes a lot when it does (you could make something like this: 0-fovdegrees:x times; fov-fov+45:x times; fov+45-fov+90:x times. And count every frame how much it differs - it will almost never change over fov+45 degrees in One frame but it does when aimbotting)

Btw only suspect if kills>200 on ctf, or combine kills of a couple of maps in dm. Else stats aren't accurate enough I think.
They should also get autoreported on some site when the detection system detected a high chance on it for the third time in a day or something (counting once per map), especially if they got kicked out (then the first cheat detection should be a report too). Not autobanned, just autoreported (and if possible autodemo'd&uploaded).

For campers, count the kills while staying in the same radius (say 400 units) for 10 seconds? (so save the location of the last 10 kills or something and compare when the player kills another).


^those are just ideas, i am not really asking for anything but it'd be cool to keep oau clean of all shit. I think some of the aimbot checks wouldn't be too hard, so we could release it in beta if some are implimented. The camper check should (doing it this way) just be an array of killplaces and a few if-tests on them on the event of a kill (which is already "detected" of course), so also doable.

St0n3r

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Re: anti sucker systems
« on: June 09, 2010, 06:59:04 AM »
Seem to be a really good idea if it's possible :) +1!

Quote from: RMF on June 04, 2010, 22:51:34 PM
accuracy of instant hit weapons ~55-65%
Huuuuu ??? If i good remember i had already 64% as stat on a server and i'm not da master ^^ Look in QL the best one have 69% average for 108 games  ;D
I'm a bit unsure of this way to check.. except if the players have 100% on long term you can't say anything...

RMF

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Re: anti sucker systems
« on: June 14, 2010, 09:33:18 AM »
ure just a cheater stony xD
nah but it is just a point extra for cheating, as long as you don't also apply to all or most of the other things you won't be suspect anyway ;)

St0n3r

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Re: anti sucker systems
« on: June 14, 2010, 15:47:55 PM »
ufffff  ;D lol

Btw on QL i end instagibs matches with around 40 %  :-\ lol
But damn go to hell QL!! This unof mod will became much better ^^

proti

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Re: anti sucker systems
« on: June 14, 2010, 16:55:29 PM »
---PEACEFULLY CENSORED---

RMF

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Re: anti sucker systems
« on: June 15, 2010, 00:13:08 AM »
Thanks proti for your very much helpfull input. The request will be taken into concideration and we will reply as soonas possible. Thank you for your patience!

Update: request denied, oa ain't dead bro :-\

(:P)

War

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Re: anti sucker systems
« on: June 15, 2010, 18:39:43 PM »
OA isnĀ“t dead but because of the lack of releases, the player base is very small.
Even the developers are some kind of inactive these days (watch svn for proof).
It would be great, if all resources could be concentrated on one project (maybe with subprojects), but i guess, that oas project lead is difficult to handle.

Maybe an irc chat could solve this, but maybe it is too late to fix it.

StrikerFred

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Re: anti sucker systems
« on: June 16, 2010, 22:26:46 PM »
RMF, your ideas seem really good to me  :)

RMF

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Re: anti sucker systems
« on: June 16, 2010, 22:34:05 PM »
thanks :)

grism

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Re: anti sucker systems
« on: June 17, 2010, 18:43:45 PM »
Nice idea, but it's a blatant rip-off of my idea :

http://openarena.ws/board/index.php?topic=3206.75

Anyway good input. And good luck implementing it, the more, the merrier XD

And very very nice link ! Could be good to use, but alone it won't be sufficient I think.

RMF

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Re: anti sucker systems
« on: June 17, 2010, 19:13:12 PM »
lol I didn't rip it off that topic. Maybe got an idea from it (don't care enough to read my first post to see if and for which i did) but mostly I just thought of myself. Don't wanna discuss this further like on the superforum now...

grism

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Re: anti sucker systems
« on: June 17, 2010, 19:50:21 PM »
Ok, and thank you for the link, this prove that this approach is (highly) effective, even with such a basic system as kill vs deaths ratio !