New method of detecting aimbot
So i decided to make a new method which will detect aimbot and i need some help and suggetions.
I thought a little bit how aimbot works and I suppose when you use aimbot then trajectory from aim to target is straight while not using cheats the trajectory is curb because player moves aim with mouse. Explanations with Images: Player Not Using Aimbot http://i.imgur.com/XNNTeJc.png Player Using Aimbot: http://i.imgur.com/0SOz84J.png But the problem is that in most cases aim goes diagonal to targets because enemy can't be at the same coordinate X or Y with aim. So it's likely it should have a function that calculates if aim goes straight diagonal to target by checking if origin changes constantly i think. Let me know what you think about it. |
Re: New method of detecting aimbot
I believe aimbot cheats don't "move" your crosshair (gradually adjust view angles), but rather "set" it. Angles aren't even checked on the server I believe, you can send the server whatever angles you want and it will accept them, unlike origin.
|
Re: New method of detecting aimbot
But what if i check - button IN_ATTACK , last button !IN_ATTACK and !get_user_aiming in cmd start and then start to count frames?
Then check frames number in take_damage? And check what is the maximum frame number aimbot shoot took before reaching the target? Because if player shoots he has much more frames after reaching enemy while aimbot so more faster because it sets aim directly to enemy. I tried to hook status value to detect when player is aiming at other player and then calculate how many frames there are between aim and shoot. But there is something weird, i aim on a frozen bot (he doesnt move) then wait 1 second and shoot and it shows only 60-80 frames while i have 99 FPS. Also if i aim and shoot fast (no aimbot , just me) it shows 6-7 frames but its not possible. You can't do even you have very good reaction. So whats the cause it shows random values? Maybe i should use get_user_aiming on prethink instead of getting it with status value hook? Or Maybe its because I used podbots for testing? Look also at the code: (dont pay attention to // comments, only to used code) PHP Code:
|
Re: New method of detecting aimbot
cl_cmdrate is what dictates how many times per second will "client" code get executed on the server, not your FPS. Your FPS is primarly used for rendering, cl_cmdrate tells at which rate you send updates to the server, and cl_updaterate at what rate you receive them.
|
Re: New method of detecting aimbot
Depends for what mode you want to do it
On normal you could just count for example where 200 bullets of the player's hit if 90% percent are headshots, then he is probably using aimbot It's very unlikely for a player to do 180 shots all in the head from 200 Or you can check for his accuracy... 90% accuracy again would mean aimbot |
Re: New method of detecting aimbot
Yes but not all players configure aimbot for headshot, someone configures it to other parts of body.
But wait, you gave me an idea. I don't know exactly but i think when player shoots with aimbot then shot body parts are proportional. I mean if you are not using aimbot then when you kill player you will get something like: Chest - 2hits, arms 3 hits, leg -1 hit While using aimbot will it be like : arms - 6 hits ?? Or not? |
Re: New method of detecting aimbot
Did you ever complete a working model for this? I have some other ideas in this area for detecting aimbot with relatively low false positive detection rate.
|
Re: New method of detecting aimbot
Yep, at least 90% percent of the bullets shot would go to the same body part...
So that's how you can detect him if 90 of 100 shots will be in the same body part he is probably using aimbot The values should be changed regarding to the mod the plugin is used with For example for Zombie Plague you should put 900 of 1000 shots because in tight places from close range players will most likely do 90 of 100 shots to the head You could also use bugsy's idea, for example if 90% of the shots are in the same body part, spawn an invisible entity somewhere in front of the player at + 100 units or something on the Z vector, if he hits the entity, automatically ban him |
Re: New method of detecting aimbot
What about custom weapons with low or 0 recoil?
|
Re: New method of detecting aimbot
Even with 0 recoil, you will not hit the same part of the body in 90 times of 100... except on zombie plague, but it can be fixed easily, you just increase the number of shoots at which it should check the accuracy
Here you have it just for headshots PHP Code:
|
All times are GMT -4. The time now is 06:33. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.