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New method of detecting aimbot


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fysiks
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Join Date: Sep 2007
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Old 07-08-2016 , 18:33   Re: New method of detecting aimbot
Reply With Quote #11

Quote:
Originally Posted by Depresie View Post
Yep, at least 90% percent of the bullets shot would go to the same body part...
That sounds like something that could very easily be prevented in an Aimbot application. I.e. it chooses a random body part for each shot or evenly distributes it. So, I would say that this is a poor method for detection with a high chance of false positives.
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Last edited by fysiks; 07-08-2016 at 18:33.
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Depresie
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Old 07-08-2016 , 18:45   Re: New method of detecting aimbot
Reply With Quote #12

It might not be the best solution, but it is not intensive, plus, i doubt AimBotters will figure how it works
The chances for false positives is not high... plus you can always change the check params
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fysiks
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Old 07-08-2016 , 18:51   Re: New method of detecting aimbot
Reply With Quote #13

Quote:
Originally Posted by Depresie View Post
It might not be the best solution, but it is not intensive, plus, i doubt AimBotters will figure how it works
The chances for false positives is not high... plus you can always change the check params
It's won't be my fault if you choose to be in denial.
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ddhoward
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Old 07-08-2016 , 19:12   Re: New method of detecting aimbot
Reply With Quote #14

Quote:
Originally Posted by Depresie View Post
It might not be the best solution, but it is not intensive, plus, i doubt AimBotters will figure how it works
Except you just told them.
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Depresie
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Old 07-09-2016 , 02:47   Re: New method of detecting aimbot
Reply With Quote #15

They won't know if they were banned by an admin or a plugin
Most of cheaters are 10 years old who doesn't know shit they just download whatever they find on google

I doubt anyone would waste time making an aimbot shooting random parts of the body
You can also add a second test for accuracy
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ddhoward
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Location: California
Old 07-09-2016 , 03:23   Re: New method of detecting aimbot
Reply With Quote #16

We're not talking about the shitty kids who download hacks after a Google search, we're talking about the people who develop the hacks.
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timecard
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Join Date: Oct 2005
Old 07-09-2016 , 09:27   Re: New method of detecting aimbot
Reply With Quote #17

I think there are other aspects to the game play we could use to identify aimbot.

Factors worth considering:
-Time between kills (speed)
-Accuracy
-Shots per body part
-Headshots specifically
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siriusmd99
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Location: Republic of Moldova
Old 07-09-2016 , 09:29   Re: New method of detecting aimbot
Reply With Quote #18

Tme between kills should have a check because 2 players can be very close to each other and you can do double kill.
Also double kill can be done even if these 2 players have a big distance between them.
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Old 07-09-2016 , 09:34   Re: New method of detecting aimbot
Reply With Quote #19

Agreed, there may need to be logic around the pattern.

I'm looking at building a script to capture this information on a public server to a file likely in csv format, the stats will be output by round by player by frag. I would then like to setup a virtual machine to test various hacks on the internet to compare the results. With this information we should be able to figure out some thresholds for aimbot identification with decent accuracy.

Last edited by timecard; 07-09-2016 at 09:45.
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Bugsy
AMX Mod X Moderator
Join Date: Feb 2005
Location: NJ, USA
Old 07-09-2016 , 11:10   Re: New method of detecting aimbot
Reply With Quote #20

My aimbot detection plugin monitors player performance to decide whether or not it should begin watching him.

Here are the configurations for this. If the applicable ratio is met ad_awr_*, then ad_awp_* points are added. If the player accumulates X points, it begins watching the player.
Code:
///////////////////////////////////////////////////////////////////////////
// Ratio of kills-to-deaths. 						 //
// Example, if set to 3.0 and a player has 15 kills and 5 deaths, this   //
// ratio is met.  	   					         //
///////////////////////////////////////////////////////////////////////////
// Default: 3.0	(3 to 1)						 //
///////////////////////////////////////////////////////////////////////////

ad_awr_killdeath 3.0
ad_awp_killdeath 1

///////////////////////////////////////////////////////////////////////////
// Ratio of hits-to-shots. 						 //
// Example, if set to 0.4 or 40%, and a player has shot 100 times and 	 //
// hit a player with 40 of the shots then the ratio is met.		 //
///////////////////////////////////////////////////////////////////////////
// Default: 0.4	(40%)							 //
///////////////////////////////////////////////////////////////////////////

ad_awr_hitsshots 0.4
ad_awp_hitsshots 1

///////////////////////////////////////////////////////////////////////////
// Ratio of headshot kills to non-headshot kills. 			 //
// Example: If set to 0.5 (50%) and a player has 10 kills, 5 of them via //
// headshot then this ratio is met.					 //
///////////////////////////////////////////////////////////////////////////
// Default: 0.5	(50%)							 //
///////////////////////////////////////////////////////////////////////////

ad_awr_hskill 0.5
ad_awp_hskill 1

///////////////////////////////////////////////////////////////////////////
// Ratio of head-hits to total hits. 					 //
// Example: If set to 0.33 and a player has 100 hits (can be multiple    //
// players) and 33 of them hit the enemies head, this ratio is met.	 //
///////////////////////////////////////////////////////////////////////////
// Default: 0.33 (33%)							 //
///////////////////////////////////////////////////////////////////////////

ad_awr_headbody 0.33
ad_awp_headbody 1

///////////////////////////////////////////////////////////////////////////
// Ratio of chest-hits to total hits (functions same as above except for //
// chest.								 //
///////////////////////////////////////////////////////////////////////////
// Default: 0.6 (60%)							 //
///////////////////////////////////////////////////////////////////////////

ad_awr_chestbody 0.6
ad_awp_chestbody 1
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