Quote:
Originally Posted by Dragonskin
not anymore buddy... now it only catches the old cheats, there is new cheats with no shaky screen and stuff
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The newer cheats would require more than one session to detect, or a period of time to check. If your looking for better instant detections for smooth aimbots, you'll have no choice other than to record data overtime. Currently, hacking software developers know SMAC is session based and does not record data over time. Believe it or not, SMAC detections expire after 10 minutes for each detection! (Can you imagine how the new cheats currently work? If so, try my high senstivity mode from my alpha version, and you'll see more detections because players with new cheats probably use the 10 minute marker as a way to go undetected and also the 45 degree snap angle) The pro versions allow a 1 degree snap angles, and I've set it there and it does detect 1 degree angle versions. The only issue with 1 degree angle version is you can't use those based on one playing session. You'll need to save the player sessions over time to decide if their 1 degree variations are real paid/pro versions of cheats.
Smooth aimbot can be detected. It's just that the deviations for snaps is less than SMAC default.
If you want, you can just start using my alpha version right now and turn on high sensitivity mode. Then watch your database fill up with it counting aim bot detections. Instant session of high sensitivity mode is not recommended for bans, and only to use it to help you detect possible aimbot faster.
My Alpha version is in working state, but I plan so many changes to it, that I'm not pushing it right now.
One of the changes I plan to add something similar to this to the new database update:
SELECT
`antihack_aimbot`.`player_id`,
`antihack_aimbot`.`time`,
`antihack_aimbot`.`detection_number`,
`antihack_aimbot`.`deviation`,
`antihack_aimbot`.`weapon_name`,
`antihack_aimbot`.`aim_angle_change`,
`antihack_aimbot`.`highsensitivity`
FROM `antihack`.`antihack_aimbot`;
I also plan to add ip address tracking:
SELECT
`antihack_ip_addresses`.`player_id`,
`antihack_ip_addresses`.`ip_int`,
`antihack_ip_addresses`.`ip_ascii`,
`antihack_ip_addresses`.`hits`,
`antihack_ip_addresses`.`first_connect`,
`antihack_ip_addresses`.`last_connect`
FROM `antihack`.`antihack_ip_addresses`;
If you plan to use my alpha version for testing purposes, do take note it may not be compatible with a future update as I plan to change a lot of things.
Just my speculating, and it may or may not be true....
The reason why VAC ban takes so long before it bans a player is because players have to reach a certain "threshold" before STEAM VAC Bans a player on how many cheats they use before they get banned.
I wish to create a similar database function for Anti-Hack. So that it is 100% accurate based on database details. The reason I believe that SMAC gives false alerts is because all it has to go on is the current player session. I feel that banning players blindly is killing your player population unnecessarily and all based on one session.
The reason I believe SMAC doesn't detect all hacks, is because they raised the sensitivity to prevent false alerts which is only based on the current player session. If SMAC kept a record of the events and used that record to base its information on, then it would lessen the false reports.
VAC bans usually take about 1-3 weeks to ban a player for cheats. I'm quite sure, VAC bans could do it in short a time like SMAC, but STEAM doesn't want to loose people and so they have to be 110% sure before they VAC ban.
Those "undetected" pay for cheats, probably have figured out what the threshold that VAC bans have and go under it. Plus, STEAM uses client side detections for detecting hacks (which can be bypassed). I feel that this threshold must have some kind of timer limit on it before it is no longer counted and is why the "paid versions" usually don't get detected by VAC Bans.
Other notes...
Our Anti-Hack system will soon be able to allow you to change its variables (or you can allow our system to auto change based on your players).
I would like to create a "Optional" application that would interface with my server and report players you have caught using my anti-hack system. Also allow your server to download the latest list of caught players from other servers involved with the reporting. I plan to create a "open source java application" that will do the communications to our servers (probably require registration with our servers to prevent a hacking network from false reports). The main reason I don't want to just create a open source plugin for sourcemod that would do this is that War3Evo servers tend to use a huge number of plugins that tend to sometimes cause plugin-lag and our community would preferably off-load what we can to another engine. Java seems the best language to use because it will be compatible with all OS engines and I don't have to worry about compiling something for each server engine.
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