Third, we have an anti-cheat system built into the game which looks for things like "special" cvars being set (known cvars of cheaters basically) and it also looks for client side modifications, like changing the models of players to be more visible or the like. It looks for stuff like rotating the view too quickly in one frame or something like that, i'm not sure how that works exactly. Second, we have a few checks which look for certain exploits with speedhacks and the viewangle, those which are not possible unless you're definitely trying to cheat. this basically makes wallhacks practically useless except for very closely around corners. Well, we already have some preventative measures with respect to cheating and perhaps I can clear that up quickly.įirst, we have entity culling: which is to say, we trim out un-seen objects from being sent to the client. (If any project leaders would like to verify this, please PM for the source) I'm sure many others would appreciate it, too. Perhaps my posting this could help persuade the dev-team. Now, I haven't tried it against the latest Xonotic builds (not since last year), but I'm guessing nothing would be different.Īre there any plans for an anti-aimbot? I'm thinking probably not. I'm inclined to think it could be.Īimbotting exhibits some very specific behavior, that is very obvious to anyone spectating you, and I don't see why this couldn't be automagically detected by the server. ![]() Contrary to what several people have said before about Nexuiz (and by extension, Xonotic) not having a problem with cheaters. ![]() ![]() I can't really say, but his was a little better than mine, I think.Īnyway, I used it in several games in HOCTF & HODM, and never got caught. In the mean time, I've gotten records of another aimbot. Last year I created an aimbot for Nexuiz (I implemented it entirely in Darkplaces, so the same code with little modification worked for Xonotic 0.1, too).
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