For hackers

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Necrolite
Posts: 13

For hackers

Post by Necrolite »

This may sound foolish or impossible to do but i have an idea - that i dont if this can be made or how will affect the game latency
for developers:
I wanna ask if its possible to make a "stealthed" wisp following each player but noone can really notice it.
script them to inform with a rw all active gms or maybe auto disconnect when the wisp speed changes to unormal values or unormal character moves like flying or climbing.This will reduce the players who hack and remain unnotticed from players and gms.
Dntryme
Posts: 415

Re: For hackers

Post by Dntryme »

Image
Necrolite
Posts: 13

Re: For hackers

Post by Necrolite »

Dntryme wrote:Image
lol i know its hard thing for a private server.the idea is to follow for doing the same moves as the player does.so when a player hacks with a teleport ( and the teleport id,x,y isn't to the server database for eg.mall)
lets say he teleports to Stv but the server doesnt have a teleport location to teleport master for stv.The wisp that will also teleport with the player will notice this with a script based on the maps x,y listed and not listed,will inform the active gms with a rw.Hard work to make.But its a game,you can create many custom things.
User avatar
Apuclevercow
Posts: 1349

Re: For hackers

Post by Apuclevercow »

lol wisp
Are you trying to compete with hartun ?
ah
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Itslovelol
Game Master
Game Master
Posts: 218
Location: Germany

Re: For hackers

Post by Itslovelol »

Don't really know if this is srs.
Former Developer
Hartun
Posts: 776

Re: For hackers

Post by Hartun »

Apuclevercow wrote:lol wisp
Are you trying to compete with hartun ?
Damn, even i can't match him..
Zapcraclepop
Posts: 971

Re: For hackers

Post by Zapcraclepop »

lol, using a Jesse Pinkman gif. I almost lost it.

They don't fly across the map anymore anyway, they literally teleport from one flagroom to the other. So even having a 'wisp' that followed people around hidden (on a server with poor pathing code, at that) would probably be ineffective. Instead, screen shotting each event in question and reporting it is still probably the best course of action. As for 'wall climbing' just mind control them somehow. That'll fix that right then and there, unless that's being done through third party. In which case, resort to what I mentioned before on screen shotting it.

Now, I know effort is like cancer to this community nowadays, but please tell you you're not incapable of hitting print screen. If that's too much effort for you, please for the love of god, feel the same way about breathing.
Necrolite
Posts: 13

Re: For hackers

Post by Necrolite »

Zapcraclepop wrote:Now, I know effort is like cancer to this community nowadays, but please tell you you're not incapable of hitting print screen. If that's too much effort for you, please for the love of god, feel the same way about breathing.
You know,when someone is hacking, he is not detected by players fast.The time it takes i detect a hacker,print screen,post it here,the gm to check it,and ban him thats way a long time for a hacker to ruin someones game.


for eg.
someone is teleporting always at a base in arathi basin.If you notice him fast the prossesion of doing all this you have to do to report him will ruin the bg.But with a wisp scripted as disconnecting the player.Its instant.

We did this for counter strike,when my friend owned a private server.It was so easy to script it.The thing that followed the player just "dies" when it passed though a wall.When it dies,a player without this thing following him is disconnected automatically.Easy to made.

Idea:
a-bot b-player- map cords x-y-z-

while a=1
{
While a is following b
{
continue;
If x=-382901 y=-322321 z=-43242343
{
a=0
if a=0
{
b=0
exit;
}
}
}
}

Or different with a while coded to already existing "legal" map cordinates.

Not sure if this can work to wow.It works with counter strike(just because the low player cap).Just translate this code to C++ and do like 80 scripted for the right map cords for each wisp
User avatar
Apuclevercow
Posts: 1349

Re: For hackers

Post by Apuclevercow »

It would not be worth the time coding it.
It doesn't work this way at all, it's not that simple.
ah
Necrolite
Posts: 13

Re: For hackers

Post by Necrolite »

Apuclevercow wrote:It would not be worth the time coding it.
It doesn't work this way at all, it's not that simple.
Yeah i know it may not work here.Was just a suggestion if was possible to happen.
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