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Old 17/07/2017, 04:20 PM   #11
Abagail
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Default Re: Fake Kill

Quote:
Originally Posted by Freedom. View Post
Distance won't work. For example when you give damage somebody and he types /kill. The system will kick wrong person.
Distance shouldn't be the sole factor, but it's definitely something that can be considered for an automated detection script.
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Old 17/07/2017, 04:34 PM   #12
Hunud
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Default Re: Fake Kill

O, thanks guys. There are many solutions, so i'll try to mix smth :P
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Old 17/07/2017, 04:40 PM   #13
adri[4]Life
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Default Re: Fake Kill

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O, thanks guys. There are many solutions, so i'll try to mix smth :P
Just use fuckCleo c: it's the best Anti fake kills and Instead of banning just Kick :v
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Old 17/07/2017, 04:41 PM   #14
Hunud
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Default Re: Fake Kill

fuckCleo is outdated
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Old 17/07/2017, 05:01 PM   #15
Paulice
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Default Re: Fake Kill

Simply check whether the player has registered damage to the other player or not. If the player did not, then cheat confirmed.

That is as simple as it gets, consider other factors if you want a more effective anti-system (though the above would serve you fine)
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Old 17/07/2017, 09:53 PM   #16
Konstantinos
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Default Re: Fake Kill

The use of a timer is unnecessary, you can still increase the variable in the callback. I'd also advise to stop the execution right there if the value of the variable is over 3 as we wouldn't want to add the "fake kills" to the players' statistics and execute pointless code.

Quote:
Originally Posted by Freedom. View Post
I currently use this thing in my server there is no wrong fake-kill.
You don't take into account the slow fake-death though.

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Originally Posted by Abagail View Post
[..] distance between the "killer" & the victim (who is the one hacking) [..]
As far as I know, the killers are all streamed in to the cheater's client.

Quote:
Originally Posted by Freedom. View Post
Distance won't work. For example when you give damage somebody and he types /kill. The system will kick wrong person.
Keep track with a variable when a player suicides by a command.
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Old 17/07/2017, 10:29 PM   #17
Paulice
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Default Re: Fake Kill

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Originally Posted by Konstantinos View Post
The use of a timer is unnecessary, you can still increase the variable in the callback. I'd also advise to stop the execution right there if the value of the variable is over 3 as we wouldn't want to add the "fake kills" to the players' statistics and execute pointless code.
Except for the fact that it doesn't actually stop fake killing, but only massive/spammy fake kills.

Quote:
Originally Posted by Paulice View Post
Simply check whether the player has registered damage to the other player or not. If the player did not, then cheat confirmed.

That is as simple as it gets, consider other factors if you want a more effective anti-system (though the above would serve you fine)
Time since last damage can also be a factor you could consider adding (ideal for servers with a damage sync system - take precaution if you do not have one; try increasing the set limit).
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