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"Relay" and Graal
Unholy Nation has been having a lot of trouble with cheaters using Relay. We can't seem to get rid of them, they continuously come back, and insist on dropping what appears to be bombs that disconnect multiple players in a single level. Modifying attributes they shouldn't be able to, eg. setting a hat to their player, spawning EP or money, and even setting warps.
My question is, what are our options? How can we stop these cheaters from returning? How can we prevent new cheaters from exploiting this? We've been trying to deal with it for a while now. Working on detection and making changes to prevent these cheaters from coming right back so quickly. But nothing seems to be working thus far. Advice? |
Keep adding new hack detection over and over as if a circle of life. You add new detection, they get around it, you add new, they get around it.
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the problem with having just one set of detection and then trying to disconnect or server warp a relay user is that they can just block the packets from reaching the server
i find the best thing to do is have multiple sets of detection, and if one set finds that another set has been removed, crash the suckers client! unholy nation however is in the unfortunate situation where someone can remove all weapons from themself (and thus detection) and still interact with the game fairly normally, i think it also has the disadvantage where it can not use the server option for disabling putbomb as it still uses default bombs? ideally this would be tackled within a new client version |
I guess there aren't many options for normal playerworld users except getting custom systems as jakov kinda suggested, but I'm not too sure as I'm more used to developing on the mobile servers and adding protections against hackers on there (including relay users)
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Yeah, oldbies are going to hate it, but disabling default bombs and replacing them with custom ones is the way to go.
EDIT: If they're really spawning EP or Gralats, there's a security issue with one of the systems on the server. Best of luck tracking that down. |
Thanks for the advice.
I've been told that these cheaters are using Testbed to test the cheats. Is there no whitelisting for Testbed? |
I think this works on UC servers. Sadly, the player could simply change their internal IP on their router and in their host file, defeating the purpose. There's no real way to block against Relay users, as they'll always have the ability to change packets (including scripts), thus defeating many detection attempts.
Please note that I haven't coded in GS2 for about a year or two, so this code may not work. It's the general idea, however. PHP Code:
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I've been figuring a solution a few days ago which seems to work just fine. As I've been gone I couldn't test it any further but now that I'm back I'll continue my work :) already offered my help to some servers
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if anybody wants to know how to go about crashing a relay users client rather than attempting to disconnect them, pm me
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Email [email protected] if you don't find a solution. He came on my server and set up a full detection system. Works like a charm!!
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^^^^^
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hello!
i have seen the detection being discussed here and think there is a chance for false-positives to occur, particularly when a player logs in to a server for the first time and has a slow machine, poor connection or there is a server lag spike |
So far we havent experienced that
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