I've got an idea, put an entity of a player inside a block or wall
somewhere. If a player consistently fires at the wall or block, then they
have an aim bot or wall hack turned on. To make it a little more
interesting, have the game move the entity around the map to different
locations to make sure that the player does not know where it is. The game
engine should be able to detect that the entity was fired on and take
appropriate action, smack, kill, or ban.

Just a thought.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Matt
Sent: Tuesday, February 24, 2004 6:18 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] CS Cheats - Aimbot in 1.6.

Ive got an idea, dunno how feasible!?
Make a living breathing entity =) that floats around the level pretending
randomly to be differnt players, and see who fires at it, cos i bet the
randomized code would be more efficient than the aimbot!

----- Original Message -----
From: "S. Hendriks" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, February 23, 2004 7:03 PM
Subject: RE: [hlcoders] CS Cheats - Aimbot in 1.6.


> True, these kind of 'cheats' are beyond control of the game itself.
> However, aim-bots do need to adjust game information somehow. This is
> where could be worked on. When most holes are fixed or when using an
> option to force clients to load specific modules (and nothing else)
> there are a lot of cases of possible cheating eliminated.
>
> Any other possible cheat or problem that is not because of the game,
> should not be the responsibility of the game creator. A good
> conversation between the company and those who provide drivers and
> sofware would be nice though.
>
> I'd say, hunt every cheater down and destroy their HD... I bet they
> won't try it again ;)
>
> -Stefan
>
> -----Oorspronkelijk bericht-----
> Van: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Namens Jeffrey "botman"
> Broome
> Verzonden: maandag 23 februari 2004 19:03
> Aan: [EMAIL PROTECTED]
> Onderwerp: Re: [hlcoders] CS Cheats - Aimbot in 1.6.
>
>
> S. Hendriks wrote:
>
> > Something i like is what ID does with Quake 3 and such. This 'pure
> > server' thing. Where the clients are forced to load DLL's that are
> > 100% identical to the server ones. With STEAM this should not be a
> > problem i guess. When detecting a mismatch between client and server
> > you could force the client to download a new dll and get it loaded
> > instead.
>
> The problem is not so much the game code (or engine code) but the
> problem is instead with the code the engine relies on (the operating
> system and the drivers used to render video frames).
>
> Clients can alter the way the operating system behaves (unbeknownst to
> the game).  Clients can alter the way the video drivers display
> information (wireframe mode and such).
>
> The problem is that the Windows OS and Windows drivers are NOT secure
> and can not be trusted.
>
> --
> Jeffrey "botman" Broome
>
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>
>
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