It might be an idea to 'gimp' players instead instead of kicking/banning
them (restrict their movement speed to like 50 or something). This way,
its pointless to speedhack but laggers won't be kicked anyway.

Regards,

Ryan Lewis
[EMAIL PROTECTED]


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of DarK
Sent: 19 May 2005 02:12
To: [email protected]
Subject: [hlds] Re: Speed hack detection?


I thought of this too... But wouldn't it also kick people that lag?
The lagging player can sometimes move very fast after lagging for 5
seconds
or so...

> From: "Ruiner" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Subject: Re: [hlds] Speed hack detection?
> Date: Wed, 18 May 2005 13:37:50 -0400
> Reply-To: [email protected]
>
> I'm pretty sure that would be possible. I've personally played a lot
with
> the engine on server-side, and was able to fix a lot of engine
problems.
> (mostly for TFC) - http://sparky.konspiracy.org/server - ie, fixing
nail
> gren exploits, kicking people who spam in front of respawn doors,
etc..
> you
> definately know the positions of the players and could compare. it
could
> be
> an interesting project.
>
> ----- Original Message -----
> From: "Andrew Armstrong" <[EMAIL PROTECTED]>
> To: <[email protected]>; <[email protected]>
> Sent: Wednesday, May 18, 2005 10:40 AM
> Subject: [hlds] Speed hack detection?
>
>
>> This is a multi-part message in MIME format.
>> --
>> [ Picked text/plain from multipart/alternative ]
>> Hey,
>>
>> Im sending this to hlcoders and hlds lists.
>>
>> Im curious, is it possible for hlcoders via a plugin or whatnot to
track
> player positions?
>> What about through console messages with a cvar turned on?
>>
>> Surely if you can tell a player is moving at X/units per second he is
> using speed hack and to instantly ban, no?
>>
>> Or does the SDK not provide such interactivity?
>>
>> - Plasma



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