I've killed many hackers by simply proning on the other side of a car or bus as they were speedhacking up to me and shooting their feet out from under them. Specifically, they can't get a line of sight to lock on the part of the player the aimbot is configured to target. Who knows whether or not that will get patched, but suffice it to say that you're on equal footing with most hackers there.Īimbots can't get a line of sight to lock on a player behind an object to fire through walls (unless they're glitched walls with missing textures on one side and enter in through an unlockable door they can interact with see 'Glitching' section above for an example). Interchange Night will have the same lighting inside the mall as day time, similar to Factory. Here's how I've had the most success killing hackers and extracting with all of their in-game loots.
This isn't a pedantic distinction, because that player probably thinks about and plays the game a lot like you do.
#INPUT SERVER INTO PROXYCAP CODE#
While there admittedly isn't a lot you can do against a speedhacking shotgun to the face, you're not competing against that game hack code so much as you are competing against the player using it. USEC/BEARs, I've got a few freebies for you, too. There are painfully obvious and easy things you can start doing today at little to no cost to your current sprint/backlog or whatever they call SDLCs in Russia. It's the room next to the stair case, where a right turn takes you down the hallway that you'll find the guy with the pig head in the cult room on the left. Now do it for all of the doors a player shouldn't be able to get into or interact with, starting with the Shoreline Health Resort second floor room where the garbage bags are piled up. These are doors you aren't supposed to be able to interact with like doors. You also smartly have some doors that aren't really doors, but are simply images of doors on walls. You fixed the invisible hole in the Interchange map at IKEA, cool.
#INPUT SERVER INTO PROXYCAP PATCH#
Whenever you patch their game, they patch their hack and you patch your DAT file on the server. You can also pay some dude $10 an hour to buy every current hack out there and then simply generate a signature. Consider looking at processes running with private working sets smaller than a certain size and randomized process name. I won't go into too much detail, here, because the spirit of this post is low hanging fruit easy for your team to pick from the tree. You should have a separate Kill/Death ratio that excludes Scav Kills/Deaths and monitor that closely, along with data you already collect, like extract times. You shouldn't have things like bullet damage, rate of fire, player location, unlock functionality, time of day lighting layers, night vision filters, stamina quantity and magazine quantity unchecked on the client. 'Insert/Home') that hackers use to display the hack's GUI console overlay. If you're the laziest ever, configure a hidden keybind to flag a client based on a keypress the game does not display (e.g. If you're even lazier than most, leave it as is and scan existing images in the aforementioned filepath for the same. You already have a screenshot function written to save PrtScn keyboard input to '%UserProfile%\Documents\Escape From Tarkov\Screenshots', copy that function and have it run and dump a bitmap of the image, then look for anything out of the ordinary (e.g., #FF00000). Also, remove the NoClip function already. This will still catch a massive amount of speedhackers.
You can also have the client send a packet with a map coordinate to the server and have a function on the server reference every previous player location map coordinate upon receipt of a new one, padding the delta of the two map coordinates with a variable offset based on the sum of two integers: the (1) sum of the game update, round trip time and network latency in milliseconds and (2) the product of a maximum level and minimum weight sprint speed. Have the client send a packet to the server every few seconds for validation. That, and the balancing act of how many hours a hacker needs to play your game before they're likely to repurchase it post-banhammer is a dangerous game for an indie game developer to play if they aren't all aboard the FOTM money train.įorget about looking for injection for the time being. So I thought I'd give you a few freebies, since you all seem to be having some trouble with hackers.