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aimbot prevent?
Discussion on aimbot prevent? within the CO2 Programming forum part of the Conquer Online 2 category.
06/20/2010, 22:36
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#16
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Wonder what hyrbid used ?
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06/25/2010, 02:19
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#17
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Quote:
Originally Posted by Ian*
pro4never, that method isn' really a way to PREVENT aimbotting. It can only be used to manage it.
If he could manage to do what IAmHawtness said he could totally eliminate aimbots all together. (Atleast w/e one they all use on pservers)
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I don't see how this prevents a proxy to modify a packet?
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06/25/2010, 02:39
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#18
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Quote:
Originally Posted by ImmuneOne
I don't see how this prevents a proxy to modify a packet?
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It's because most proxies people are using either
A: are used by hopeless noobs
B: the work required to modify the proxy would require more work than is worth it for many servers.
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06/25/2010, 13:53
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#19
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Quote:
Originally Posted by ImmuneOne
I don't see how this prevents a proxy to modify a packet?
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Doesnt stop a proxy from modifying a packet.
Proxies don't really modify them. they just send data back and forth as you normally do but they're a bridge between the client and the server.
Wouldn't be too hard for a developer to fix it, for example if the guys who made cid proxy were to be on a p server which had some kind of aimbot protection, they could get around it within 20 minutes of logging packets.
Really not too difficult.
There's not a lot people with pservers can do to stop aimbots or any kind of bot for that matter just because they dont have the source to the client and the server.
if they had Client + server source it could be prevented completely.
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06/25/2010, 14:37
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#20
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Quote:
Originally Posted by Ian*
Doesnt stop a proxy from modifying a packet.
Proxies don't really modify them. they just send data back and forth as you normally do but they're a bridge between the client and the server.
Wouldn't be too hard for a developer to fix it, for example if the guys who made cid proxy were to be on a p server which had some kind of aimbot protection, they could get around it within 20 minutes of logging packets.
Really not too difficult.
There's not a lot people with pservers can do to stop aimbots or any kind of bot for that matter just because they dont have the source to the client and the server.
if they had Client + server source it could be prevented completely.
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Say what? The action packet sent from client to proxy is being modified to fit target's x, y and set it as target within the packet.
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06/25/2010, 15:26
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#21
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Quote:
Originally Posted by ImmuneOne
Say what? The action packet sent from client to proxy is being modified to fit target's x, y and set it as target within the packet.
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aimbots aren't sending anything from the client. it's just Proxy -> Server.
It knows the players position you're locked onto based on a jump packet usually.
So when ya receive a player jumped packet ya just grab their x/ y coords outta it, set them to Target.X and Target.Y, plug that into your skill packet's x/ y coords and bam. ya got an aimbot.
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06/25/2010, 17:54
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#22
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Quote:
Originally Posted by Ian*
aimbots aren't sending anything from the client. it's just Proxy -> Server.
It knows the players position you're locked onto based on a jump packet usually.
So when ya receive a player jumped packet ya just grab their x/ y coords outta it, set them to Target.X and Target.Y, plug that into your skill packet's x/ y coords and bam. ya got an aimbot.
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That's clearly not what I said, I said the action packet(1022) from the client is being modified at the proxy then sent to the server..
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06/26/2010, 01:45
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#23
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Idk why you keep saying modified and its not even an action packet lol
Quote:
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Say what? The action packet sent from client to proxy is being modified to fit target's x, y and set it as target within the packet.
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That's what you said. You dont modify anything from the client. Or anything at all...
You just get the player you want to attack's X/Y coords and send a spell packet from the proxy to the server. It's not rocket science.
Now if you want to do a MANUAL aimbot you would just block the spell packet you're sending by right clicking. Then you just have your proxy send one to replace it.
Again, not modifying it.
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06/26/2010, 12:34
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#24
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Quote:
Originally Posted by Ian*
Idk why you keep saying modified and its not even an action packet lol
That's what you said. You dont modify anything from the client. Or anything at all...
You just get the player you want to attack's X/Y coords and send a spell packet from the proxy to the server. It's not rocket science.
Now if you want to do a MANUAL aimbot you would just block the spell packet you're sending by right clicking. Then you just have your proxy send one to replace it.
Again, not modifying it.
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Why sending another one in it's place, when you can modify the existing one? o.O
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06/26/2010, 13:21
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#25
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ImmuneOne is right.
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06/26/2010, 17:09
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#26
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Quote:
Originally Posted by ImmuneOne
Why sending another one in it's place, when you can modify the existing one? o.O
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Yah packet modification makes me all warm and tingly when i manage to not screw it up lol.
Invalid packets are less tingly-making ;(
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06/26/2010, 20:17
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#27
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#Reported. Throwing around suspicious links in a bunch of threads. You're all ******* stupid if you download it
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