![]() ![]() You can find the anticheat repository with the latest releases here: GitHub Github repositoriesĪs I open source more code this post will be updated to reflect changes. It is also licensed under CC0, which means you have the ability to do anything with the code you like with no extra strings attached. The anticheat currently works best for simple games that don’t customize physics much, such as minigames, though, over time I am improving compatibility, and reducing its impact on players even in places where it would be considered minimal. Its purpose is to be easy to implement, smart enough to avoid compatibility issues, and, most importantly, should have as little negative impact on your players as possible while still stopping exploits. Hexolus’ anticheat is designed to be a drop-in. If they are noclipping, they will appear as if they are running in place against the wall, if they are speed hacking they will appear to be moving at their normal WalkSpeed. To make things better, because this happens every physics tick, no lag back, stuttering, etc will appear for other players or your scripts when a player is trying to exploit. This results in a almost completely seamless experience for players, especially in games which don’t rely on complex physics. If the anticheat deems the player’s movement to be invalid, the anticheat will bring them back into a valid area, and will then try to do a simple prediction for the client’s next behavior to help account for rubberbanding. Then it makes measurements to decide if the player has violated the prediction enough to be a concern. How does it work, and how good is it at stopping exploits?Įvery physics tick it uses simple physics prediction to make a “guess” at where the player should be based on physics information from the last physics tick. This allowed the anticheat to support server side teleportation, and scripted physics updates to velocity, which would have been impossible without their help.
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