Author Topic: Tnet 3.0 about AntiCheating?  (Read 2601 times)

Elmo loves cookies

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Tnet 3.0 about AntiCheating?
« on: June 17, 2016, 12:18:45 AM »
How can I protect the float (or int) values - against the change them through RAM editor(like a programm: http://www.cheatengine.org/)?
What the best way for protect this? ::)

or best - automatically add to Ban list by "deviceUniqueIdentifier" if the values have changed in a short time on a large range, it is possible?
« Last Edit: June 17, 2016, 11:22:32 PM by DioAlias »

ArenMook

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Re: Tnet 3.0 about AntiCheating?
« Reply #1 on: June 18, 2016, 04:44:50 AM »
There is an anti-cheat toolkit on the asset store you can use that helps. It'll prevent CheatEngine from modifying the values, but you really can't stop dedicated cheaters. Ideally the anti-cheating code should be yours. Generic ones are much easier to circumvent as doing it once means the same method can be applied for every app using the method.

Elmo loves cookies

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Re: Tnet 3.0 about AntiCheating?
« Reply #2 on: June 18, 2016, 11:00:05 PM »
but, can player add yourself to ban list?
I think it best, If player сhange the value to unacceptable changes - he, automatically, go to ban yourself?
I cant find: how add to ban list somebody?:(

cmifwdll

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Re: Tnet 3.0 about AntiCheating?
« Reply #3 on: June 19, 2016, 04:43:31 AM »
There is an anti-cheat toolkit on the asset store you can use that helps. It'll prevent CheatEngine from modifying the values, but you really can't stop dedicated cheaters. Ideally the anti-cheating code should be yours. Generic ones are much easier to circumvent as doing it once means the same method can be applied for every app using the method.

I wish people would stop talking about that "anticheat". It takes about 5 seconds to *disable*; it's a complete joke. No heartbeat and resides in CLR environment...

but, can player add yourself to ban list?
I think it best, If player сhange the value to unacceptable changes - he, automatically, go to ban yourself?
I cant find: how add to ban list somebody?:(

Players can ban themselves if you set the server option "playersCanBan". This only enables them to ban themselves, not others. Admins can still ban others.
Use TNManager.SetServerOption("playersCanBan", true) when the first player connects, or add it to mData on the GameServer when it starts up.