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Thread: SpeedHack..any way how to protect?

  1. #11
    Clicker Multimedia Fusion 2 DeveloperiOS Export Module
    Nifflas's Avatar
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    Re: SpeedHack..any way how to protect?

    50 players? With my method, it involves checking, and setting 50 values once every 2:nd second (and adding to a value each time a player moves). Remember that in MMF2 you can modify like 10000 values 50 times per second without a slowdown.

  2. #12
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Universal Windows Platform Export Module (Steam)

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    Re: SpeedHack..any way how to protect?

    Blizna > You are using client based coding, anyone could make a fake client and send a movement string 30,000 times in a second to go increadibly far, do what every other online game company does, make the server control EVERYTHING, as in they can send movement as many times as they like but the server will only move the object once a second or whatever

  3. #13
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleUnicode Add-on
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    Re: SpeedHack..any way how to protect?


  4. #14
    Clicker Fusion 2.5Fusion 2.5+ DLC

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    Re: SpeedHack..any way how to protect?

    Neat_Kliker> You are wrong..I have everything server controlled, except movement..the same World of Warcraft, since people using speed hacks are very potent..

  5. #15
    Clicker Fusion 2.5

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    Re: SpeedHack..any way how to protect?

    How exactly does the speed hack works? If everything is server controlled.....

  6. #16
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleUnicode Add-on

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    Re: SpeedHack..any way how to protect?

    Okay well I suggest this method, I think it's a modification of one of Joe's Idea.


    On the client have a counter that always has 1 added to it.

    On the server also have a counter that always has 1 added to it.

    When a client connects to the server then set the client's counter to the value of the server's counter.

    Now all you have to do is send a message very infrequently (Maybe once in 5 mins or something.) And then if the counter on the client is greater than the counter on the server, you know they have been running some sort of speedhack. This is because the counter on the cheating client will have 1 being added to it more frequently than the server's.

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