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by half-kh-hacker 1735 days ago
Another source engine cheat dev here. Source has had dormant entities at long ranges in culled-off areas [sectors of the map demarcated by func_areaportal] since... as long as I can remember.

Your cheat couldn't see those players because the server was doing a very cheap and primitive visibility calculation, deciding the player entities are dormant for you, and choosing to not send you the data for them.

This is different from the later-enabled player PVS system, which does more expensive ray casting once you get a certain distance away, which cut down on wallhack cheats a lot more [although they are still very useful]

1 comments

> Your cheat couldn't see those players

Would an anticheat work if you did the opposite of this? Send the client random movement data above and behind them and if they spin and shoot towards it instant permaban forever

Random wonder. I have no idea in or around anticheating, please do feel free to shred it as an idea to pieces

I've seen, in other games, anti-cheats that spawn fake [player-specific] entities that if you attacked too much you would get hit with a ban.