Files

> > CS2D > Lua Scripts > Anti speedhack lua (improved)
Files overviewCS2D overviewLua Scripts overview

English Anti speedhack lua (improved) >

7 comments994 b, 615 Downloads

old Anti speedhack lua (improved)

gotya2
GAME BANNED Off Offline

Anti speedhack lua.
Based on wotan's script, but improved. Distance should be measured in real distance not manhattan distance. Accouting for 'setpos' commands. Better accounting for teleports. Improved formula for speed w.r.t speedmod. less false positive detections, included tolerance for people with high ping and lagging.

u can edit the values for the tolerance if your server is not running at 50 fps.
Approved by GeoB99

Download Download

994 b, 615 Downloads

Comments

7 comments
To the start Previous 1 Next To the start

Log in!

You need to log in to be able to write comments!Log in

old

MikuAuahDark
User Off Offline

user gotya2 has written
1
parse("speedmod "..id.." "..player(id,"speedmod"))
in his script is pretty smart: most hacks change the speedmod value clientside in order to achieve bigger speed. However, some hacks might send movement packets at a faster rate, in which case this line has no effect.
it has effect on speedhack(tested) that use a clientside speedmod, well the movement packets at faster rate will not work.
bdw i don't say you stole it from me, just user Obronca said that
user gotya2 has written
1. REAL distance, not manhattan distance.
Since players can walk diagonally, this is better than checking on x and y.

on v3 it uses math.sqrt, im gonna upload it later.
user gotya2 has written
2. his function checks every second that you step on a tile with teleport, this might not be sufficient.

yes i use second because using always or ms100 can cause lags.

bdw is your script not detect player that use serverside speedmod?
and is your script only check player when alive?

old

gotya2
GAME BANNED Off Offline

@user MikuAuahDark: and @user Obronca:

Not stolen,

It uses the same idea ( distrance travelled per second). But my scripted improves in the following way:
1. REAL distance, not manhattan distance.
Since players can walk diagonally, this is better than checking on x and y.
2. his function checks every second that you step on a tile with teleport, this might not be sufficient.
3. My script allows other people to use 'setpos' without triggering a speedhack. Now other scripts that use setpos can be used.
4. My script has easy to configure tolerance, so that you can configure it for your server easily.

What is missing is the teleport based on a portal. This might come in v2...
I was completely unaware of Iluminati's solution when writing the script. His script allows for betting configuration on what happens when speedhack is detected. Also the seemingly 'no-effect' line
1
parse("speedmod "..id.." "..player(id,"speedmod"))
in his script is pretty smart: most hacks change the speedmod value clientside in order to achieve bigger speed. However, some hacks might send movement packets at a faster rate, in which case this line has no effect.

Speedhack detection based on packet rate is non-trivial: players might burst UDP packets, leading to false positives.

old

Obronca
User Off Offline

Stoled From Ilmuminati

old

Chingy
User Off Offline

Now this is better than all the other antispeedhack scripts.
I like it!

old

MikuAuahDark
User Off Offline

Wait, it looks like same as mine. but at least it's not
1
if player(id,"speedmod") >0 then

old

G3tWr3ck3d
User Off Offline

Nicely done !
I like it!

old

KimKat
GAME BANNED Off Offline

It detects adequately even though you need to adjust the tolerance level for different kind of profiles. But this one works for me since I've got a slow internet connection and it doesn't give me a false warning such as "Speedhack KimKat" whenever I try to walk. This is a great anti speedhack user gotya2, keep up the good work.
I like it!
To the start Previous 1 Next To the start