Difference between revisions of "Hacking"

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(Common Hacks: add a lot about hacks, add more information about hack uses.)
(Undo edit by Kostolom05 (Talk) (801972) Most of these are already written there)
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Unique to Team Fortress 2, these hacks hook the engine and attempt to determine if firing a shot will produce a Critical hit.  Once the determination is made, the hack fires, thus ensuring that every shot is a critical shot.
 
Unique to Team Fortress 2, these hacks hook the engine and attempt to determine if firing a shot will produce a Critical hit.  Once the determination is made, the hack fires, thus ensuring that every shot is a critical shot.
 
===Infinite ammo===
 
 
The bottom line: there is no need to replenish ammo or reloading.
 
Sign: The player shoots (perhaps not reloading) for very long time, not replenishing their ammo.
 
 
=== Blocking ways===
 
The bottom line: the creation of casual gaming objects to block the path or create a diversion.
 
Sign: usually it is difficult to point to rogue, but items from TF2 and Half-Life 2 (models of people, things from party mode, G-man, etc.) will randomly appear in the game.
 
 
=== The increase in latency to the server ===
 
The bottom line: A special program catches network packets and sends them to the server with a slight delay.
 
Sign: a long delay before the server, the player moves in spurts, it is difficult to get to him. But he can successfully get to you without any problems.
 
 
=== Removing the negative effects ===
 
The bottom line: to the player doesn't operate the negative effects such as: Jarate, Mad Milk, bleeding, etc.
 
Sign: after applying the effect of bleeding, Jarate or Mad Milk it's disappears.
 
 
=== Endless Crits ===
 
The bottom line: The player shoots only critical shots.
 
Sign: The player doesn't shoot regular shots, and usually kills you in 1 or 2 balls (shot).
 
  
 
== See also ==
 
== See also ==

Revision as of 13:22, 1 November 2011

Wallhacking on 2Fort
Wallhacking on 2Fort
ESP hacking on Dustbowl
Cheatin' only gets ya so far.
The Sniper to newly banned hackers

Hacking is a term that describes the use of third-party programs in order to alter a game and gain an unfair advantage. Valve has a strict policy against hacking and will ban detected hackers with the Valve Anti-Cheat system, also known as VAC. Most hacks take one of the following forms:

  • Engine hooks, which piggyback the client and report false information to the server.
  • Game information interception, which record or report game data that should be hidden from the player.
  • Engine exploits, which alter the game to the player's advantage.

Common Hacks

Aimbots

These hacks automate weapon aiming and firing without any input from the player. They range from crude programs which fire at colored player models to extremely sophisticated engine hooks that detect enemies' hitboxes by reading them from memory. The most sophisticated aimbots don't even fire automatically. As the player fires near an enemy, the aimbot only assists the player with a final tweak in order to score a direct hit.

Some aimbots are also capable of predicting player behaviour by aiming ahead and firing projectiles where enemies are likely to be.

File:Wallhack.jpg
Example of r_drawothermodels_2 console command to only draw wireframes

Wallhacks

These hacks allow the user to see players through walls and other obstacles. They range from engine hooks which detect player positions to altered video drivers and game files which render clear or translucent textures. The most sophisticated wallhacks help the player "preaim" or even "prefire," preparing to shoot a foe as he comes into view. Hooking the game engine isn't necessary for wall hacking. They can be implemented through the use of custom textures or "skins" which changes the color so it can be seen through walls and obstacles.

ESP

These hacks reveal information that would normally be hidden from the player. They range from updates about an enemy's health and position to detailed summaries of equipment, ammunition and status. In Team Fortress 2, ESP is especially effective because it can reveal Medic health and ÜberCharge levels. Most of these hacks function by hooking the client and reading game data from memory.

Speed Hacks

These hacks increase the user's speed. The hacker moves faster, reloads faster, fires faster and so forth. Speedhacks work by altering the client's system clock. For every second that passes on the server, the client believes it has operated for several seconds. Whenever the server syncs up with the client, all the client commands are executed. While most of the time this produces obvious results, some sophisticated speed hacks modify the system clock only a fraction. The client then moves subtly faster, giving the player an edge that may be hard to detect.

Spinbots

These hacks alter the client's behavior on the server without disturbing the client's gameplay experience. Generally, the player appears to spin and crouch rapidly on the server, making his hitbox hard to gauge. On the hacker's client, the spinning and crouching are entirely invisible. These hacks either hook the engine and alter memory or perform a man-in-the-middle attack on outgoing packets.

Tapping Hacks

These hacks alter network traffic to create latency. Sophisticated programs allow packets from the server to the client but delay or lose packets from the client to the server, allowing the hacker to experience fairly low latency gameplay while the server reports that the player is extremely laggy. These hacks are almost identical to actual network issues that clients can experience.

Removals

These hacks remove or alter gameplay elements to make the game easier to play. A minor example would be a hack that removes the screen effects for bleeding and Jarate. A major hack would remove weapon spread. These generally rely on hooking the client and removing the feature or placing a man-in-the-middle program that alters incoming and outgoing packets.

Critical Hacks

Unique to Team Fortress 2, these hacks hook the engine and attempt to determine if firing a shot will produce a Critical hit. Once the determination is made, the hack fires, thus ensuring that every shot is a critical shot.

See also