We are seeing more and more AimBots in Rust these days. other than players telling my mods about it and we observing it (invisible) we have not found a mod that catches or helps admins with this hack.
Any suggestions or mods I do not know about? AntiCheat does not.
Aimbot detection?
Discussion in 'Rust Discussion' started by Quicken, Feb 22, 2016.
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There is no reliable way to detect aimbots, especially not on the server side.
You could add bounds for things like headshots, but you'd always end up with a couple of false positives. -
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Honestly, I've got no clue.
I'd always stay away from any 3rd party anticheat tools that are not officially supported by the devs, which can easily result in false positives.
You'd probably have to write something yourself if it's not in AntiCheat, but again, this can easily result in false positives. -
You wont be able to do a "simple" solution serverside for aimbotting.
even when spectating it is very hard to catch several "better" settings of aimbotting.
I would very much want atleest a better version of spectating where i actually see what the player "sees".
And not a crap version of looking threw someones eyes.
Meaning i see when he zooms thats how i see it, and that can catch more aimbotters.
Because you would know if he has autotrigger or autofollow and any other aimbot mechanic that dont follow human behavior.
The anti-cheat needs to be client-side coupled with a serverside connection that gets verification that its "legit".
Hard to do but.. thats the way it is and will always be.
So the only thing besides much better clientside anti-cheat (Easy Anticheat... sadly not so strong right now for rust).
That is a good spectating mode. As said, with "what does the player see".
Shouldnt be to hard to do, just need to be able to see things as i was the players client and getting info on zooming and such. -
@HelloKitty
> The anti-cheat needs to be client-side coupled with a serverside connection that gets verification that its "legit".
> Hard to do but.. thats the way it is and will always be.
Actually, impossible. The reason why DRM doesn't work is the same as why you cannot safely verify that anticheat is running on the client.
There are lots of ways to obscure this, possibly to the degree of it practically not being possible anymore, but that isn't actual security, but obscurity.
The only safe game is a game with a proper client-server architecture (which is not perfectly safe either, but safe enough due to the physical separation of client and server), which is, by definition, not possible in FPS games due to performance reasons.
Server sided anticheats are safe.
> Shouldnt be to hard to do, just need to be able to see things as i was the players client and getting info on zooming and such.
It requires you to know every single mouse movement the player does on the server.
I don't know how much the Rust server actually knows about player input, but it's pretty hard to get right (especially safely, due to performance reasons) and anything but easy.
The main issue with security is that you may not trust anything the client sends to the server.
Once you understand that the owner of the client effectively has the ability to do ANYTHING, you understand how difficult security in games is, especially in FPS games (security in slow-ish RTS games for instance is quite simple).