I can't even begin to explain how much of a diamond in the rough this channel is. All of these videos have been immensely useful and they all hit the notes I was hoping for and more. Thanks for making these.
is possible to implement this type of server check, if the client have authority over movement. for example we have numerous vehicle plugins with client authoratitive movement.
If it is client side, then you can hack anything. You can always spoof UDP packets and/or inspect client process memory and change it. Other cheats could inspect the network traffic or visual output and automatically adjust inputs as needed. This is why server verification checks are so important when you can't trust clients.
I can't even begin to explain how much of a diamond in the rough this channel is. All of these videos have been immensely useful and they all hit the notes I was hoping for and more. Thanks for making these.
Thank you, that means a lot! I'm really glad to hear you're finding it useful.
You may want to make sure you update the server post-physics, you can set a flag so the tick happens after the physics instead of before
is possible to implement this type of server check, if the client have authority over movement. for example we have numerous vehicle plugins with client authoratitive movement.
very nice video. thank you and i look forward to the next one
Thanks for watching!
So much great info, much appreciated
Glad it was helpful!
i have no idea about anything but its rly entertaining though xD
your opinion on aimbots that don't read from RAM but use AI instead?
brother can we hack client side game timer
If it is client side, then you can hack anything. You can always spoof UDP packets and/or inspect client process memory and change it. Other cheats could inspect the network traffic or visual output and automatically adjust inputs as needed. This is why server verification checks are so important when you can't trust clients.
great video!
Thanks!
thank U~
10/10