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b6oy Newbie cheater
Reputation: 0
Joined: 21 Sep 2009 Posts: 10
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Posted: Wed Jun 08, 2011 1:44 pm Post subject: Preventing CE/Memory Scans |
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No offense to Dark Byte or anyone here, I made a game and I don't want it to be hacked easily. I can't have every variable encrypted so mainly what I want to do is preventing CE or other memory scanners from hacking it. I need simple solutions just to stop beginners, please don't say create anti-hacking system, thats too much.
Thanks.
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Dark Byte Site Admin
Reputation: 470
Joined: 09 May 2003 Posts: 25811 Location: The netherlands
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Posted: Wed Jun 08, 2011 2:28 pm Post subject: |
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design your game so it doesn't store important variables clientside
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Krähne Expert Cheater
Reputation: 0
Joined: 06 Jun 2010 Posts: 108 Location: Inside of my Kernel
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Posted: Wed Jun 08, 2011 2:28 pm Post subject: Re: Preventing CE/Memory Scans |
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| b6oy wrote: | No offense to Dark Byte or anyone here, I made a game and I don't want it to be hacked easily. I can't have every variable encrypted so mainly what I want to do is preventing CE or other memory scanners from hacking it. I need simple solutions just to stop beginners, please don't say create anti-hacking system, thats too much.
Thanks. |
So... you have made a GAME and can't make a simply anti-hack?.
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Excuse me if you don't understand what I just said, but "english" isn't my native language. |
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Dark Byte Site Admin
Reputation: 470
Joined: 09 May 2003 Posts: 25811 Location: The netherlands
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Posted: Wed Jun 08, 2011 2:31 pm Post subject: |
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But if you really want a easy way to prevent ce:
Let the game close when there is a process running with the title "Cheat Engine", most beginners don't know how to edit the sourcecode or how to find an uce, or where to download the stealthmode plugin
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atom0s Moderator
Reputation: 205
Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
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Posted: Wed Jun 08, 2011 3:23 pm Post subject: |
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If you are designing your anti-cheat AFTER the game is developed already, your anti-cheat is already going to be flawed. Plugging in checks here and there isn't going to help your game from being hacked. And once one person gets around it, the method will get leaked and then tons will figure it out.
Best you can do is what DB already said and do as little on the client side as possible if it is an online game. Synchronize things with the server as well (movement speed, position, etc.) to prevent people from moving too fast or teleporting around.
Scanning for a process, window name, injected modules, etc. are all easily bypassed so you need to come up with more then just basics to keep people out for any period of time.
Out of curiosity; whats your games website if you have one?
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