The cheat operates by extracting game stage information that other players can't access. With this information, the bot then assists the cheater in aiming. By using an aimbot, a user surpasses human capabilities in shooter games.
Another cheat, called TRIGGERBOT, works the opposite way. While an aimbot automatically directs the crosshair at an opponent, TRIGGERBOT simply auto-fires when the player's crosshair is on an opponent. This means the player still has to aim at the enemy themselves, but as soon as they do, the TRIGGERBOT instantly activates, providing a perfect shot without delays that might arise due to human reflex.
Due to the peer-to-peer approach, each player's client has to contain up-to-date information about all other players. Naturally, the game standard interface hides all this information, showing only what the developers intended. Unfortunately, the mere presence of this information on the client paves the way for a type of cheating called overlay. One of these is wall hack, where a player can see the enemies through obstacles, be it walls, boxes or anything else. This gives the user an unfair advantage as they can prepare in advance for an encounter with an opponent, or even kill them while remaining unnoticed. Another similar example is radar hack. Instead of making walls transparent, this cheat displays the location of all players on the in-game radar or mini-map.
Of course there are other types of cheating as well, but let's move to the next point. Many of the often mentioned types of cheating can be controlled using traditional methods. We refer to this method as the rule-based model. The basis of this model is a set of rules that assess a player's actions for fairness. Let's delve deeper.
Players should send reports after each session. These reports include data about the actions of all participants. For example, we can see how many consumable items each player used by comparing this information with the player's account state on the server. We can check whether they had such resources. Another example is analyzing the number of shots and the time between them. This allows us to determine if the player adhered to the necessary reload time and whether the fight rate is consistent with the standards.
Some rules may directly indicate the use of cheats. Other rules provide only indirect evidence, for instance, temporary internet connection issues can affect data. So, it is a good idea to implement a cheating rating system, where each rule adds a certain number of cheating points. Some rules may contribute more points, while others add fewer, depending on the severity of the offense. If a player behaves fairly, their cheating rating decreases over time. Thus, occasional network issues might give a player a small number of points, which will be offset by fair gameplay.
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