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IMO it's not worth the risk randomly trying stuff.
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(12-03-2012, 05:58)SirGravzy Wrote: I tried the public thing, it did change my stats and allowed to play until i swapped lobby, in which case it didn't save but i added 9999999 XP, if i wanted to (which im not gonna do) i would try having a hotkey said to add 1000 to the address value every time i get 100 points ( a kill) this may fool the server thinking i've got a challenge. However, i really cannot be bothered to risk a ban on this.
If you tell me how to do it, i can test
I have a spare BO2 account that i chet on every now and then, when i'm testing etc
All i have to say is.....
lol
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08-10-2013, 03:53
(This post was last modified: 08-10-2013, 03:56 by CraigChrist8239.)
Umm.... Just joined this site
Saw this thread and I can't believe no one has debunked this?
Stats are NOT clientside.
Stat checks are clientside.
Let me show you what I mean....
Code: giverankxp( type, value, devadd )
{
self endon( "disconnect" );
if(sessionmodeiszombiesgame( ))
return;
if(level.teambased && !atleastoneplayeroneachteam( ) && !isDefined( devadd ))
return;
else if(!level.teambased && maps/mp/gametypes/_globallogic::totalplayercount( ) < 2 && !isDefined( devadd ))
return;
if( !isrankenabled( ) )
return;
pixbeginevent( "giveRankXP" );
if( isDefined( value ) )
value = getscoreinfovalue( type );
if(level.rankedmatch)
bbprint( "mpplayerxp", "gametime %d, player %s, type %s, delta %d", getTime(), self.name, type, value );
switch( type )
{
case "assault":
case "assault_assist":
case "assist":
case "assist_25":
case "assist_50":
case "assist_75":
case "capture":
case "defend":
case "defuse":
case "destroyer":
case "dogassist":
case "dogkill":
case "headshot":
case "helicopterassist":
case "helicopterassist_25":
case "helicopterassist_50":
case "helicopterassist_75":
case "helicopterkill":
case "kill":
case "medal":
case "pickup":
case "plant":
case "rcbombdestroy":
case "return":
case "revive":
case "spyplaneassist":
case "spyplanekill":
value = int( value * level.xpscale );
break;
default:
if(level.xpscale == 0)
value = 0;
break;
}
xpincrease = self incrankxp( value );
if(level.rankedmatch)
self updaterank( );
if(value != 0)
self syncxpstat( );
if(isDefined( self.enabletext ) && self.enabletext && !level.hardcoremode && type == "teamkill" )
self thread updaterankscorehud( 0 - getscoreinfovalue( "kill" ) );
else
self thread updaterankscorehud( value );
switch( type )
{
case "assault":
case "assist":
case "assist_25":
case "assist_50":
case "assist_75":
case "capture":
case "defend":
case "headshot":
case "helicopterassist":
case "helicopterassist_25":
case "helicopterassist_50":
case "helicopterassist_75":
case "kill":
case "medal":
case "pickup":
case "return":
case "revive":
case "suicide":
case "teamkill":
self.pers["summary"]["score"] = self.pers["summary"]["score"] + value;
inccodpoints( round_this_number( value * level.codpointsxpscale ) );
break;
case "loss":
case "tie":
case "win":
self.pers["summary"]["match"] = self.pers["summary"]["match"] + value;
inccodpoints( round_this_number( value * level.codpointsmatchscale ) );
break;
case "challenge":
self.pers["summary"]["challenge"] = self.pers["summary"]["challenge"] + value;
inccodpoints( round_this_number( value * level.codpointschallengescale ) );
break;
default:
self.pers["summary"]["misc"] = self.pers["summary"]["misc"] + value;
self.pers["summary"]["match"] = self.pers["summary"]["match"] + value;
inccodpoints( round_this_number( value * level.codpointsmatchscale ) );
break;
}
self.pers["summary"]["xp"] = self.pers["summary"]["xp"] + xpincrease;
pixendevent( );
}
Thats from the _rank.gsc... Gscs still work the same, if its modified on the host it effects all clients. So you can still give xp to clients. Now, let me introduce the "stat deltas". They are stored and checked on clients. This is from the "mp/statdeltas.csv"...
Code: a0,b1,c2,d3,e4,f5,g6,h7,i8,j9
0,playerstatslist plevel statValue,,,,,-1,1,hacked_client,hacked_server
1,playerstatslist stats_version statValue,,,,,-1,1,hacked_client,hacked_server
2,playerstatslist rankxp statValue,,32768,-1,65536,,,boosting_lobby_client,boosting_lobby_server
3,playerstatslist KILLS statValue,,150,-1,300,,,boosting_lobby_client,boosting_lobby_server
4,playerstatslist DEATHS statValue,,,-1,,,,hacked_client,hacked_server
5,playerstatslist ASSISTS statValue,,150,-1,300,,,boosting_lobby_client,boosting_lobby_server
6,playerstatslist HEADSHOTS statValue,,100,-1,200,,,boosting_lobby_client,boosting_lobby_server
7,playerstatslist REVIVES statValue,,50,-1,100,,,boosting_lobby_client,boosting_lobby_server
8,playerstatslist TIME_PLAYED_ALLIES statValue,,,-1,,,,hacked_client,hacked_server
9,playerstatslist TIME_PLAYED_AXIS statValue,,,-1,,,,hacked_client,hacked_server
10,playerstatslist TIME_PLAYED_TEAM3 statValue,,,-1,,,,hacked_client,hacked_server
11,playerstatslist TIME_PLAYED_OTHER statValue,,,-1,,,,hacked_client,hacked_server
12,playerstatslist TIME_PLAYED_TOTAL statValue,,,-1,,,,hacked_client,hacked_server
13,playerstatslist WINS statValue,,,-1,,,,hacked_client,hacked_server
14,playerstatslist TIES statValue,,,-1,,,,hacked_client,hacked_server
15,playerstatslist HITS statValue,,2500,-1,,,,boosting_lobby_client,boosting_lobby_server
16,playerstatslist MISSES statValue,,2500,,,,,boosting_lobby_client,boosting_lobby_server
17,playerstatslist TOTAL_SHOTS statValue,,5000,-1,,,,boosting_lobby_client,boosting_lobby_server
26,playerstatslist RANK statValue,,15,,20,,,boosting_lobby_client,boosting_lobby_server
I would explain it into detail, but basically, all these stats are checked. For instance, if rankxp goes above 65536 passed what you started the game with, the stats are thrown out. I disabled giving xp except in a rare case, then made that rare case in a gsc script, and I was able to give exactly 65535 xp per game per client, no more. I tried changing the number higher and it worked for me and no one else, same if I tried removing the check entirely.
I think its real interesting that they distinguish between a hacked_server and a boosting_lobby_server.... I considered making a script that made time limit to 15 seconds and give 65535 xp per game with no pre-match or anything... but even then going from 1 to 55 would take like 20 game and with the lobby time and stuff it'd take like 20 minutes.... just started to seem kinda ridiculous...
EDIT: also, this site seems to be a bit cooler.... lacking content though :/
EDIT2: Just noticed ppl mostly post in the tools section... Seems kinda pointless but ok...
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@ CraigChrist8239 yea, this site is pretty dead atm. I don't think many people here even play Black ops 2 anymore.
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