Free Antihack - needs updated

Would you use this?

  • yes

    Votes: 6 66.7%
  • no

    Votes: 3 33.3%
  • i have cash to burn so i pay!

    Votes: 0 0.0%

  • Total voters
    9

FallingSheep

OpenDayZ Lord!
hey guys thought it about time w e came up with our own FREE antihack for EPOCH so i found some old code and will start updating it to be more robust and have more detections, the aim is to have a free antihack that rivals infiSTAR and others like it but most importantly it will be FREE!! the original code comes from AWA (well at least it says it does :) )

save the script as antihack.sqf and call it from the server with this

[] execVM "\z\addons\dayz_server\init\antihack.sqf";

you will need to edit your scripts.txt file for BE as well thats coming soon!


BE AWARE THIS IS NOT TESTED AND WAS ONLY RIPPED AND MODIFIED IN 10 MIN!!
 
Last edited:
Code:
// This script is written by AWA
//    Modified by FallingSheep
private["_antihack","_array","_player","_hackType","_hackValue"];
diag_log "ANTI-HACK 0.1 Loading...";
_antihack =
{
    // We wait for the player to login
    waitUntil { sleep 1; !isNil 'PVDZE_plr_LoginRecord' };
//Banned items/weapons check
    [] spawn
    {
                while {true} do
                {
                    _items = weapons player;
                    {
                        if (_x in _items) then
                        {
                            player removeWeapon _x;
                          
                            serverMSG = [name player, 'Hacked Item'];
                            publicVariableServer 'serverMSG';
                          
                            diag_log "ANTI-HACK 0.1: Removed banned item/weapon!";
                        };
                    } forEach ['BAF_AS50_TWS','UZI_SD_EP1'];
                    sleep 30;
                };
    };
    // Anti-teleport (Made by West-Tom(?))
    [] spawn
    {
        private["_curposes","_lastPoses","_curTime","_lastTime","_distance","_distance2","_difftime","_speed","_maxspeed","_mount","_FPS","_getpos"];
        while {true} do
        {
            _curposes = getPosASL player;
            _lastPoses = player getVariable["lastKnownPosition", _curposes];
            _curTime = time;
            _lastTime = player getVariable ["lastPOS",  _curtime];
            _distance = _lastPoses distance _curPoses;
            _difftime = _curtime - _lasttime;
            if (_difftime == 0) then
            {
                _difftime = 0.001;
            };
            _speed = _distance / _difftime;
            _maxspeed = 30;
            _mount = vehicle player;
            if (_mount == player && _speed > _maxspeed && (_curPoses select 0) > 2  AND (_lastPoses select 0) > 2) then
            {
                diag_log "ANTI-HACK 0.1: Found teleport attempt!";
                player setPosASL  _lastPoses;
            }else{
                player setVariable["lastKnownPosition", _curposes];
                player setVariable ["lastPOS",  _curtime];
            };
            sleep 0.1;
        };
        while {true} do {
            _FPS = round(diag_fps);
            if (_FPS < 6) then {
                PVAHR_ = 'Kick';
                publicVariableClient "PVAHR_";
            }else{
                sleep 10;
            };
        };
        while{true} do {
            _getpos = getpos player;
            uisleep 1.5;
            _distance2 =  player distance _getpos;
            if  (_distance2 > 40 ) then {
              PVAHR_ = 'Kick';
              publicVariableClient "PVAHR_";
            };
        };
    };
    // Detection of hack variables (Made by ???)
    [] spawn
    {private["_sleepVariableCheck", "_badPublicVariables"];
        _sleepVariableCheck = 30;
        _badPublicVariables =
        ["pic", "veh", "god", "wuat_fpsMonitor", "unitList", "list_wrecked",
        "p", "fffffffffff", "markPos", "pos", "marker", "TentS", "VL", "MV",
        "mk2", "i", "j", "fuckmegrandma", "mehatingjews", "scode", "TTT5OptionNR",
        "igodokxtt", "omgwtfbbq", "namePlayer", "thingtoattachto", "HaxSmokeOn", "v",
        "antiloop", "ARGT_JUMP", "selecteditem", "moptions", "delaymenu", "gluemenu",
        "spawnweapons1", "abcd", "skinmenu", "playericons", "changebackpack", "keymenu",
        "img", "surrmenu", "footSpeedIndex", "ctrl_onKeyDown", "plrshldblcklst",
        "musekeys", "dontAddToTheArray", "morphtoanimals", "playerDistanceScreen",
        "debugConsoleIndex", "MY_KEYDOWN_FNC", "TAG_onKeyDown", "changestats", "helpmenu",
        "unitsmenu", "xZombieBait", "shnmenu", "slag", "tempslag", "dayzRespawn2", "dayzRespawn3",
        "hangender", "addgun", "ESP", "BIS_fnc_3dCredits_n", "ViLayer", "maphalf", "activeITEMlist",
        "activeITEMlistanzahl", "xyzaa", "iBeFlying", "rem", "DAYZ_CA1_Lollipops", "bowonky", "HMDIR", "HDIR"];
        diag_log "ANTI-HACK 0.1 - Detection of hack variables started!";
        while {true} do{
            {
                if !(isNil _x) exitWith
                {
                    diag_log "ANTI-HACK 0.1 Found a hack variable!";
                    // Notify the server!
                    serverMSG = [player,  "hacked variable",  _x];
                    publicVariableServer "serverMSG";
                  
                    // Do a remote execution to get detected!
                    // The hack variable is also passed to BE logs.
                    player setVehicleInit format ["hint '%1';", _x];
                    processInitCommands;
                    clearVehicleInit player;
                };
            } forEach _badPublicVariables;
            sleep _sleepVariableCheck;
        };
    };
    // Detecting hack menus (Made by AWA)
    [] spawn
    {
        private["_keyDownHandlerCount", "_keyUpHandlerCount", "_ctrlDrawHandlerCount"];
        diag_log "ANTI-HACK 0.1 - Hack menu check started!";
        while {true} do{
            (findDisplay 46) displayRemoveAllEventHandlers "KeyUp";
            ((findDisplay 12) displayCtrl 51) ctrlRemoveAllEventHandlers "Draw";
            if (!(isNull findDisplay 3030) || !(isNull findDisplay 155)) then
            {
                diag_log "ANTI-HACK 0.1 - Found a hack menu!";
                serverMSG = [player,  "hack menu",  _x];
                publicVariableServer "serverMSG";
                player setVehicleInit "hint 'menu';";
                processInitCommands;
                clearVehicleInit player;
            };
            sleep 5;
        };
    };
    // Block/reset godmode & more (Made by AWA)
    [] spawn
    {
        private["_sleepGodModeCheck", "_terrainGrid","_recoilSettings","_zombieCheck","_damageHandler","_unconsciousFunction"];
        _sleepGodModeCheck = 5;
        _terrainGrid = 25;
        _recoilSettings = unitRecoilCoefficient player;
        _zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";
        _damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf";
        _unconsciousFunction = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
        diag_log "ANTI-HACK 0.1 Godmode check started!";
        while {true} do{
        if ((player getPlayerUID in AdminList) || (!canbuild))then{
        //do nothing as they are and admin or in safezone
        }else{
            player_zombieCheck = _zombieCheck;
            fnc_usec_damageHandler = _damageHandler;
            fnc_usec_unconscious = _unconsciousFunction;
            player removeAllEventHandlers "handleDamage";
            player addEventHandler ["handleDamage",{ _this call fnc_usec_damageHandler;0 }];
            player allowDamage true;
          
            if (unitRecoilCoefficient player != _recoilSettings) exitWith
            {
                diag_log "ANTI-HACK 0.1 Detected recoil hack!";
                serverMSG = [player, "no recoil", "null"];
                publicVariableServer "serverMSG";
                player setVehicleInit format ["hint 'No recoil: %1, %2';", "no recoil", unitRecoilCoefficient player];
                processInitCommands;
                clearVehicleInit player;
            };
            setTerrainGrid _terrainGrid;
            playableUnits = [player];
            allUnits = [player];
            allMissionObjects = [player];
            entities = [player];
            sleep _sleepGodModeCheck;
        };
    };
    // Detect hacked/spawned vehicles (made by AWA)
    [] spawn
    {
        private["_sleepVehicleCheck", "_legitVehicles"];
        _sleepVehicleCheck = 15;
        _legitVehicles = ["", "TentStorage", "ParachuteWest", "Wire_cat1", "Hedgehog", "Sandbag1_DZ", "BearTrap_DZ","Old_bike_TK_CIV_EP1","TT650_Civ","CSJ_GyroC"];
        {_x setVariable ["serverLEGIT", "1", false];} forEach vehicles;
        while {true} do
        {
            {
                // Check that this isn't a legit spawn
                if(format ["%1", _x getVariable "serverLEGIT"] != "1" && !(format ["%1", typeOf _x] in _legitVehicles)) then
                {
                    diag_log "ANTI-HACK 0.1: Found a hacked vehicle!";
                    // Notify the server!
                    serverMSG = [player, "hacked vehicle", typeOf _x];
                    publicVariableServer "serverMSG";
                    player setVehicleInit format ["hint 'Hacked vehicle: %1';", typeOf _x];
                    processInitCommands;
                    clearVehicleInit player;
                };
            } forEach vehicles;
            sleep _sleepVehicleCheck;
        };
    };
};
diag_log "ANTI-HACK 0.1: Adding public variable handler";
"serverMSG" addPublicVariableEventHandler
{
    _array = _this select 1;
    _player = _array select 0;
    _hackType = _array select 1;
    _hackValue = format ["%1", _array select 2];
    diag_log format ["ANTI-HACK 0.1: %1 (%2) was detected for %3 with the value '%4'", name _player, getPlayerUID _player, _hackType, _hackValue];
};
// Send the anti-hack to all clients,  even those connecting after this!
[nil, nil, "per", rSPAWN, [], _antihack] call RE;
diag_log "ANTI-HACK 0.1: Anti-hack Loaded!";
 
Code:
 while{true} do {
            _getpos = getpos player;
            uisleep 1.5;
            _distance2 =  player distance _getpos;
            if  (_distance2 > 40 ) then {
              PVAHR_ = 'Kick';
              publicVariableClient "PVAHR_";

Problem with this is the offender is kicked but when they log back in their current player position will be the teleported one not their last "legit" position before cheating.
 
What's the point of a public anti hack though? The point in anti hacks not being public is so the hackers can't get their hands on them and bypass / exploit them.
true but its its not hard to get the private ones anyway and most hackers will have bought the private ones just for the purpose of having the updates so they can keep there hacks updated,

if we get a good antihack going that has MANY antihack detection's it will make it harder for them to bypass, and as most of us here are pretty good a coding we should be able to come up with some robust antihacks :p
 
found an ancient version of Hangender / m0nky antihack (2013) wouldnt take much to bring it upto date....also surprising how similar it is to infistar (just saying not starting a debate...again :p )

it runs server side put it in dayz_server\init\

open server_functions.sqf in the Dayz_server.PBO
Put this in the last line
Code:
[] execVM "\z\addons\dayz_server\init\antihack.sqf";

http://www.mediafire.com/download/4l84ch25tlapk01/antihack.sqf


again totally untested and outdated...

 
found an ancient version of Hangender / m0nky antihack (2013) wouldnt take much to bring it upto date....also surprising how similar it is to infistar (just saying not starting a debate...again :p )

it runs server side put it in dayz_server\init\

open server_functions.sqf in the Dayz_server.PBO
Put this in the last line
Code:
[] execVM "\z\addons\dayz_server\init\antihack.sqf";
http://www.mediafire.com/download/4l84ch25tlapk01/antihack.sqf


again totally untested and outdated...
With all due respect, it would take an unprecedented amount of time to update due to your poor understanding of how the hacks and antihacks work. It is more than just renaming publicvariables, changing displays and endless loops. They both do similar stuff, Hangender's and infiSTAR's hence they are labelled 'antihack'. The antihacks take advantage of battleye filters and some also use external application hooks. The reason most of the antihacks are so successful is because they are sold. A hacker isn't going to pay $40 every time the antihack updates. The only people that attempt to bypass it anyway are Douggem and Dami. Both are successful for no more than a couple of days. I suggest you stop wasting your time. infiSTAR invests hours upon hours on the antihack and it does an alright job.

tldr; Stop wasting your time.
 
And on that note, Id encourage everyone to toss Christian a few bucks every now and again if you use his antihack. Otherwise he'll stop pushing updates since it wont be worth his time.
 
FallingSheep I admire your attempts here but I for one don't have a problem paying for an antihack if it works and is supported/updated.
If you're really interested in making your own antihack, I say go for it. I know some people who do just that! Just don't expect it to take off or become popular. And if you DO want it to take off and be popular, you're going to have to invest an enormous amount of time updating and supporting it for everyone, or no one will want it. Good luck bud!
 
after carefull consideration ive decide not to attempt this anymore, after attempting it myself and seeing how much work actually goes into it i would like to officially apologize to @infiSTAR and wish to thank him for his work, that being said i may even purchase it and make endgame compatible with it (you would need to own it it wont be included!)


wow ive done a full 180 on opinions of antihacks :p

hell if you never try you never know!
 
after carefull consideration ive decide not to attempt this anymore, after attempting it myself and seeing how much work actually goes into it i would like to officially apologize to @infiSTAR and wish to thank him for his work, that being said i may even purchase it and make endgame compatible with it (you would need to own it it wont be included!)


wow ive done a full 180 on opinions of antihacks :p

hell if you never try you never know!
Yea the guy is a beast IMO, Im glad he's around.
 
i once had a folder called lets call it "something X" which i used to spawn guns in with SP mode in arma to do dome DOPE testing on all dayz allowed guns in my arma game folder and joined a server i knew had infistar and got instabanned. lucky the owner of the server was cool and even though he TP to me once to POP me in the head to ensure i not a cheater i was impressed by INFISTAR and played on that server many times and the admins used to laugh there asses off and the kiddies getting banned every day trying to cheat,.

allot of work goes into his antihack, just buy it and look at the code you be amazed at it and its always updated, its most def a beast mode set of code and hours of work in there, and if a script is good and people ask for it to work with infi i see he helps them work it out and keep his anti in check, +10 for that
 
AS far as INFISTAR goes, I'm running my server out of my house, on a shoe string budget.. just got the server up, and 40 bucks at the moment is a big cost .. didnt know that I had to pay another 40 every time its updated ! how often is that generally ? if ifs updated every week that could get costly fast .. my wife bitches every time I spend anything on DayZ .. she hates the game lol .. well she hates that I spend so much time playing .. and now running server lol.. she is so jealous of the game its not even funny ..its my mistress
 
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