As for a single player game, I'd have to agree with Deadeye, I don't really see any point to trying to protect against cheating. So it shouldn't be too easy for people to cheat, especially if you are doing a multiplayer game. Anyways, hopefully in the future someone will make an encryption plugin, but from what I've heard it isn't too hard. But that's a lot more advanced, and you could setup means of figuring out if someone's doing packet editing. The key to that is to encrypt most of the messages you send over to the server and client, and then have them decrypt it on return. Then, to take it even further, if someone was to hex edit it or something, it would only show up differently for them and not allow them to actually have any advantages or have anything in return for it.īut, then the possibility is always open for them to use a means of modifying the packet. The client only sends keystrokes and actions to the server, and then it sends it back. The server should be doing any processing of any stats or variables, and it sends it to the client. If you've discovered a cheat you'd like to add to the page, or have a. The key thing to remember is that the client is only INTERPRETING things from the server. This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Kingdom: New Lands for PC. It's actually a lot easier to do anti-cheat methods in multiplayer games as opposed to single player games. The key thing in any multiplayer game that makes it work good is the client-server relationship.
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