02-22-2013 11:47 PM - edited 02-22-2013 11:51 PM
An aimbot (sometimes called "auto-aim") is a type of computer game bot used in multiplayer first-person shooter games to provide varying levels of target acquisition assistance to the player. While most common in first person shooter games, they exist in other game types and are sometimes used colloquially with a TriggerBot, which shoots automatically when an opponent appears within the field-of-view or aiming reticule of the player.
Aimbotting relies on the fact that each player's client computer receives information about all the other players, whether they are visible from the player's position on the playing field or not. Targeting is simply a matter of determining the location of any opponent relative to the player's location, and pointing the player's weapon at the target. This targeting works regardless of whether the opponent is behind walls or too far away to be seen directly. If the game being played allows bullets to penetrate surfaces with minimal/reduced damage (such as games in the Call Of Duty franchise including and released after the original Modern Warfare), the code can be manipulated to cause the bullets to penetrate an infinite amount of material and damage can be adjusted to guarantee a kill regardless of where the bullet lands. This severely magnifies the unfair advantage the aimbot would provide.
Some servers allow spectating [also referred to as kill-cam], or seeing the game from the viewpoint of the active players. Recording of gameplay actions is also often possible. If someone was using a targeting aimbot, the bot would be plainly obvious to the spectator as unnatural exact position tracking. Some aimbots and triggerbots are blatant while others attempt to hide from spectators the fact they are being used through a number of methods. One being a delay in the firing, to hide the fact it shoots the instant an opponent is in the cheater's crosshair. Some Triggerbot programs allow the user the ability to toggle on or off depending on whether the mouse is held down or released. The hacker can also set the aimbot to a key in order to turn it on and off with a "press of a key".
[edit] Artificial lagIn the peer-to-peer gaming model, lagging is what happens when the stream of data between one or more players gets slowed or interrupted, causing movement to stutter and make opponents appear to behave erratically. By using a lag switch, a player is able to disrupt upload from the console to the server, while their own console queues up the actions performed. The goal is to gain advantage over another player without reciprocation; opponents slow down or stop moving, allowing the lag switch user to easily outmaneuver them. From the opponents' perspective, the player using the device may appear to be teleporting, invisible or invincible, while the opponents suffer delayed animations and fast-forwarded game play, delivered in bursts.[4] Some gaming communities refer to this method as "tapping" which refers to the users "tapping" on and off their internet connection to create the lag.
The term "lag switch" encompasses many methods of disrupting the network communication between a console and its server. One method is by attaching a physical device, called a hardware lag switch, to a standard Ethernet cable. By flipping the switch on and off, the physical connection between the console and the server is disrupted. The newest generation of gaming consoles has built in protection against lag switches in the form of voltage detectors, which detect a change in voltage when the switch is flipped. Some manufacturers have taken counter measures to bypass or trick this detector.[5] This can also be achieved by simply unplugging the Ethernet cord going to the console, causing a disruption in the player's internet connection. Other methods, called a software or wireless lag switch, involve using a computer program. In this method, the cheater runs an application on a computer connected to the same network as the console. The application hogs the network bandwidth, disrupting the communication between the console and its server. However, one cannot do this for an unlimited amount of time. Usually, having no internet connection for 30 seconds will cause one's character / player to be kicked from the game due to inactivity / no internet connection.
Lagging by attaching a physical device (called a lag switch) to a standard Ethernet cable, a player is able to disrupt updates/communication from the server with the intent of tricking the game server into continuing to accept client-side updates (which remain unimpeded). Since the client game-player is impeding the reception of information download, on the client game-player's side the opponents will slow down or stop moving, allowing the client game-player to more easily shoot them, block them, out-race them, etc. From the other players' perspectives, the person using the lag switch may appear to be teleporting, invincible, having delayed animations or fast-forwarded game play, or the player may simply find themselves losing to an invisible opponent. The overall goal is to gain advantage over another player without reciprocation. Some gaming communities refer to this method as tapping.
In the peer-to-peer gaming model, lagging refers to a player with a faster connection flooding an opponent(s) using a basic denial-of-service attack outside the game structure
DIE CHEATERS!
GOT THIS FROM WIKIPEDIA.ORG
02-23-2013 03:20 AM - edited 02-23-2013 03:25 AM
02-23-2013 05:33 AM
Just another kid trying to prove there's hackers on MAG. If you seriously think there is an aimbot being used you must die a lot.
02-23-2013 08:02 AM - edited 02-23-2013 08:07 AM
fus-commys wrote:
3.1 Aimbots and triggerbots
- 3.2 Artificial lag
- 3.3 Look-ahead
- 3.4 Maphacking
- 3.5 Wallhacking
- 3.6 ESP
- 3.7 Fly hack
- 3.8 Removal of game elements
- 4 Unsporting play
- 4.1 Boosting
- 4.2 Disconnecting
- 4.3 Rapid Fire Modifications
- 4.4 Environmental exploits
- 4.5 Skin cheats
- 4.6 Farming and stat-padding
- 4.7 Character sharing
- 4.8 Twinking
- 4.9 Ghosting
- 4.10 Stacking
- 4.11 User settings
- 4.12 Scripting
An aimbot (sometimes called "auto-aim") is a type of computer game bot used in multiplayer first-person shooter games to provide varying levels of target acquisition assistance to the player. While most common in first person shooter games, they exist in other game types and are sometimes used colloquially with a TriggerBot, which shoots automatically when an opponent appears within the field-of-view or aiming reticule of the player.
Aimbotting relies on the fact that each player's client computer receives information about all the other players, whether they are visible from the player's position on the playing field or not. Targeting is simply a matter of determining the location of any opponent relative to the player's location, and pointing the player's weapon at the target. This targeting works regardless of whether the opponent is behind walls or too far away to be seen directly. If the game being played allows bullets to penetrate surfaces with minimal/reduced damage (such as games in the Call Of Duty franchise including and released after the original Modern Warfare), the code can be manipulated to cause the bullets to penetrate an infinite amount of material and damage can be adjusted to guarantee a kill regardless of where the bullet lands. This severely magnifies the unfair advantage the aimbot would provide.
Some servers allow spectating [also referred to as kill-cam], or seeing the game from the viewpoint of the active players. Recording of gameplay actions is also often possible. If someone was using a targeting aimbot, the bot would be plainly obvious to the spectator as unnatural exact position tracking. Some aimbots and triggerbots are blatant while others attempt to hide from spectators the fact they are being used through a number of methods. One being a delay in the firing, to hide the fact it shoots the instant an opponent is in the cheater's crosshair. Some Triggerbot programs allow the user the ability to toggle on or off depending on whether the mouse is held down or released. The hacker can also set the aimbot to a key in order to turn it on and off with a "press of a key".
[edit] Artificial lagIn the peer-to-peer gaming model, lagging is what happens when the stream of data between one or more players gets slowed or interrupted, causing movement to stutter and make opponents appear to behave erratically. By using a lag switch, a player is able to disrupt upload from the console to the server, while their own console queues up the actions performed. The goal is to gain advantage over another player without reciprocation; opponents slow down or stop moving, allowing the lag switch user to easily outmaneuver them. From the opponents' perspective, the player using the device may appear to be teleporting, invisible or invincible, while the opponents suffer delayed animations and fast-forwarded game play, delivered in bursts.[4] Some gaming communities refer to this method as "tapping" which refers to the users "tapping" on and off their internet connection to create the lag.
The term "lag switch" encompasses many methods of disrupting the network communication between a console and its server. One method is by attaching a physical device, called a hardware lag switch, to a standard Ethernet cable. By flipping the switch on and off, the physical connection between the console and the server is disrupted. The newest generation of gaming consoles has built in protection against lag switches in the form of voltage detectors, which detect a change in voltage when the switch is flipped. Some manufacturers have taken counter measures to bypass or trick this detector.[5] This can also be achieved by simply unplugging the Ethernet cord going to the console, causing a disruption in the player's internet connection. Other methods, called a software or wireless lag switch, involve using a computer program. In this method, the cheater runs an application on a computer connected to the same network as the console. The application hogs the network bandwidth, disrupting the communication between the console and its server. However, one cannot do this for an unlimited amount of time. Usually, having no internet connection for 30 seconds will cause one's character / player to be kicked from the game due to inactivity / no internet connection.
Lagging by attaching a physical device (called a lag switch) to a standard Ethernet cable, a player is able to disrupt updates/communication from the server with the intent of tricking the game server into continuing to accept client-side updates (which remain unimpeded). Since the client game-player is impeding the reception of information download, on the client game-player's side the opponents will slow down or stop moving, allowing the client game-player to more easily shoot them, block them, out-race them, etc. From the other players' perspectives, the person using the lag switch may appear to be teleporting, invincible, having delayed animations or fast-forwarded game play, or the player may simply find themselves losing to an invisible opponent. The overall goal is to gain advantage over another player without reciprocation. Some gaming communities refer to this method as tapping.
In the peer-to-peer gaming model, lagging refers to a player with a faster connection flooding an opponent(s) using a basic denial-of-service attack outside the game structure
DIE CHEATERS!
GOT THIS FROM WIKIPEDIA.ORG
02-23-2013 08:28 AM
02-23-2013 09:31 AM - edited 02-23-2013 09:33 AM
fus-commys wrote:missed me with that 1. here u go. hickory dickery dock the slurpy slurped my... lol! i love the fourms
50 bucks says this is omega or commsnipes making new identities omega? isn't being cougar to much already?
02-23-2013 10:06 AM - edited 02-23-2013 11:22 AM
02-23-2013 02:56 PM
don't start this **bleep** again lol
SLuRpYx wrote:
fus-commys wrote:missed me with that 1. here u go. hickory dickery dock the slurpy slurped my... lol! i love the fourms
50 bucks says this is omega or commsnipes making new identities omega? isn't being cougar to much already?