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MW3 Hackers

post #1 of 20
Thread Starter 
So im just wondering how this is fun? I dont get this, and I was hoping that someone can explain how this is done. Is it edited game files or extra files that are installed into the game folders? I hate hackers and would never do it but i am curious as to how it's done (minoring in computer science find this stuff interesting)

here are more, mw3 ground war is just crazy full of aimbotters, why is no one fixing this?
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post #2 of 20
I'm pretty sure that there are hacks where a program mimics windows Aero (which overlays everything you are ever doing) to give you a gui, and relies on leeching data for your multiplayer connection to get where each player currently playing is. This data is always available in game, but only usable for the engine, and not for you. It then, I believe, simply overrides the positional and aiming data your mouse should be outputting, and uses its own targeting instead of the targeting from your mouse sensor, and boom! headshot.
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post #3 of 20
Thread Starter 
wow that sounds complicated. im guessing it's teams of people making these programs then selling them? how would one even know how to do that? i know basic java but that is some serious coding
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post #4 of 20
Could be a disgruntled employee with knowledge of the inner workings and exploits.
post #5 of 20
It sounds like a maphack from Diablo II. It showed monster locations on the map so you could see where they were from 2 screens away.

Yes, it's very possible and not terribly difficult for anyone who knows how to program, knows how to inject a dll, and who knows how to use a debugger to hack the required info out of the game.

But unless they are good, the hack will likely be detected by any decent anti-cheat program and their account is already in line for a ban. I don't know if MW3 uses anti-cheat programs, but I'd imagine they do.
post #6 of 20
Quote:
Originally Posted by kubed_zero View Post

I'm pretty sure that there are hacks where a program mimics windows Aero (which overlays everything you are ever doing) to give you a gui, and relies on leeching data for your multiplayer connection to get where each player currently playing is. This data is always available in game, but only usable for the engine, and not for you. It then, I believe, simply overrides the positional and aiming data your mouse should be outputting, and uses its own targeting instead of the targeting from your mouse sensor, and boom! headshot.

It dosen't move your mouse.


I've used hacks in MW2 before, i will admit. Basically you inject something which shows you where all the players are OR the new method, which is harder to detect is the Aero method. It dosen't move your mouse though, you could literally ALT + TAB out of the game and do something else, and it continues killing people.
    
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post #7 of 20
Hacks are made by reading and editing memory values. For an aimbot you just have to know where you are located and the target player + your own view angles. You then calculate the angle between you can the target then add it to your view angles. Its all reading memory then some writing memory.

In a game like MW3 going the aero route Zero talks about it way to complicated you simply have to hook a directx function then do your own rendering it it. There different ways to hook a function but a common (and thus detected) it to write a 5 byte jump, E9 00 00 00 00. E9 is the opcode to Jump and the zeros would be the memory location of the hacks rendering function.
post #8 of 20
Thread Starter 
wow so there is more than one way to do this? that is just insane. Do developers put anything in the game to counter this?
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post #9 of 20
There is a lot of ways to read/write memory. Generally speaking developers don't do much to prevent this as most methods will slow the game down. IE say in MW3 you could have the server perform a visibility check on everyone is the game for each player. Then if the player is not visible to the client you don't send the players location - effectively stopping most of the see through wall type hacks. But this comes at the cost of using more of the servers resources. IE in a 32 player game it would be 31 checks for each client presuming everyone is alive and you count teammates, this would have to happen each time the sent you the data of where people are(aka a lot). So again providing everyone's alive and the servers full that is 992 extra things the server has to do.

So to make it easier on themselves, developers contract anticheat companies like PunkBuster. While all anticheats operate slightly differently they basically look for changes in what is called the 'code' section of a program in memory. This is where hacks 'hook' functions so they can do stuff like rendering onto the screen. Yet this is such a large area of memory and there are so many places to look that anticheats miss a lot thus creating an undetected hack.



Now this is a really simplified view of how hacks/anticheats. I had too leave some stuff out or it would get to complicated for the non-programmer, but it a general basis of how things work.
post #10 of 20
Quote:
Originally Posted by Sin Cities Sin View Post

wow so there is more than one way to do this? that is just insane. Do developers put anything in the game to counter this?

Yea, VAC protection... but it dosen't work for crap.
    
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