QUOTE(ohyeahthatsright @ Dec 18 2007, 03:02 PM)
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Hey guys,
I've tried to look through the forums on where I can and cant post this topic, and I think I found the place!
I'm wondering what kind of mod is being used or hack to play halo 3 with either an aimbot or changing weapon bullet damage types? I'm playing some people that are hands down doing something along these lines. Although I haven't seen many, there are definately some. I'm a rank 45 and i'm decent, but there are some people just over the top good. I've played 50's that are great and then i've played 50's that are ridiculus... they are definately doing something beyond having "mad skillz"
I say one place than explained how to do this for halo 2 but haven't seen much floating around for halo 3.
If this is inappropriate even here feel free to remove, but i'd love to hear i there is a viable option yet.
thanks for any information!
LOL Halo 3 is a hack fest. If someone says it isn't then they don't know anything about online or multiplayer games.
For starters Peer to Peer is like what, a mistake of the PC Gaming world from like 15 years ago and the dumba$$ed console makers are still using it? For those that don't know Peer to Peer means a players machine is the host of the game rather than a secure server with security and unreleased server coding. An example of a "secure" game would be World of Warcraft, Diablo II, etc. While they do get hacked they are much harder to hack because they are on a dedicated server run by the company who released the game. Although these types of game hosting are much better, even one of the more secure games like Dark Age of Camelot saw upwards of 3000 accounts banned over 1 night because of cheating and exploits.
Computers used to be more easily hacked because well, they are computers and can run 3rd party software. As you probably already know Xbox 360, Playstation 3, etc aren't "consoles" anymore they are just sophisticated gaming computers. (ala USB ports, hardrives, etc).
An example of a Peer to Peer game (like Xbox 360 multiplayer games) would be the first Diablo or pretty much any of the games that were originally released on Battle.net. They are a freaking hack fest simply because any script kiddie can get their hands on the game code and manipulate it plus Bungie claiming they are "autoscanning for cheating" is bullshit. How? If they were going to waste the resources to "autoscan" every console on xbox live for cheating then they could have saved money and just had dedicated servers with security measures.
(PLEASE NOTE I AM NOT TELLING YOU HOW TO CHEAT!)
I'll give you some EXAMPLES of what most any script kiddie (jeuvaniles with knowledge of code manipulation) can do to a peer to peer game. Hell pretty much any idiot could do these if they had the will.
For example in some games you have invisibility. All that bonus amounts to is a graphics file on the hard-drive or CD that is the invisibility "skin". (a skin is basicly the paint job on a character model in a game.) If someone wants to be able to see invisible people all they have to do is open that graphics file in a graphics editing program and change that skin from the transparent scheme to a bright orange. I've made skins for Unreal Tournament many times and its easy as pie to do.
Can people do that in Halo 3? I'd bet its 99% likely. If if that graphics file is stored on the Halo 3 CD its not like people can't burn their own CDs. Pirated games are the reason gaming companies have invented the CD or Serial Key system. When there wasn't one (as xbox live doesn't have) all a person has to do is get a burned copy of a CD to play. If you can burn a CD you can manipulate what you burn on that CD meaning just because the game requires a CD doesn't mean it can't be manipulated.
Just about every first person shooter I know of for the PC has an aimbot cheat which basicly means if you can get your crosshairs pretty close it will automatically aim for the head. All this amounts to is a 3rd party program that intercepts the signals coming over the internet to the game. Your console gets a signal that says your crosshairs are on their head. (For example the red circle in Halo 3 with the Sniper Rifle). If you aren't on their head you get a different code. All that happens is when you manage to get your crosshair on them the 3rd party program intercepts the code that says "Player X is aiming at the torso of Player A" and the 3rd party program automatically adjusts the crosshair to the head of Player A and boom you've got a head shot. In Unreal Tournament this program is a readily available and well known exploit and you don't have to be the host of the game to use it.
Ever been playing Halo 3 with someone that was so pitiful at aiming that they hit everything but you 90% of the time they are firing their weapon but all of a sudden bam its a no scope head shot from half a map away? Thats because they suck at aiming and are barely able to get their crosshair on you for it to intercept you as a target, but when they finally do its BOOM! an instant headshot.
People can also use lag to manipulate your accuracy. Whether they are the host or not. In Dark Age of Camelot, which was played on a secure server hosted by Mythic the majority of the bannings came from "lag casting."
All people did was play the game in windowed mode and then drag the window on their PC when they came across an enemy player. This dragging caused their machines "conversation" with the secure server to lagg for just a couple of seconds. This couple of seconds of lag means that the servers tells your machine that they are still out of your casting range. However in that 2 seconds they have actually run up close to you on their machine. So when the server finally gets in sync with their machine it lets them cast on you, but because of the delay you still get the "target out of range" message until the server gets their toons location, computes it and then sends it to your machine. Effectively this gave them a 2 second or so window to get off the first spell or even run away before you realized what happened.
People can set timing on their routers etc to lag for just a second and while it looks like a good shot on your box it actually isn't because their character in reality isn't where its being shown on your box. If you've ever wondered why someone could take so much damage and then watched the movie of the game later and said "Man I could have sworn I was hitting that guy" but the movie says you weren't then you've experienced this. Sometimes its unintentional but the thing is if its unintentional then they are probably just as hindered by it as you are.
If someone wants to purposefully get around having their intentional lag mess them up all they have to do is just interrupt the "outgoing" signal from their router, not their incoming. So they effectively see everything that is actually happening but their machine doesn't actually update what they are doing to everyone else. Even a half second delay can mean them stepping to the side causing you to miss (which isn't updated on your machine) but because they are still getting incoming they still see your actions in real time.
Its 99% the same thing as "lag casting' that I described in Dark Age of Camelot. They are using the same principle to get a half second advantage on their opponents.
All of which is $hi++y and anyone who does it should be punched repeatedly in the nu+z.