How to send/receive a new packet

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Emanuel01
Posts: 15
Joined: Mon May 18, 2009 8:35 pm

How to send/receive a new packet

Post by Emanuel01 »

Hello,

I want to make a little antibot system but i need to know some stuff.
For example: where i need to edit to receive a new packet at login server ?
or How my `new packet` need to be for the login server ?
( i want to send a new packet with a aplication or dll attached at the l2 client )

Sorry for my noob questions , if u can give me some hints to make this will be awsome .
Thx for the help .
Vapulabe
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Joined: Wed Mar 19, 2008 10:16 am

Re: How to send/receive a new packet

Post by Vapulabe »

1) L2J don't accept anything related to L2 Client modification
2) that would be a poor way to prevent cheating... A better way it a correct monitoring of players... Bots are on very regular cycles, unlike human players... And Bots can't pass the turing test...
Emanuel01
Posts: 15
Joined: Mon May 18, 2009 8:35 pm

Re: How to send/receive a new packet

Post by Emanuel01 »

1) ok nvm then

2) Can u explain me what is this turing test ?
Thx.
Vapulabe
Posts: 271
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Re: How to send/receive a new packet

Post by Vapulabe »

Turing test is basically a "chat test". Very few computer programs are able to pass it (I think that you've got one program that managed to fool the people lately)

Basically, turing test is to have both a bot and an human chatting with several "judges". If the judge is unable to tell the bot from the human, the program passed the Turing test.

A L2 bot has very limited (if any) chatting ability. Have a look at "elisa" program (also known as "Dr Sbaitso" for the Sound Blaster old fans) which can react on keyword and sometimes bring back something you said earlier...

Captchas are a kind of Turing test (easy to do for an human, uneasy for a computer), like is chatting or doing things like answering simple unknown questions (like being asked on the spot "do you like steel juice ?").

Basically, this means that to detect bots, you'd have to

1) spot strange behaviour (people staying online fighting non stop for more than 4-5 hours for example, or people keeping fighting at the same place again and again)
2) try to chat with them. If they fail to answer, use admin power (like freeze him for 5-10 seconds) to catch their attention. (If they are fighting, they can't argue they were AFK) and insist talking to them
3) if they fail to answer, take note of their IP, account, ... and drop the ban hammer (temp ban on acocunt)
4) if you notice a new account from same IP with same behaviour, ban IP definitively

That requires some work from the game admins... but, well, that's why they are admins !!!
Emanuel01
Posts: 15
Joined: Mon May 18, 2009 8:35 pm

Re: How to send/receive a new packet

Post by Emanuel01 »

Thx for the information . I was thinking to ask a question ( automatic ) at every user who attack in the same zone and don`t write nothing to the chat but i think is allot of work and more memory ( to register in cache / db the zone , compare them ... ) and in 1 month the players will find how the system works .

I will try to find something mechanic because right now this is what we do ( Turing test )
Btw along time ago i`ve read about a method with a invisible item ( drop from moobs ) ... is this avaible on L2j ?
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Copyleft
Posts: 253
Joined: Fri Feb 01, 2008 9:39 pm

Re: How to send/receive a new packet

Post by Copyleft »

The last thing you mentioned, I saw somewhere the patch, basically: the item is dropped at a certain chance from every mob, is invisible and can't be picked up by client, only bots see them, but bots also have the ability to not pick up unknown items from the ground, so.. no results, or would just scare away noob botters from botting but not a lot more.

It has been said already: since we can't touch the client (or shouldn't), the best measure against botting is an active GM team that regularly checks the players.

Anyways, you could always make a system that registers how many mobs X party or X player has killed in a specified radius for a specified amount of time, so if it is over X value, log account and IP, and make the GM team check that player.
_DS_
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Re: How to send/receive a new packet

Post by _DS_ »

I use //kill and //res, bots will immediately continue to attack, but chars usually complains :)
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public static final int PI = 3.1415926535897932384626433832795;
Bruteforce
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Re: How to send/receive a new packet

Post by Bruteforce »

_DS_ wrote:I use //kill and //res, bots will immediately continue to attack, but chars usually complains :)
And they have every right to complain, since all buffs will be gone! ;)
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Gnacik
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Re: How to send/receive a new packet

Post by Gnacik »

Noblesse Blessing , //kill , //res :mrgreen:
Bruteforce
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Re: How to send/receive a new packet

Post by Bruteforce »

Can you give nobless in hidden mode?
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momo61
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Re: How to send/receive a new packet

Post by momo61 »

Bruteforce wrote:Can you give nobless in hidden mode?
yes
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Bloodshed
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Re: How to send/receive a new packet

Post by Bloodshed »

also a good trick is just to target the mobb as they run to it, they most likely will change target to a mobb that isnt being targeted/attack by someone else
taking a break;
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Zealar
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Re: How to send/receive a new packet

Post by Zealar »

_DS_ wrote:I use //kill and //res, bots will immediately continue to attack, but chars usually complains :)
//recall or //para is better :P
Vapulabe
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Re: How to send/receive a new packet

Post by Vapulabe »

Or have a special mob non agressive but with "special" look added in the DB... when some players are suspected to bot, spawn a lot of these bots around his target... and see what he is doing... then mass despawn the custom mob...

A normal player will always wonder what is happenning... Event ? unknown quest ? ... A bot will simply ignore it.
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Bloodshed
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Re: How to send/receive a new packet

Post by Bloodshed »

aka id:20002 rabbits ;D
taking a break;
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