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What is an efficient way to use CE on multiplayer games?

 
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Bossmode
How do I cheat?
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PostPosted: Tue Aug 30, 2016 12:43 pm    Post subject: What is an efficient way to use CE on multiplayer games? Reply with quote

Before you call me a noob, I understand how hacking servers works. Anything saved in servers (ammo, health, etc) isn't really hack-able. But I heard that you can trick the client to cheat. Like:


PostPosted: Tue Nov 08, 2005 4:45 pm Post subject: serverside - clientside Reply with quote
You can always exploit the data being received serverside.

Example:

Server---
Receive money command(s). (encrypted)
Store new money amount. (encrypted)
Send money amount to player. (encrypted)

Client---
Send request to add/rem money. (encrypted)
Receive stored data. (unencrypted or encrypted)
Display current money. (unencrypted)

So I know you could try to exploit the Client side to trick the server into sending in more information (like money). But I don't really know what to do. I know I didn't mention any games and every game is different, but what is the process of using cheat engine on multiplayer games?

Oh, and if this is completely stupid, feel free to call me a noob.
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PinPoint
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PostPosted: Tue Aug 30, 2016 2:56 pm    Post subject: Reply with quote

use a packet editor for server sided stuff.
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Dark Byte
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PostPosted: Tue Aug 30, 2016 3:51 pm    Post subject: Reply with quote

A packet editor will not work on server sided things, it only effects client sided things, else ce can be used on it just as easily (if not more easier as it bypasses the encryption layer as the client will encrypt your modified data, and you can edit the decrypted data)
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PinPoint
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PostPosted: Wed Aug 31, 2016 2:02 am    Post subject: Reply with quote

I didn't mean that they can actually change the server sides values. They do work for sending a recorded packet over and over again though, effectively tricking the server into giving you more of what you want.
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Dark Byte
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PostPosted: Wed Aug 31, 2016 5:37 am    Post subject: Reply with quote

you can also loop the call that drops an item multiple times. It will also generate a proper encrypted datastream (especially when it contains a counter of the total packets sent as safety)
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LastExceed
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PostPosted: Wed Aug 31, 2016 7:06 am    Post subject: Reply with quote

Quote:
if this is completely stupid, feel free to call me a noob

The fact that you understood that some stuff is server sided and cannot be hacked that easily determines that you aren't a noob anymore.

I can't help you with how to trick those, but I can tell you that not everything is necessarily serversided just because one thing is. Eg character position in mmorpgs can often be used for teleport hacking.
Visual stuff is also something that is protected very rarely. Depending on what game you play, hacking your FOV, zoom distance or fog scale can be very useful sometimes. Same applies to stuff like wireframe view ect.
Also, you should check every single thing because sometimes they just forget to serverside it. Eg in the mmorpg "Aion" everything (HP/MP/money/cooldowns/ect) is serversided, except for the flight cooldown. I honestly have no idea why, but that one is clientsided. There's no point for that. So always check if they forgot something.
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