Akira’s Counter Strike Blog

Counter Strike: Source Tips, Tricks, Tactics and Rants

Akira’s Blog Has Moved

Posted by toeandno on April 16, 2009

Well, after considering it for some time I have decided to make my blog more of a website and to get my own domain etc. Therefore there will no longer be any updates on this blog.

All the tips and tricks from this site has been moved to there and all future posts will now take place at so be sure to add that to your favourites and subscribe so you don’t miss out on any new posts. There has been a lot of activity on here the last two weeks and I plan on making many more posts.

So come on over and bring a bottle of wine.

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Basic Match Tactics for Dust 2 – Episode 4 – The Tour to Short

Posted by toeandno on April 13, 2009

Yay, another tactic where everyone sticks together.

We’re going to go the long way to bombsite A, but on the way we are going to cause a distraction at B to hold off anyone there.

First step, lob a smoke from spawn to mid doors.  Everyone rushes tunnels and heads right.  Someone, not the lead guy, lobs a smoke into B and sticks with the rest of the crew.  Everyone runs from lower, up mid, and there’s a nice cloud of smoke at the doors to protect against any sniper.  The team need to be on guard for any CT rushing long doors, the could meet him head on at tree so get ready to take anyone down.  Head through to short, its important that everyone is still together, there will likely be someone at short but he/they wont stand a chance against five Ts.  Then it is the job to secure the sight and plant the bomb which the team should have their own tactics for this.

This is not a tactic that you are going to use every round.  The benefits of it though are the distraction at B, holding off B defenders, and it buys time to draw out any rushers from long.  Sometimes you want to hold outside of a site when you know the enemy have a tendency to rush most of the time, on this tactic, a long rusher will come face to face with the full team around the tree (if he goes through T spawn then thats one less guy to worry about for now).

dust-2-tour-to-short

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Where to Plant at Bombsite B

Posted by toeandno on April 13, 2009

I’m not going to discuss how to defend bombsite B in this post either.  But one crucial point to defending it is where you plant the bomb.  When planting the bomb on any map you need to find a spot where a defuser will be seen from the most angles, especial from a long distance (e.g. from pit at long).

So looking at the B site on Dust 2, below is a common spot to plant on a public server, and sometimes during matches.  First of all, it’s a nice safe spot whilst your planting and it kinda hides the bomb, right?  Well, nobody is going to be running around looking for the bomb, it’s going to be obvious where it is.  Now lets say that you plant it there and want to defend it directly.  As illustrated below there are only a few spots you can defend from where you can see a guy defusing.  What if the CT comes into the site and kills anyone in there, leaving one T left who is in mid?  The defuse starts, the T runs from mid doors to B doors, and then has to run to the back of the site before he can kill the defuser.  Or, he may go through tunnels, he enters the site, cannot see the defuser, and again has to run through the entire site before he can make the kill.  In almost every situation there is not enough time for the last guy to get to the site and kill the CT.  That’s one round to the CTs.

The wrong place to plant

bombsite-b-bad-plant

Now look at the picture below.  It’s a different place to plant the bomb, but the difference is obvious.  Many more sight lines become available, making a ninja defuse very unlikely.  The two most vital sightlines, though, are the ones from B doors and from tunnels.  There are plenty of places for the B defenders to protect the bomb and any Ts who are elsewhere, such as mid and tunnels can easily rush in if needed.

The best place to plant

b-plant

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Basic Match Tactics for Dust 2 – Episode 3 – The B Rush

Posted by toeandno on April 12, 2009

The B Rush may be one of the simplest tactics on paper, but it is also the easiest one to screw up by doing the tiniest things wrong.

The basic idea is to simply run as fast as your clogs will carry you into the tunnels, never stopping.  As the lead man enters the tunel he looks right, to take out anyone on the steps.  Without stopping he or the man behind, depending on who is in front after any stair shennanigans will flash into B as soon as they enter the final part of the tunnel.  Only one person should flash and that is whoever is in the front.  Everyone then piles in and then wipes out anyone in there, gets the bomb down and gets into a defensive position.

The first big problem to this plan is what the enemy does.  Sometimes the enemy will have one or two people rush tunnels, if this is the case then the T with the flash in his hands is going to get wiped out.   The second thing they could do is to double nade the tunnels, and with everyone close together, this could be deadly if well timed.  The third thing is that they could stay put but flash.  Now a noob team, time and time again will make the mistake of trying to turn back.  They are all blind, the guys at the front are trying to retreat and the guys at the back are trying to go forward with the rush.  This leaves one nice huddle of blind sitting ducks, waiting to be pot-shotted by a CT.

This brings us to the biggest cause for a B Rush failure.  Once you are in the final part of the tunnel on a B Rush, you do not stop or turn around until you are in the bombsite.  I’ll repeat that and put it in bold so that the nubcakes don’t miss it.  Once you are in the final part of the tunnel on a B Rush, you do not stop or turn around until you are in the bombsite. This still applies even if you come down with the Stevie Wonders.  Once you stop or turn around it throws the team into confusion with everyone getting in each others way.  Do not stop, do not turn around.  Get in there, visualise the site in your head, try to get to the steps at B platform where you will get at least some cover.

Well, let’s assume that your team got into the bombsite ok, get the bomb down at the front of the site, near the barrels.  This allows for maximum coverage of the bomb.  A lot of the time in a public server someone will plant in the back corner, under the window, or in the middle behind a box but this is foolish.  In these places the bomb can only be protected by one or two positions.  If someone was defusing then you would have to run all the way into the site to kill him (or even knw that he was there).  By planting at the front the bomb can be guarded by the platform, by B Car, the tunnels and anyone outside B who pops through the door.

Whilst the bomb is being planted the team need to secure the position, firstly by protecting against anyone outside B doors.  I am not going to go into how to defend the bombsite in this post, there are many ways to do this and no single one is the best way.  I will say that it is handy to have someone in tunnels indicated by the arrow.  There may be a seperate article on bombsite defending in general in the future, but not at this moment.

dust-2-b-rush

To flash bombsite B, one of the best methods is to rebound it off the wall as shown below.  This will get the flash more centrally into the site as well as away from the sightline of the rushing Ts.  The Ts should also turn their backs to the flash but whilst still advancing into the site.  Once in, spread out and take out anyone in there.  If anyone is hiding at the back, double nade it if possible.b-flash

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Basic Match Tactics for Dust 2 – Episode 2 – The Decoy

Posted by toeandno on April 9, 2009

The Decoy is an interesting tactic as it takes a step up from other tactics by introducing the team to the concept of mind games and tricking the enemy.  The idea behind decoy tactics are to keep some members of the opposite team busy at one site, whilst your team get into the other.

Team B, consisting of 4 players and the bomb, are heading to A, in this instance they are going to go via long.  They hold off either outside long doors or at long a behind the corner, not letting the enemy see them.

Meanwhile, team A, a lone wolf, trots off to B tunnels.  His mission is to let any enemies at B know that there is someone there.  A nice flash and a smoke, as well as some shots into B will keep anyone there occupied.  Until they know for sure where the bomber is heading, they have to stay there and protect B, a noob may even call B just because they have seen someone.  A CT covering mid may also come over to protect.

Once adequate noise and presence is made known at B, team A then head down to A.  At this point it is usually 4 vs 4 or 4 vs 3 in the Ts favor, with one or two tied up at B still.  It is then their job to obviously get the bomb down and secure the site. Note that once the bomber is spotted, any half-good team will call the play as A and get his team mates over as quickly s possible.  This is when the lone wolf heads to lower tunnels to provide back-up against any CT heading through mid and short.  He can stay in the tunnel entrance or use his discretion to go up mid and short to guard the site or to go through mid doors and CT spawn.

In this example we used bombsite A as our target, but it can easily be flipped by having the Ts wait outside tunnels whilst the decoy smokes and flashes long A and generally makes his presence known.  If the bomb gets planted at B then he can head to crossover to snipe or go through mid to doors or lower tunnels.

dust-2-decoy

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Basic Match Tactics for Dust 2 – Episode 1 – The A-Split

Posted by toeandno on April 9, 2009

Intro

In the first of a new series I will be discussing basic match tactics for Dust 2.   When I say ‘basic’ I mean basic; these tactics are what every new clan should learn and they are the foundation upon which every advanced tactic is built upon.  When it comes to tactics, a lot of the time you want to keep them simple anyway, even the best of clans seldom use a complex strategy, occasionally slipping one in to clinch an important round or to throw the enemy off guard.  Once your clan has learnt these and get comfortable using them, then you are free to adjust them to suit the strengths of your team.

So here’s tactic number one:

The A-Split

This tactic consists of two teams; Team A, a two man team a Team B, a three man team, including the bomber.

Team B will rush through long doors and hold at long A and Pit Side.  Team A will rush down catwalk (being careful of any snipers looking through Mid Doors), though short and up steps.  When team A get to the steps, team B pop around the corner at Long A.  Both teams can now pick off any enemies on A platform or ramp.  If team B pop round at long too early then a sniper stands more of a chance picking people off, but if done at the right time, both teams can attack them from two different angles and should clear the area with much less casualties.

This is a very simple tactic, yet it helps a team to work together with their timing, keeping an eye on their team mates on their radar for the right moment to attack.  Once the team has got this down well, then they will learn to add to it by team A smoking through mid doors to block crossover, making team b’s trip down from long to ramp safer from snipers etc.

dust-2-a-split

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Dust 2 Map

Posted by toeandno on April 7, 2009

A general overview of Dust 2, with the names of the main areas.  It is important for teams to all learn the same terms for the zones so that calling can be done without thinking about it.  It doesn’t matter if they are different terms to the one below, just as long as the whole team are on the same page.

dust-2-map

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The Perfect Counter Strike Server

Posted by toeandno on April 6, 2009

OK, there are two reasons we need to look at what is the best way for a server to be configured, which features should it definitely have and should absolutely not include and so on.  You may be starting up a public server for your own clan so that in between matches you can practice.  Or your clan may not have a server and so you are browsing random ones, looking to make one your home.

The question is ‘what kind of server is going to be ideal in order to help you train for clan matches?’

Well, my opinions will, no doubt, differ from yours but I shall list them and also offer explanations as to why I feel that these following features should or should not be integrated on a server.

1. Friendly Fire=On

Without out a doubt, this is so important to me.  I will never play on a server that disables friendly fire.  It is so important for a CS player to use every shot well.  This includes quickly identifying an enemy and shooting, rather than shooting at anyone you bump into and it not matter if they are on your own team.  Also, at a distance, you need to be able to shoot an enemy who is being blocked by your team mate strafing across him.  If FF is off then you will just spray at him, but do that in a match and you may need to turn the volume down as your team mate screams down your ear for TKing him.  this will also help you to be more careful with a nade, which needs to be aimed just as well as your gun.

2. Enable Team Kill Punishments

A no-brainer if FF is on.

3. All-Talk Settings

Only allow team mates to chat to one another whilst alive.  If all-talk is on then you wont be practicing team calls and tactics over the mic.  No point in calling that 3 men have gone catwalk, cos if they hear you, then a decent team would then divert to lower tunnels.  I find a lot of clans struggle when it comes to calling during a match, they hardly let anyone know where the enemy is, how many they see, which spots are clear, which route they are taking etc.  Public servers are a good way to practice and, for this reason, all-talk should be set to teams only for those who are alive.

However, all-talk can be set to on for those who have died.  In fact, I absolutely love this.  If the server has a strong community of regulars then you want to be able to chat to them and have a laugh with them, even if they are not on your team.  Plus, there is no greater feeling than pwning someone and then, when you finally die, being able to abuse them verbally.

4.  Map Rotation

Definitely need most of the standard maps, obviously ones that you intend on playing in matches.  There are some I dont care for (Aztec and Italy) and it’s up to the server admin whether to have ones like these on.  Despite it being a rare occasion to play matches on a hostage map, it’s good to keep those on for a bit of variety in gameplay and tactics.

Custom maps should be used with discretion.  Have some in for sure, new maps add to the training of new tactics and teamplay, but only include ones of high quality and ones that are even for both sides.  A good place to start are the ones used in CAL and other tournaments, cpl_mill, cpl_fire, nightfever.  There are so many maps out there that look good and yet are so unbalanced, or vice versa and so many servers that have them in their rotation.

5. Admin

Ah, admin, the ruiners of so many good servers.  No matter how wonderfully set up the servers are, a bad handful of admin can easily ruin it.

First of all, none of this ‘paying for admin’ bullshit.  Admin should be entrusted to those who can be trusted.  If the server is a clan server then only the responsible and mature of the clan should have the power to kick and ban people.

6. Rates

I constantly bitch about peoples rates.  A server should enforce the use of correct rates, either by automatically adjusting them or by admin and regulars asking people to correct them.  Also, the server should be configured so that anyone can type ‘zb_netinfo’ into console and see everyones rates.  This is especially useful when no admin are on.

7. Money Money Money

Start up money should always be $800.  Why?  Because this is how much you get in a match and getting used to it in a public server will help you to get used to those all important eco rounds.

8. Awp

In my mind this should be disabled, yes I know, very controversial but everyone knows I’m not an awp person.  It is an important weapon during matches and teams do need to have one or two good awpers, but a lot of people get too used to it, they almost rely on it and are at a loss when they cannot afford one.  If anyone wants to practice then go on a random server where people are just pissing around.  there’s nothing worse than your only teammate having an awp and just camping a spot whilst the bomb is ticking away.  Real players use real weapons and get in there and get the job done.

9. Enforce Objectives

It is possible to have a server slay all remaining CTs if a bomb isn’t defused and all Ts slayed if time runs out before the bomb is planted.  This seems to be the only real way of at least trying to get people to complete the objectives, even if they are the last man standing.  Most of the time when there is one guy left they will camp and try and pop off a couple of enemies who are runing away from the blast.  This is very frustrating for the other team members who are dead.  When people know that they will die anyway they are more likely to get in there and try and defuse against all odds.  This is all great training for those times when it’s just you versus 2 or more enemies.  Of course, in a match there are occassions where the last man may need to keep his weapon and so would not engage if his chances were slim.

These are the basics that I feel make a great server, but remmeber that this is all to help a player who is serious about training for matches.  There are plenty of fun servers out there which are great to mess around on and have laugh, some have ridiculous ragdoll physics, others have a banking system for money not to mention all the zombie, surf and gun game servers, just make sure you keep visiting these from time to time.

As always, let me know your thoughts by commenting at the bottom or by emailing me at toeandno@googlemail.com

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Tips on Spotting Hackers: Part 2, The Revenge!!!

Posted by toeandno on January 30, 2008

Ok so here’s some very useful information about the popular hacks used in Counter Strike. This is placed here for the sole purpose of making it easier to spot a hacker. If you know what to look for then it really helps.

The following information was provided by Cooliced, a former member of WildCards who has now co-created a clan call Fallen Wild. You can visit their clan site at http://www.fallenwild.co.uk/news.php and visit and support their new public server, it’s i.p is 85.234.148.18:29035

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Hacks are sometimes confusing and hard to spot unless you know what they do and what you’re looking for. In this section they will be detailed to help you understand them more thoroughly.

Aimbot: Aimbots use the computer’s accurate knowledge of the enemy’s figure and aligns, and shoots automatically. Aimbots usually aim at the head, but some hacks have adjustable vectors to aim at different parts of the enemy body. Some have randomizing algorithms intended to make the identification of an aimbot user harder by spectators observing the player. In their most basic form, aimbots facilitate hitting the enemy player more accurately. However, that is where the similarities stop.

XQZ’s early, relatively primitive aimbot would be bound to a button on the keyboard or a mouse, and as long as the button was pressed, the aimbot would take care of properly aligning the crosshair on the head (or if necessary, a different body part). This button could be the same button as the fire button and thus could enable the aimbot to only aim while firing. But this gave away its presence to an alert observer by its tendency to “slave” (the all-too-proper, inhuman following of the motion of an enemy player).

Early OGC’s aimbot portion was already much more advanced, and could be configured in a variety of ways. Auto-aiming allowed automated proper aiming and slaving. Auto-shot was another feature, where the bot would automatically cause the player avatar to fire their weapon if the aimbot locked up. It could be configured freely with an aimbot FOV (field of view). XQZ style aiming could also be employed.

Later versions of OGC’s aimbot portion allowed for punctual aiming, where one hit of a button (commonly the fire button) would merely result in one single adjustment of aim, without any form of “slaving”.

Modern, so called “LAN-Proof” cheats implement what is called charged aiming which is yet another improvement over punctual aiming. Punctual aiming mode is only active (charged) when a specific button is pressed shortly before the aiming is needed, and firing in turn empties this charge. While this may be inconvenient, it allows anyone at a tournament to briefly check the suspected cheater’s game for any inconsistencies, only to find nothing.

Some highly advanced and private aimbots do not even bother to move the crosshair as they are proxies and work on the network level. While essentially charged aimbots with a small FOV, the hits appear to be the result of an overabundance of luck rather than anything magically moving the crosshair. The advantage of this is to make nospread (see below) cheats less obvious and thus increase the effectiveness of them while only minimally affecting stealth.

Lan proof aimbots:The first well known aimbot, XQZ, was specifically designed to work at LAN parties where other players could look over the shoulders of the cheater. A modern cheat is a highly sophisticated tool with the potential employed relatively undetected at a LAN party, making what most casual cheaters and anti-cheaters know as cheats (especially the infamous OGC) look like children’s toys.

Many modern stealthy aimbots employ ‘charging’, where only a subtle key combination (e.g. shift + the key to buy ammo, or strafe left and right at the same time) would load the aimbot for a brief time and only for a few bullets. Even if a tournament administrator were to replace the cheater in order to look for anything suspicious, they would find nothing, for they would not know the subtle key combination to charge the aimbot. A series of occurrences of people apparently using their “timeleft” key to charge their bot has eventually made observers dub this type of aimbot Timeleft cheat.

Furthermore, a stealthy aimbot is configured to use only a small FOV (field of view), forcing the cheater to actually move their mouse to aim the crosshair sufficiently close to the position of the enemy. By relying on the cheaters normal reactions for the initial part of aiming the cheat becomes more natural looking and harder to detect but still allows the cheater dead-on accuracy once activated. Alternatively an aimbot can be configured to be charged for auto-aim and auto-fire only when a player is in dire situations. Furthermore, well made stealthy aimbots don’t slave – they are aimed and fired the instant the mouse button is pressed, and do not move again until the mouse is pressed a second time. Even an experienced observer trying to verify if mouse and screen movements correlate would have a tough time seeing anything out of the ordinary, with the cheating being almost indistinguishable from a skilled player with good aim and reflexes.

There are rumors about a few exclusive and private aimbots which appear to work with a proxy-type lucking technique rather than actual aiming, to make the screen’s movement even less visible. The mouse would be dragged near the enemy, and upon pressing the fire button, the bullet magically hits the head of the target despite the crosshair not being directly on top of it. While this would be very obvious with large FOVs, it would be almost impossible to notice with sufficiently small FOVs due to Counter-Strike’s often inaccurate weapons and inexplicable hits/misses, which do not make such hits seem impossible, except for their extreme frequency.

Auto Recoil: Automatically reduces recoil for each gun individually or sets it to the best pre-designated value.

Auto Wall: Automatically shows when a person can be shot through a wall using piercing ammunition.

AVDraw: Draws a dot, like an extended crosshair, to show you where your weapon will hit.

Box ESP: Draws a box around player models. (Configure to be both teams, enemy team or friendly team.)

Barrel/FM Laser: Draws lasers which point out from players to show where they are aiming/looking. (Configure to be both teams, enemy team or friendly team.)

OCG Crosshairs: Customizable crosshairs which have much greater potential than the ones provided by the game.

Distance ESP: Draws text on each player model with customizable information.

Entity ESP: Like regular ESP it also draws information for things like dropped weapons, the bomb and hostages.

Flash Removal/Anti-Flash: Prevents flashbangs from effecting the player.

Font Style: Customizable text font for many of the games aspects.

Auto Bunnyhop: Automatically produces the Bunnyhop motion for a player to greatly increase their movement speed.

General Speed hacks:Speedhacks change the computer’s perception of time and lets the cheater act extraordinarily fast. Most of the time they are found in combination with other cheats. Speedhacks can offer high time rates to clean out maps within seconds, or very slightly increased time rates to subtly improve the performance of an aimbot. Any client with a speed hack installed will find that their in-game movement and weapon rate-of-fire are far faster than other players. Like no-recoil, a timehack (or speedhack) is most often used in combination with an aimbot. Depending on the rate of time acceleration, a timehack can be used to rush to the enemy team’s spawn point and kill all enemy players within the first seconds of a round, or it can be used with a very low time acceleration (e.g. a rate of 1.1 or 1.2) to improve total damage over time of weapons. A timehack with a low time acceleration can also be used to reduce the time required to reload weapons.

Knife Speed: Produces speed hack like speed when a knife attack launched.

Auto Speed: Automatically produces instant movement speed when a pre-designated key is pressed (usually the fire button).

Manual Speed: Produces instant movement speed while a pre-designated key is pressed and held.

Lock Target: Will lock the crosshair onto an enemy target until he is dead. Targets can be altered with a pre-designated key and the switch between targets usually takes less than 20 milliseconds.

Low Ammo Warning: Displays an on screen warning when a person is below a pre-designated %%percentage%% of ammunition.

Lambert: Removes all shadow and dark spots from game play.

Name ESP: Draws text on player model which shows the player name. (Can be configured to show other information as well, such as HP.)

No Sky: Removes the sky from game play.

No Spread/No recoil: Essentially the same thing, no-recoil and no-spread attempt to reduce the inaccuracy of weapons when firing. No recoil describes the automated compensation of recoil on the vertical axis, while no spread tries to compensate the horizontal spread of the weapon. As the recoil and spread of gunfire in Counter-Strike is pseudo-random, it can be reverse-engineered and predicted, allowing a cheat to compensate for inaccuracy.

The different names for no recoil and no-spread are mostly historical. No-recoil is much older and could be performed by protohacks – all that was necessary was to move the aiming reticle downwards in a distinctive way to accommodate for the vertical recoil of the weapons. No spread is by comparison, a relatively recent invention that can accurately predict the deviation and compensate for any inaccuracy, making all bullets hit exactly the same spot.

While both variants can be used independently, some older, slaving aimbots make the use of at least a no-recoil cheat a necessity, thus effectively making them part of the aimbot itself. Even with modern, punctual/charged aimbots it is very common to utilize no-spread if stealth isn’t as important as performance. More stealthy, chargeable aimbots usually link the spread-suppressing factor to the charge and state of the aimbot. This prevents any stray, unaimed shots at a wall from giving away the presence of a no-spread cheat. They may also only remove the spread from the first 3-5 shots, or even only the first two bullets fired from a gun. However, they can eventually be detected by observers from subtle, rapid movements of the crosshair and are thus often disabled completely when stealth is paramount, like at LAN parties.

Overview Radar: Draws the overview map in place of the radar, as if the person were in spectator mode.

No Fog: Removes all fog from game play.

Smoke Removal/Anti-Smoke: Removes all smoke from game play (disables smoke grenades against player view).

Smooth: Smoothly lock onto a target or move crosshair towards target, causing less suspicious action.

Spin Hack: Play appears to be spinning to everyone else in the game. A multi-hack which can be configured.

Team Recognition: Part of the customizable aspect of other hacks to allow selected aiming of players.

Third Person: Changes the player view to 3rd person as if they were in spectator mode.

Time: Draws an on-screen display of the players local time.

XQZ Wallhack/Wallhack: Shows just the enemy through walls or makes walls almost invisible (adjustable opacity level).

YHAM: Is an older multihack which causes a player to change their name over and over very quickly.

Weapon ESP: Draws text on players models of what weapon they are carrying and can also dis

Spiked modules:Long ’spikes’, visible through walls, announce the presence of another player on the computer of a cheater. These are the simplest to implement since a few changes, or sometimes even bugs in the graphics cards drivers, can lead to the ability of a player to see other players through walls.

Ball hack:A ball floating above all players that was visible through walls, even if the players themselves were hidden. But this so called “ballhack” gave the players less information, especially about the armament or the heading of enemies, and thus was not very popular.

Data file hacks:Replacing player skins with brighter colored ones which are easier to spot at a distance or in darker areas of the maps.
Replacing sounds of silenced weapons by their normal counterparts, making them more audible.
Currently, the Half-Life engine and the Source engine both prevent those sensitive data files from being altered in such ways. This means it is only possible to use maliciously altered data files online when combined with an executable cheat that suppresses the engine’s own integrity check.

Methods of creating hacks:Replacing client.dll and datafiles
One of the first type of cheats that appeared for Counter-Strike were the so called headshot scripts. They utilized an altered client.dll that offered additional functions to scripts, therefore a script written in extended CS script replaced the more common mouse/keyboard bindings for attacks.

Similarly, data file cheats exchanged data like sound files, but mostly models for variations that imposed some sort of drawback for the enemies of the cheater, like, louder silenced weapons or player models that were visible through walls and doors due to spikes, or in the dark due to luminous / brightly colored textures.

Neither of the two types of cheats are considered effective at this time. Regular aimbots prove to be far more powerful than headshot scripts, and client.dll, like player models / sound file changes are restricted as servers are provided checksums by clients and can choose to disconnect them if they differ from the checksum values on the server. Although theoretically a new generation of hacks could fake checksums or filesystem calls.
Hooks

Client Hooks make use of the fact that any system that employs Dynamically Linked Libraries allows the relatively easy replacement and/or redirection of function calls within those libraries. These systems include Linux, FreeBSD, Mac OSX, Windows, and just about every other modern operating system.

The reason why Counter-Strike is considered to be vulnerable to this attack is, because the mod is itself a separate entity from the Half-Life engine, and the two parties communicate to each other with easily-intercepted DLL calls. Most people consider this a special weakness of the Counter-Strike architecture that is not directly applicable to all games. However, few contemporary games are one monolithic executable, and almost all of them are utilizing DLL calls for various purposes – if not just driver calls.
The source of the loaddll library, written by the author of the original OGC was eventually released into open source, and lead to a multitude of OGC-like cheats that utilized the same facility to wedge itself between the game’s engine and the mod’s game logic.

The same thing may also have lead to the relative hook-proofness of current anti-cheats. VAC appears, and C-D even claims to be able to detect client hooks reliably, although there has been a history of hooks which managed to work without being detected by either one or both.

Amongst the first aimbots were color based aimbots, known to exist only for relatively early versions of Counter-Strike. They colored either team in its distinctive color (e.g. bright green or bright red) and would automatically fire on any pixel with this color. Since they could sometimes been foiled by using multi-colored logos, they did not have much success. A key was pressed to switch from auto-aiming at one team to the other.

Driver manipulation

Beginning with XQZ, Counter-Strike has had a long tradition of being susceptive to altered drivers. As any modern computer game, Counter-Strike makes heavy use of Win32 infrastructure – Windows API, DirectXfor input, networking and sound, and the ability to use either Direct3D or OpenGL for the graphics. Theoretically, each one of these components could be manipulated to gain an unfair advantage. Although almost all drivers could be used, in practice, almost exclusively OpenGL and DirectX infrastructure, and more rarely, mouse drivers are manipulated.

Cheating-Death, unless disabled properly by specialized support hacks, generally detects replaced OpenGL drivers, VAC at one time banned users with a certain ASUS graphics card because the drivers replaced the normal DLL supplied with Windows during installation. Coincidentally, certain ASUS drivers at some point also allowed for wallhacks without requiring any additional drivers. Such False positives have seriously harmed the efforts of the ban-them-all proponents. VAC currently does not detect these cheats, which are the easiest to create.

Driver manipulations are especially nasty to detect, as basically every file on the computer could be part of a legitimate driver or a cheat. Therefore it is essentially impossible for both a Lan-Party admin or an anti-cheat tool to detect such a cheat, even when being freely available to search the suspected cheater’s computer.

Proxies
There are no known public cheats that utilize proxies, and thus are never detected. But some people suspect that proxy-like cheats exist, which could allow a cheater to remain safe from both visual detection on a lan-party, and known client- and server-side anti cheat mechanisms.

Proxies are exclusively aimbots and are giving themselves away by not having the crosshair correlate to the position of the actual impact. With small FOVs however, these cheats can be both extremely stealthy and effective even in lan play, as hits can easily be attributed to Counter-Strike’s relatively inaccurate weapons, so called lucking.

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Counter Strike FAQ’s

Posted by toeandno on September 30, 2007

This article is here to answer a few questions about CS:S.

A lot of people stumble across my blog when asking questions in Google about the game.  Unfortunately, this blog, as of yet, does not answer those questions and there is no way that I can get in contact with the people who pose the questions.  This section will grow as more questions are asked so be sure to check in from time to time.

So here is a compilation of the most common enquiries:

Q. How do you get a lower Steam ID?

A. The length of a Steam ID depends on how old it is.  Currently a new ID will be about eight digits.  If you wish to get a low digit ID, four or five digits, then you can purchase these from someone else, usually on Ebay.  This however is looked down on.  A lot of accounts get hacked and then sold on, so never buy a Steam Account from a source other than Valve.  If you want a Steam ID with four digits just to look good, then try and get good at the game instead.

Q.  How do you get someone’s Steam ID?

A. In console type ’status’ to see the name and Steam ID of everyone on the server.

Q. How do you turn off weapon recoil in the game?

A. Recoil is a part of the game.  To turn it off you need a hack.  If you do this then you are the scum of the Earth.  If you need to do this to play the game then go and play another game.  You’re not wanted in the CS:S community.

Q. H0w do you quick reload?

A. Different guns have different reload times.  You cannot make a gun reload faster than it already does.   If you are reloading and you come across an enemy and still have some bullets left in the chamber, tap the Q button twice to switch to a different weapon and then back to your main gun.  This stops the reload and gives you your remaining bullets.

Q. How do you use special characters in your name?

A. Go to your character map in your start menu ( Programs, accessories, System Tools) and choose which characters you want.  Copy and paste these into Counter Strike.

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