anti cheat idea for multiplayer games

I posted this in the unity forum but I will repost it here because maybe there is a component that can be made for unreal engine like it can be for unity? I know unreal has blueprints, but this is a component that would go where I wonder? ANyway here you go.

The anti cheat fixes a problem where in multi player games like call of duty, cheaters have a cheat call (aim bot). (aim bot) controls the weapon to fix the enemy automatically like magnets sticking together.

My anti cheat idea for a component, if to make the mini game. The game is to make a square, and a ball.

The square is made a long flat floor and locks the x, y, axis and rotates on the z axis.

The ball falls on the floor and tilts the floor by the player controlling the direction the ball rolls.

That is the mini game.

The anti cheat is to see if the ball drops in the middle which is a direct hit.

This is the first test,
bool first_shot_direct_hit = true or false.

Then, the second test is now the ball is on the floor, the circle is touching the square, the game assumes control of the square to tilt the square.

This tilt moves the ball away from the center of the square floor. The square was stretched to be a long flat surface like a pencil btw.

Test 2 is,
bool the_ball_stays_in_area_of_square_to Hit_target = true or false.

The way the cheat works is by a circle area, the closer the circle is to the target is when the aim bot activates.

So to tickle the cheat to works the anti cheat can tilt to avoid hits then tilt to activate the aim bot circle area and see if the tickle activates the cheat to stick to the target.

Then I can put this component on the player body parts to have multiple stacks arrays of these to see which body part the cheat is targeting because they can stick to various body parts.

And that is my idea for an anti cheat component that unity can add to be an anti cheat.

The first thing to do is to make it.

Then test it and if I want look at it in assembly code.

But, um, if the players what are they called their avatars their skin their skeletons , oh yes, it’s called “bones”. If the bones on the players had a way to measure the relative view of how long the players reticle is on the bones, and each bones has a array element and a array element is one component and one component is the test I described that I test eventually that it works to see relative view of how long the player is aiming at the bones.

If I was going to design this. I would add all guns to the bones of every player.
Then, second, I would dray a debug line to see where the gun is pointing, the gun of the person shooting at me.
. Then third, I would add in the ai jiggle to automatically add in a avoidance of the gun debug line hitting the bones of the player. to see if their aim bot circle sticks to the bones if I jiggle.

I might take that idea and make a game where I put all players into one mass groups of interlinked bones and guns. See how that works then work out the anti cheat to add in jiggle then see if I write a aimbot if I can make my anti cheat avoid the bullets like neo in the movie the matrix

I read that AI is supposed to be the next big thing.

If this idea of anti cheat can apply to AI then maybe AI could look at using it.

If the unity component array of components had a bunch of debug lasers that point at the target, you would see that if the person or AI went to a point on a map, and forgot why they were there, they would see they are the target of something pointing at them and what they possess as that is to assume that getting to that point on the map they also equipped themselves.

So that is to say what the target equaipped is now a bone and the new bone the equipment bone is now pointed to as a target by the things in that area of the map.

Then they can say if I am here and this is the thing tergeting me then that leads me to a conclusion a logical conclusion. Jog my memory what thing that I came from is the thing targeting me is also indirectly targeting if it were equipped on me?

Then I loop through the things I had or thought of at the time I started getting to the place on the map I am now and when I see the thing targeting me also targets that thing I remembered then I can continue on my journey.

That is how AI might use the anti cheat idea.

But it won’t work unless we first make the anti cheat and that means having every players bones connected to everybodies guns/weapons. Then the debug line can be drawn and then the anti cheat can be tested. The birth of the AI from the anti cheat.