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.

Instead of the tilt board like the marble being rolled by tilting the board, but measuring the ball being rolled off the board.

How About if there was a way to have a board, on a character bone. To start with.

Then, secondly, have a measurement of where the ball is on the board, compared to the very center of the board?
Then replace the ball, with the debug line from the gun in the shooter game the debug line shows where the bullet goes.

Then, thirdly, measure the ball which is not a debug gun line showing the path of the bullet to the bone, now show the statistics is it going from further to nearer and then staying in the middle of the bone? Else, is it moving to some area around the bone but not directly on the bone but it goes to that spot like magnets sticking together.

Then fourthly, Assuming the whole characters bones each has this board and measurement, the measurement then stretches over all these bones to isolate which bones are being targeted.

Then fifthly, attach the gun and bullet debug line to the character and the shooter so the gun is attached to both characters but the shooter shoots the gun and the character being shot just measures the debug line to one or more of it’s bones.

The AI can jolt the person out of the area being targeted by the shooter and then if the debug line sticks to it’s bone there is something fishy going on here.
Else they jolt out of the targeted area and the debug line doesn’t follow but goes back to the same bone shortly after the board is being shot at again.

Now the AI step can begin, sixthly, the path of the board. The board travels on a path and lands at a point on the map., say (1, 1, 1), then there the bones are targeted by the shooter. The bones being targeted are related to items the character picked up. So the targeted bones are the character and the items being held.

Then the person the travelling board forgets why they went to point (1, 1, 1) so the retrace the items and then they give them to the shooter to see if it’s interested and if so the shooter points at the item that is not at point (1, 1, 1) but is related to the items at the point the board is on at point (1, 1, 1), then the person or board remembers and then does their job at that point on the path.

That is where I want to go with this.
But,
I first have to start with putting the board on the bones to get measured for where the gun debug line is hitting the board on the bone and then putting the board on all of the bones of the character.

I will start with the board tilting game to balance the vertical board by controlling the right controller stick. See where that goes.

Uh i read first two posts, sorry could not process more of this.

So your anti cheat replaces whole shooting and aiming with some balancing box minigame.

Then you want to make target player bend and bounce when somebody else is targeting his character. And that is a cheat.

Also this whole cheat anticheat will add a lot of network traffic, not server needs to check all bones against all player and where they aim.