we installed new anti-cheat system. Please let us know how it works out.
This documentation is geared towards AGuard v1.6
Welcome to AGuard, the server-side anti-cheat system for Counter-Strike 1.6 !
Even with the limitations working with a very old Half-Life engine, AGuard continues to improve techniques in detecting and blocking cheats.
A wallhack is a program which makes the walls of a map appear transparent. This allows the player to see his enemy anywhere in the map. Obviously this destroys all gameplay and fair play within a game.
This is where AGuard’s wallhack block comes in!
AGuard wallhack blocker tackles this problem at source by stopping the data which details the enemy’s position being sent to a player if there is a wall between the player and his enemy. Because of this method, and the fact that no data is actually sent, there is no possible way ANY wallhack can be used effectively on a AGuard Block_Wallhack enabled server.
Now there has often been some confusion about the wallhack blocker because of the way it works. It doesn’t stop the walls becoming transparent. It doesn’t stop the player seeing his own team mates (configurable). It doesn’t stop a wallhack working on a player while he is spectating. It does, however, stop all alive players seeing all alive enemies and stop soundhacks which take datafrom the sound a player makes.
So why don’t we stop all players from seeing any player if there’s a wall between them, regardless of whether it’s team mates or if they are spectating? The simple answer here is resources.
The wallhack blocker takes up a lot of processing power. It’s without doubt the most CPU intensive feature of AGuard. To reduce the overheads it requires we only apply the wallhack blocker exactly where it’s needed and that’s between a player and his enemy. The server has to take into account all the players’ positional data and enable the wallhack blocker on a player every time a wall comes between him and his enemy. It also has to disable the blocker just before the player comes around a corner. That requires quite a lot of processing, hence the fact that wallhack blocker works only on alive players.
You’ll notice I said the block is disabled just before the player reaches a corner. This is done in this way because if we disabled the wallhack blocker at the exact moment the player came around the corner and either the player or server lagged, the player would appear to just popup out of nowhere as if he was teleported there. The downside to this is that wallhackers can see players who are very close to the corner of a wall. But this isn’t a huge downside as it only gives them a spilt second notice of a player, as opposed to knowing their exact position the whole time.
Wallhack blocker may uses a lot of CPU power, but it also reduces overall server ping (because of the dropped player packets).
Either through the use of scripting or prediction, aimbots help the player aim at enemies by moving the player’s view to anticipate an enemy’s position. They are usually programmed to aim specifically for the head. Instead of detecting aimbots (which is really very hard, especially when it’s server-sided) we decided to make sure that this ‘feature’ cant work as it’s supposed to on the client by changing packets sent about the player’s position and statistics.
The Rapid/Burst detection monitors the speeds at which a player fires his gun and detects the use of anything which allows a player to fire faster than should be possible. This detection is great for detecting multihacks, rapidfire scripts, burstfire scripts and also mousewheel triggers.
The player with spinhack appears to spin rapidly in all directions when moving, reducing the player’s overall hit area and confusing the enemy. This detection monitors for those, also known as, spinbots. It has also the ability to ignore the arrow turns to reduce the false positives.
Speedhacks give the player increased speed, usually dramatically increased speed making it hard to target, hit, or even see the player. It works by sending false synchronization data to servers.
Cheating-Death (C-D) was an anti-cheat system which included both a server and client. In it’s last alive days, the so-called CD hacks appeared, emulating cheating-death client and letting the user use cheats. The CD hacks are one of the most common cheats today. While all of the methods and plugins nowadays detect CD hacks by alias scanning or cvar quering the ‘cd_version’ variable, AGuard detects it via emulating a Cheating-Death server on the HLDS. This produces 100% CD hack detection rate without false positives !
All of the client settings are stored into cvars (client-side). There are cvars that can give the user abilities, normally it’s not mean to have. Thats why we introduce the cvar enforcement - enforces clients cvars with a value, that cant be changed!
Client file enforcer
A ported version of soundcheck metamod plugin. With this feature you can enforce consistency for sound/sprite/model/wad files on the client thus removing the possibilities of nosmoke sprites and etc.
Client-file hash detection
With this feature you can determine the existence of a file on the client (for example OpenGL cheats).
Rapid name change detection
Prevents constant name change cheats.
WalkGuard basically prevents various kind of map exploiting. AGuard ships with pre-defined zone files containing data of known exploit locations in a number of default maps. Custom zones can be added as well using the advanced in-game zone editor. This way skywalking can be prevented, and the “jump-through-ceiling” bug detected. If a player tries to enter a SkyWalk zone, he will be pushed back. If he tries to use the “jump-through-ceiling” bug, he will be punished according to the server configuration.
Zone mode explanation:
There are 4 types of zone definitions available:
None - zone will do nothing, and will turn invisible when the WG menu is closed
Block - zone will block players from moving through it
Jump-through-ceiling - zone that punishes players using the “Jump-Through-Ceiling” bug against it.
Kill - zone will kill players when they enter in it
Notes about WalkGuard:
Boxes (the zones) cannot be rotated.
Even though you can edit the zones live in-game, we recommend creating a test server for the purpose, as the gameplay will continue even in the zone edit mode.
You can place zones inside small ceilings to detect the “jump-through-ceiling” bug.
Zones can be displayed in-game, but the HL engine limits the number of beams (which the zones are displayed with) in one view, so too many zones in one area might cause the last-added to turn “invisible”.
When defining Jump-through-ceiling zone the map must be restarted in order the zone to take effect.
Dont forget to save the created zones, otherwise they will be erased on map change/restart!
Chat and nick spam detection
Prevents spamming IPs and sites using the in-game chat/teamchat and by nickname.
In-game crash and bug fixes
Fixes various bugs like ‘fullupdate’ lag, flashbug, autobuy crash, color chat, localizebug.
For more details please visit
We have disabled all our previous anti-cheats.