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  1. #1
    Gunz5456's Avatar
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    Can someone get me the source code for a No Lead?

    Hey guys!
    So here's the deal.
    I'm trying to become staff for a GunZ private server called DRGunZ.
    And the only way I can get in to staff is if I make a non-exploitable No Lead.
    Most private servers have them, but all of them can be easily hacked so that the hacker gets instant kills by sending out a fake No Lead. I told the head Admin that I would look for the No Lead source code and see what I can do. But I can't seem to find the code online..
    So can anyone give it to me? If you could, that would be GREAT!

    I'm counting on you,
    ~Gunz5456

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  2. #2
    Shadeyz346's Avatar
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    Wrong section .. move to general
    Cause there is no request sectiom

  3. #3
    pilipino93's Avatar
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    It's best you find a tutorial on your own, if someone were to just give it to you, then you'd just be leeching. And if there come to be errors or glitches in the anti-lead, and they ask you to fix it, what would you do? And if I were them and wanted a quick no-lead, I'd just grab off another server lols. I'm sure there are tuts around.

  4. #4
    wikiwikit's Avatar
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    What no lead does is changing it, its p2p but you are now the one to decide wether its a hit or not. The best way to do this is to check if there is an extreme high packet sending wich will disconnect him:/ although this can easily be bypassed and im not sure how hackers do their kills:/. You should study it yourself I guess

    ~ Sam

  5. #5
    erav's Avatar
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    Is there any good hack? I got dropped every 5 mins with this hack... and I'm getting stressed.
    I've seen people logged for long long time and they don't get disconect.
    if there is any good hack as me know please.

  6. #6
    CtrlAltxGhostx's Avatar
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    The problem occurs because hit counting happens as so:

    You shoot.
    You send this packet to the server.
    The server shoots the area where you shoot on the other players client.
    The player is in a different area.

    I imagine that this could be fixed, by counting up the hit damage packet as it is sent, rather than firing the shot later, reducing the ping to just the latency of the server, and not any of the player.