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Chickens can have invisible player-sized hitboxes.
Cheats detect entity data, not the chicken model.
Valve just needs to fake classID, teamID, bones like head/chest, and HP.
Most cheats will snap to it like it's a real player.
Advanced cheats?
Theyāll lag more, be less accurate, and easier to detect.
This isnāt impossible ā itās psychological warfare. šš£
#OperationCluckback
name: Frantsuz@95
https://steamcommunity.com/profiles/76561199805405317/
The best path is combining both layers:
š§ VAC does the backend detection, bans the dumb ones.
š Invisible bait entities confuse and expose the smart ones.
You hit both ends:
The script kiddies get banned.
The advanced cheaters waste time aiming at decoy chickens.
Itās not just about blocking cheats ā itās about breaking their rhythm.
Exactly, man!
VAC is the solid foundation ā but cheaters evolve fast, so we need more than just silent background scans.
Throwing in decoy entities with fake hitboxes is cheap, unpredictable, and hits them where it hurts: their scripts and logic.
Itās like psychological warfare, but with feathers. š
And the best part?
It doesnāt punish legit players. It only messes with the ones who shouldnāt be there in the first place.
Valve just needs to be bold enough to weaponize chickens. šš
However it might show incorrect damage statistics on round end and other hitbox related features
Assigning a decoy chicken to mimic a playerās entity data might mess with damage stats, killfeed, or post-round accuracy metrics.
But hereās the workaround:
Make these chickens client-side visible only to cheaters ā via spoofed data in memory (wrong classID, fake HP, etc.), without touching actual server-side stats.
Basically:
Players donāt see or shoot it.
VAC or trusted mode doesnāt even render it.
But the cheat thinks itās a real player and snaps.
Think of it like a honeypot in cybersecurity. Let them trigger ā then log it, flag it, and⦠š„.
A few fake stats are a small price to pay if we get to mess with the parasites.
Player-like hitboxes (head/chest).
Same classID or spoofed metadata used by cheats.
Optional: Custom skin to look more human (only client-side for cheaters).
Sync each decoy to a real player ID temporarily (to bait triggerbots).
Control visibility:
Invisible or irrelevant to legit clients.
Visible (or detectable) only through memory cheats.
Monitor interactions:
Log hits, trigger pulls, or aim locks on decoys.
Flag abnormal behavior.
Cheap to implement. No need to mess with netcode or physics. Just smart trickery to break cheat logic.
CS2 already handles dynamic entities (chickens, grenades, physics props) without performance issues.
One or two extra fake entities per player, invisible to legit clients, wouldnāt break anything.
Itās not about quantity ā itās about how smart you hide and manage them.