Counter-Strike 2

Counter-Strike 2

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šŸ” Anti-cheat idea: Chickens with player hitboxes to troll triggerbots.
Chickens = same hitbox as players

Triggerbots shoot at the ground

Some chickens look like enemies (only for cheaters)

Others are invisible to legit players but visible on wallhack

Zero impact on normal players

Let cheaters fight ghosts.
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Showing 1-14 of 14 comments
theirs no physical way to make the chickens have player hit boxes and for cheaters cheat to detect it as a player:lunar2025snakeinablanket:
LnD999 Apr 5 @ 9:07am 
It's totally possible.

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?
They’ll lag more, be less accurate, and easier to detect.

This isn’t impossible — it’s psychological warfare. šŸ”šŸ’£
#OperationCluckback
steam://rungame/730/76561202255233023/+csgo_download_match%20CSGO-BQGXT-HRVwU-CHehG-VfJJ2-CCLwF
name: Frantsuz@95
https://steamcommunity.com/profiles/76561199805405317/
LnD999 Apr 5 @ 9:11am 
True — VAC alone isn’t worthless, but let’s be honest: it’s not enough.
The best path is combining both layers:

🧠 VAC does the backend detection, bans the dumb ones.

šŸ” 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.

It’s not just about blocking cheats — it’s about breaking their rhythm.
LnD999 Apr 5 @ 9:25am 
Originally posted by I<3cs2:
Originally posted by a:
...
Interesting idea :steamhappy: While VAC is always working hard to keep the game fair, I can see the logic in adding an extra layer of defense! I mean, cheaters are always getting smarter, so gotta keep up with them! šŸ”šŸ§  Maybe that's something Valve could look into - it sounds like a pretty clever solution.




Best regards, respected cs2 community member

Exactly, man!
VAC is the solid foundation — 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.

It’s like psychological warfare, but with feathers. šŸ”
And the best part?
It doesn’t punish legit players. It only messes with the ones who shouldn’t be there in the first place.

Valve just needs to be bold enough to weaponize chickens. šŸ˜ˆšŸ“
Originally posted by Unacceptable:
theirs no physical way to make the chickens have player hit boxes and for cheaters cheat to detect it as a player:lunar2025snakeinablanket:
It is possible giving them player hitboxes and when players join the server assigning a chicken with a particular player's ID so that triggerbot detects the chicken and kills it
However it might show incorrect damage statistics on round end and other hitbox related features
Allx Apr 5 @ 9:44am 
looks like a really good and funny idea, normal players can still shootign to chickens /models toes while cheaters enter the doom of keep auto shooting above chickens with no apparently reason... valve can alo use those bait chickens to put them behind walls leaving the head inside maps 3-4 meters above floor= a entity behind the walls wich only interacts/can be detected by people actively cheating
LnD999 Apr 5 @ 9:50am 
Originally posted by Dying Lactic Acid Bacteria:
Originally posted by Unacceptable:
theirs no physical way to make the chickens have player hit boxes and for cheaters cheat to detect it as a player:lunar2025snakeinablanket:
It is possible giving them player hitboxes and when players join the server assigning a chicken with a particular player's ID so that triggerbot detects the chicken and kills it
However it might show incorrect damage statistics on round end and other hitbox related features
Solid point!
Assigning a decoy chicken to mimic a player’s entity data might mess with damage stats, killfeed, or post-round accuracy metrics.

But here’s the workaround:
Make these chickens client-side visible only to cheaters — via spoofed data in memory (wrong classID, fake HP, etc.), without touching actual server-side stats.

Basically:

Players don’t see or shoot it.

VAC or trusted mode doesn’t even render it.

But the cheat thinks it’s a real player and snaps.

Think of it like a honeypot in cybersecurity. Let them trigger — then log it, flag it, and… šŸ’„.

A few fake stats are a small price to pay if we get to mess with the parasites.
Tesame Apr 5 @ 9:50am 
won't work image legit player not hitting a shot because chicken in front of him had player hitbox and he hit chicken instead of enemy infront of him
Originally posted by LnD999:
Chickens = same hitbox as players

Triggerbots shoot at the ground

Some chickens look like enemies (only for cheaters)

Others are invisible to legit players but visible on wallhack

Zero impact on normal players

Let cheaters fight ghosts.
Smart idea, but having something with hitbox on all Maps wouldnt make the game lag?
Tesame Apr 5 @ 9:56am 
Originally posted by MasterGameā„¢:
Originally posted by LnD999:
Chickens = same hitbox as players

Triggerbots shoot at the ground

Some chickens look like enemies (only for cheaters)

Others are invisible to legit players but visible on wallhack

Zero impact on normal players

Let cheaters fight ghosts.
Smart idea, but having something with hitbox on all Maps wouldnt make the game lag?
chickens already have hitbox so not really
LnD999 Apr 5 @ 9:58am 
Create decoy entities with:

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.
LnD999 Apr 5 @ 9:59am 
Good question — but nope, it wouldn’t lag.
CS2 already handles dynamic entities (chickens, grenades, physics props) without performance issues.
One or two extra fake entities per player, invisible to legit clients, wouldn’t break anything.

It’s not about quantity — it’s about how smart you hide and manage them.
LnD999 Apr 5 @ 10:58am 
ESPERO QUE DE CERTO
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Date Posted: Apr 5 @ 9:01am
Posts: 14