Protecting Scripts
by Jules · in Torque Game Engine · 08/16/2007 (2:55 pm) · 5 replies
Hi...
What would be the best way to protect the generic .cs scripts compiled into .dso for the end published game from being removed and replaced with new ones to cheat, or modify the game? Such as script validation in a main script that checks to see if all scripts contain a certain keyword, if they do then run them if not exclude them. If the main script is not present then none will work.
Your thoughts, suggestions on this.
Julian
What would be the best way to protect the generic .cs scripts compiled into .dso for the end published game from being removed and replaced with new ones to cheat, or modify the game? Such as script validation in a main script that checks to see if all scripts contain a certain keyword, if they do then run them if not exclude them. If the main script is not present then none will work.
Your thoughts, suggestions on this.
Julian
#2
08/16/2007 (4:46 pm)
Changing function call names might work, lots of debugging involved though. I'm more interested in the gui elements, stripping them down to find out the function calls enabling new gui files to be generated, allowing players to take advantage of gameplay elements that are not available to their sides team.
#3
08/18/2007 (2:14 am)
Your best route would be to go into the c++ source code and change the way the dso files are encrypted. Then, to avoid players writing their own scripts and having them compile, disable the .cs script compiling function before releasing your game.
#4
08/18/2007 (7:55 am)
Cory ... excellent, thanks. Didn't think about disabling the scripts from compiling, after the final dso files are generated.
#5
08/18/2007 (4:28 pm)
No problem. The reason you might change the encryption is to prevent users from compiling their own scripts with another Torque SDK and replacing yours.
Torque Owner Stefan Lundmark