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  • Anti-ban


    Zarroco

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    Sorry in advance, im a complete idiot. Are anti-bans built into the client (or scripts) or do I have to manually install them? If I have to install them, how/where would I go about doing so?

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    Lots of scripters build in their own anti-ban.

     

    The bot in covert mode is undetectable, so when scripters refer to anti-ban they usually just mean doing things in their specific coding that make the script seem more human-like.

     

    So no, you don't have to do anything manually. If a script has it, it'll include it, if it doesn't, it wont.

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    The whole notion of anti-ban is almost obsolete nowadays. Over the years, we've come to realize that adding intentional 'anti-ban' almost does more harm then good.

     

    Generally, scripters try to write their scripts in such a way that makes them more human-like. Human's don't check their stats every 10 seconds, or move their screen every 15 seconds, etc, etc. We are truly random...and slow...and sometimes efficient...and sometimes not...and that is the whole goal for 'anti-ban' nowadays -- to make each experience as random and unique as possible.

     

    So to answer your question, yes and no. I believe the client has some form of 'anti-ban' by default (randomly chosen mouse movements for each client?), however, in general it comes down the the particular script. Or if you're using covert, which makes the client 'undetectable' so you wouldn't have to worry about any anti-ban measures anyway.

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    The whole notion of anti-ban is almost obsolete nowadays. Over the years, we've come to realize that adding intentional 'anti-ban' almost does more harm then good.

     

    Generally, scripters try to write their scripts in such a way that makes them more human-like. Human's don't check their stats every 10 seconds, or move their screen every 15 seconds, etc, etc. We are truly random...and slow...and sometimes efficient...and sometimes not...and that is the whole goal for 'anti-ban' nowadays -- to make each experience as random and unique as possible.

     

    So to answer your question, yes and no. I believe the client has some form of 'anti-ban' by default (randomly chosen mouse movements for each client?), however, in general it comes down the the particular script. Or if you're using covert, which makes the client 'undetectable' so you wouldn't have to worry about any anti-ban measures anyway.

    I would argue the opposite. I think humans are inbetween random and consistant. If you take someone and tell them to come up with a string of binary thats 20 characters long and tell a computer to do the same, the outputs will be very different. At first glance the humans string might look very similar, but if you look at the patterns they will not match proportionately(if that makes any sense?)
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    I would argue the opposite. I think humans are inbetween random and consistant. If you take someone and tell them to come up with a string of binary thats 20 characters long and tell a computer to do the same, the outputs will be very different. At first glance the humans string might look very similar, but if you look at the patterns they will not match proportionately(if that makes any sense?)

     

    This is actually a major topic in computer science!

     

    Computer can't be random. They can be psuedo-random, meaning they're deterministic and often have some sort of seed which has some sort of algorithm applied to it so that it can make things sort of 'randomish.'

     

    The question is, can humans be random? That's more of a question of philosophy, which I don't know as much about as I do computers. But it's fun to think about! So in terms of anti-ban, the only way we can know for sure what works is finding out exactly what Jagex tracks, and what criteria they use to determine if something is a bot.

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    Yeah. Iirc the default seed is the time in MS

     

    But you can use your own, like in our case you can hash the player's username for uniqueness

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