Spielerando

In a shared world, how to reject jumps that are too high without punishing honest players

When friends build and survive on one server, someone will eventually hack their jump to fly over walls. Checking too strictly rubber-bands honest players on stairs and lag spikes. Here is a pair of checks that catch the cheat from two sides, and what the server must never believe from the player.

Why this works

The server cannot see the player's body, only what the player claims. So it compares each claim with something the player cannot fake, its own record of the last firm ground and the time passed. Two independent tests leave a cheat no cheap gap.

When not to use it

Skip it in a game for one person or a few trusted friends, where a wrongly refused jump costs more than a cheat ever could. There, let the player's own device decide and only watch for odd results.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 32 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "In a shared world, how to reject jumps that are too high without punishing honest players" (read_entry server-checks-reported-jump-height) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP