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#Company of heroes hack mod#
However, the most important difference with Cheat Mod (2.0 Multiplayer) is that the HQ must be selected before any of the hotkeys will. Relic has shown they can detect maphacking through battle servers here's hoping they can do the same with sync hacking." Select the HQ first (press F1), before using any of the hotkeys: Shift + Control + F2 Squad Hotkey LiThis mod is similar to the original Cheat Mod, except that it now also works in Multiplayer and Replays. Detection, rather than prevention, is the key here. Sure, they can implement memory restrictions and add integrity checks and stuff like that, but at the end of the day they really can't stop a user with physical access to a machine running their game from accessing elements of it held in memory. This is because each player's game state is stored on their own computers, and Relic has no control over what happens on a user's machine. Sync hacking is just like maphacking in that it's impossible to prevent without adopting a pure client-server model, which is impractical for an RTS. That said, I wouldn't be surprised if Relic is keeping a record of players involved in games that end in sync hack error messages in order to look for trends and take action against those who are involved in a disproportionate number of the errors. There's just too much uncertainty, so the game has to resort to the trust system. Because of this, you can't use the source of the error as a means of determining a winner and a loser. Like in the example I gave above, it would be my opponent's machine that gives the sync error even though I was the one that caused it, since it wasn't detected until my opponent received my updated information. Furthermore, it's likely difficult to reliably detect the source of the errors since a sync error simply means two sides disagree, so you don't necessarily know which side's data is actually corrupted and which side's data is perfectly fine. The thing with sync hacking is it's possible that a bad or corrupted packet from Relic's server could cause a sync error, so it's not as simple as detecting the source of the sync hack error message and flagging that player as a hacker. When my updated data gets send to my opponent, his client detects the discrepancy and terminates the game with a sync error.
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For example, I go into the game's memory and alter some data so that instead of having 200 manpower I have 250 manpower. "Sync hacking is just corrupting the game data so that it becomes out of sync with everyone else.