Changing client access level in COH is mostly harmless. Unlike a lot of games, the server doesn't trust the client's idea of world state at all, so things like position and run speed can't be overridden -- you'll just rubberband back to where you should be. Even if you turn no clipping on client side, the server does full collision so it won't work. Most of the 'exploits' that have been found and patched over the years are serverside bugs rather than client/server trust issues.
A lot of the clientside dev commands either just display extra debugging info, or send commands to the server, which of course depend on having an elevated server access level to use.
Probably the worst thing you can do with client side access is enable selectanyentity, which lets you target anything, including untargetable things and yourself. Even that couldn't be abused much because the powers system differentiates between 'self' and 'friend', so powers like Clear Mind still wouldn't be usable.
However, that said, I don't want to spread it around too much, because there's always the possibility of bugs that can only be exploited with elevated client-side access.
Harmless my butt, my first visit to recluse's victory taught me that. had two enemy players approach me and just stand there for a minute so i started blasting them with my blaster, then... my character strated lag jumping and wouldn't attack. then one of them attacked.
so yeah it can be used as a PVP hack, but seeing as PVP wasn't a huge deal like it is in other games it's really more laughable than anything.
OK, I have the answer this thread needs, and no one go halfdonkeying this! we need something that works without bugs;
the goal of this project will be to force a player client to think it's the server client, that can probably be done easily in cheat engine, however if it doesn't have the ability to do the basic battle and record figuring due to a lack of serverside calculations, then;
I came accross a game moding forum recently when trying to do something I probably shouldn't to a game I wanted to play in a certain way (no not cheating)
ok, well, there are game parsers, things that can rip models and all thier libraries out of a game and repackage them back into the game after edits.
so the idea here is to monitor the game's calls for serverside calculations and write scripts that fill those gaps, then repackage them into the original file.
we can probably use codewalker's Icon to begin the hacking to make it work.
Once you have a computer that can reliably mimic the server client's necessary calculations then it is time to set-up an Ethernet address, connect another computer to it via ethernet cable, now edit a version of Icon on the 2nd computer to be a Client and tell it to attach to the ethernet address of the 1st computer.
from where it should be easier to work out any kinks.
once kinks have been worked out load more maps onto your 'server' you might need 1 Computer for each map (atlas park ETC. not mission maps, mission maps can be on thier own computer all at once)
once you have enough of the game on servers, now it's time to go back and set-up IP addresses instead of ethernet addresses, IP addresses will allow others to connect from any computer accessing the internet.
then we have a server!
note; the creation of Savefiles will be necessary for players to create accounts, We can utilize the sentinel extractor outputs and I can write a script to read and write to them from the server client. -so this part is last but easy for me to code.
if anyone is interested in going through with this, then post here, cause I wont be doing it allone lol. I may know a bit about computers and thier interactions and I might know a decent beginners amount of scripting but I don't know enough about cheat engine to do certain portions of this. if codeweaver is on board I'll go get links to the game modding programs.
If pushed I can code the server calculations. but that will be knew for me, though it will be helpful for me to learn at the same time.