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AimBot Detection


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coolmans
Member
Join Date: Sep 2009
Old 03-22-2010 , 11:33   Re: AimBot Detection
Reply With Quote #991

Quote:
Originally Posted by Bugsy View Post
The bot visibility option was added to make newer aimbots aim at the bot. From what I've been told, the newer aimbots will check the players visibility before deciding if it will do an aim. The next version will make bot 100% invisible if "0 0 0" and otherwise not.

To make the bot invisible, see the AddBot function, replace the current with fm_set_rendering( g_BotID , kRenderFxNone , 0 , 0 , 0 , kRenderTransAlpha , 0 );

To fix the undead explosion bug I will need to know the exact type of damage and any other info about the damage (entity issuing damage or w\e).

Someone else has confirmed admin immunity works when you have the correct settings/flags, can anyone confirm this?
иммунитет на админов работает!!! immunity admins working!
coolmans is offline
epic .
Senior Member
Join Date: Oct 2009
Location: China
Old 03-22-2010 , 23:01   Re: AimBot Detection
Reply With Quote #992

Quote:
Originally Posted by Bugsy View Post
To fix the undead explosion bug I will need to know the exact type of damage and any other info about the damage (entity issuing damage or w\e).
Here is the code from the plugin of war3ft, this code is about the damage of undead explosion. hope to be helpful.
Code:
// Draw the explosions
public _UD_SuicideExplode( parm[5] )
{
 new id = parm[0];
 if ( get_pcvar_num( CVAR_wc3_psychostats ) )
 {
  new WEAPON = CSW_SUICIDE - CSW_WAR3_MIN;
  iStatsShots[id][WEAPON]++;
 }
 new vOrigin[3], vPosition[3];
 vOrigin[0] = parm[2];
 vOrigin[1] = parm[3];
 vOrigin[2] = parm[4];
 vPosition[0] = vOrigin[0] + random_num( -100, 100 );
 vPosition[1] = vOrigin[1] + random_num( -100, 100 );
 vPosition[2] = vOrigin[2] + random_num( -50, 50 );
 
 Create_TE_EXPLOSION( vOrigin, vPosition, g_iSprites[SPR_FIREBALL], (random_num(0,20) + 20), 12, TE_EXPLFLAG_NONE );
 
 // This doesn't look correct in Day of Defeat, so lets only do it for CS/CZ
 if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO )
 {
  Create_TE_Smoke( vOrigin, vPosition, g_iSprites[SPR_SMOKE], 60, 10 );
 }
 new players[32], numberofplayers;
 get_players( players, numberofplayers, "a" );
 new i, iTargetID, vTargetOrigin[3], iDamage, iDistance;
 new iMultiplier = ( EXPLOSION_MAX_DAMAGE * EXPLOSION_MAX_DAMAGE ) / EXPLOSION_RANGE;
 new iTeam = get_user_team( id );
 
 // Check all players and see if they should be damaged
 for ( i = 0; i < numberofplayers; i++ )
 {
  iTargetID = players[i];
  
  // Get origin of target
  get_user_origin( iTargetID, vTargetOrigin );
  // Get distance in b/t target and caster
  iDistance = get_distance( vOrigin, vTargetOrigin );
  
  // Make sure this user is close enough to do damage + isn't immune + isn't on the same team + isn't already immune to all damage
  if ( iDistance < EXPLOSION_RANGE && iTeam != get_user_team( iTargetID ) && !bIgnoreDmg[iTargetID] )
  {
   if ( ULT_CanUserBlockUlt( iTargetID ) )
   {
    ULT_RemoveCharge( iTargetID, 5 );
    ULT_Blocked( id );
    
    bIgnoreDmg[iTargetID] = true;
   }
   
   // The user isn't immune!
   else
   {
   
    // Calculate the damage to be done
    iDamage = ( EXPLOSION_RANGE - iDistance) * iMultiplier;
    iDamage = sqroot( iDamage );
    
    // Damage them!!!!
    WC3_Damage( iTargetID, id, iDamage, CSW_SUICIDE, -1 );
    
    // Lets shake up their screen a bit
    Create_ScreenShake( iTargetID, (1<<14), (1<<13), (1<<14) );
   }
  }
  // Reset the "don't damage" rule
  if ( parm[1] - 1 <= 0 )
  {
   bIgnoreDmg[iTargetID] = false;
  }
 }
 --parm[1];
 
 // Lets keep going if we have some left!
 if ( parm[1] > 0 )
 {
  set_task( 0.1, "_UD_SuicideExplode", TASK_EXPLOSION + id, parm, 5 );
 }
}
and the code of WC3_Damage is here:
Code:
public WC3_Damage( iVictim, iAttacker, iDamage, iWeapon, iBodyPart )
{
 // We have an invalid attacker/victim, that sucks...
 if ( iAttacker == 0 || iVictim == 0 )
 {
  return;
 }
 
 // User is not alive, why damage them more?
 if ( !is_user_alive( iVictim ) )
 {
  return;
 }
 // Don't damage if we shouldn't!
 if ( p_data_b[iVictim][PB_NO_DAMAGE] )
 {
  return;
 }
 // Warden's Hardened Skin
 iDamage = WA_HardenedSkin( iVictim, iDamage );
 if ( iBodyPart == -1 )
 {
  iBodyPart = random_num( 1, 7 );
 }
 // Modify the amount of damage done based on the user's armor
 if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO )
 {
  new Float:fNewDamage = float( iDamage ) * ARMOR_RATIO;
  new Float:fArmorLost = ( float( iDamage ) - fNewDamage ) * ARMOR_BONUS;
  new Float:fCurrentArmor = float( get_user_armor( iVictim ) );
  // Does this use more armor than we have?
  if ( fArmorLost > fCurrentArmor )
  {
   fArmorLost = fCurrentArmor;
   fArmorLost *= ( 1 / ARMOR_BONUS );
   fNewDamage = float( iDamage ) - fArmorLost;
   set_user_armor( iVictim, 0 );
  }
  else
  {
   new iNewArmor = floatround( fCurrentArmor - ( 3.0 * fArmorLost ) );
   set_user_armor( iVictim, iNewArmor );
  }
  iDamage = floatround( fNewDamage );
 }
 new iHeadshot = 0;
 if ( g_MOD == GAME_CSTRIKE || g_MOD == GAME_CZERO )
 {
  if ( iBodyPart == 1 )
  {
   iHeadshot = 1;
  }
 }
 // Psychostats Statistics is turned on!
 if ( get_pcvar_num( CVAR_wc3_psychostats ) )
 {
  if ( CSW_WAR3_MIN <= iWeapon <= CSW_WAR3_MAX )
  {
   new iSkillWeapon = iWeapon - CSW_WAR3_MIN;
   
   // Make the "generic" the stomach
   if ( iBodyPart == -1 )
   {
    iBodyPart = HIT_STOMACH;
   }
  
   if ( iBodyPart == HIT_HEAD )
   {
    iStatsHead[iAttacker][iSkillWeapon]++;
   }
   else if ( iBodyPart == HIT_CHEST )
   {
    iStatsChest[iAttacker][iSkillWeapon]++;
   }
   else if ( iBodyPart == HIT_STOMACH )
   {
    iStatsStomach[iAttacker][iSkillWeapon]++;
   }
   else if ( iBodyPart == HIT_LEFTARM )
   {
    iStatsLeftArm[iAttacker][iSkillWeapon]++;
   }
   else if ( iBodyPart == HIT_RIGHTARM )
   {
    iStatsRightArm[iAttacker][iSkillWeapon]++;
   }
   else if ( iBodyPart == HIT_LEFTLEG )
   {
    iStatsLeftLeg[iAttacker][iSkillWeapon]++;
   }
   else if ( iBodyPart == HIT_RIGHTLEG )
   {
    iStatsRightLeg[iAttacker][iSkillWeapon]++;
   }
   iStatsHits[iAttacker][iSkillWeapon]++;
   iStatsShots[iAttacker][iSkillWeapon]++;
   iStatsDamage[iAttacker][iSkillWeapon] += iDamage;
  }
 }
 // Magical damage should go toward kill assist
 g_iDamageDealt[iAttacker][iVictim] += iDamage;
 new iHealth = get_user_health( iVictim );
 
 // User has been killed
 if ( iHealth - iDamage <= 0 )
 {
  WC3_Kill( iVictim, iAttacker, iWeapon, iHeadshot );
 }
 // Just do the damage
 else
 {
  set_user_health( iVictim, iHealth - iDamage );
 }
 return;
}
When the undead explosion killed the bot, there is three lines of kill message shows in the upper right corner, looks like :
"epic kill xyz##"
"epic kill xyz##"
"epic kill xyz##"
(kill is a picture)

I think it`s not important, I just want to tell you how the undead explosion kill the bot
__________________
Quote:
Destinies in my AWP sight are all alike;
Destinies out of my AWP sight in its own way.
epic . is offline
Send a message via ICQ to epic .
Balgaa
Senior Member
Join Date: Mar 2010
Old 03-23-2010 , 12:45   Re: AimBot Detection
Reply With Quote #993

Bugsy, any update?
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chupameupau
Junior Member
Join Date: Feb 2010
Old 03-23-2010 , 16:57   Re: AimBot Detection
Reply With Quote #994

ADMIN IMMUNITY DOENST WORK!!!!!!
chupameupau is offline
trup1k
Member
Join Date: Nov 2009
Old 03-23-2010 , 17:20   Re: AimBot Detection
Reply With Quote #995

Quote:
Originally Posted by chupameupau View Post
ADMIN IMMUNITY DOENST WORK!!!!!!
because you are noob
trup1k is offline
chupameupau
Junior Member
Join Date: Feb 2010
Old 03-24-2010 , 18:54   Re: AimBot Detection
Reply With Quote #996

Quote:
Originally Posted by trup1k View Post
because you are noob
Entao vai toma no meio do cu, filho de puta!
Chupa meu pau!
chupameupau is offline
ehha
SourceMod Donor
Join Date: Apr 2006
Location: Sibiu
Old 03-24-2010 , 19:13   Re: AimBot Detection
Reply With Quote #997

Quote:
Originally Posted by chupameupau View Post
Entao vai toma no meio do cu, filho de puta!
Chupa meu pau!
Pliz disconnect from teh interentz, cunt.

/target yami
/target_cast banhammer chupameupau 0
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Bugsy
AMX Mod X Moderator
Join Date: Feb 2005
Location: NJ, USA
Old 03-25-2010 , 08:56   Re: AimBot Detection
Reply With Quote #998

Sorry no update yet guys, hopefully this weekend.
__________________
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epic .
Senior Member
Join Date: Oct 2009
Location: China
Old 03-25-2010 , 10:58   Re: AimBot Detection
Reply With Quote #999

I feel lucky to be the first thousand replyer here.
And I am glad to post the aimbotdetections.log:
Code:
L 03/20/2010 - 22:55:26: Log file started (file "cstrike\addons\amxmodx\logs\aimbotdetections.log") (game "cstrike") (amx "1.8.0.3660")
L 03/20/2010 - 22:55:26: An aimbot was detected on ******[VALVE_ID_PENDING] [60.1.51.233] [fy_iceworld]
L 03/21/2010 - 08:26:44: An aimbot was detected on ****** [VALVE_ID_PENDING] [115.48.10.187] [de_dust2]
L 03/21/2010 - 09:03:33: An aimbot was detected on ******[VALVE_ID_PENDING] [119.36.152.128] [fy_iceworld]
L 03/21/2010 - 09:38:13: An aimbot was detected on ****** [VALVE_ID_PENDING] [115.48.10.187] [de_dust2]
L 03/21/2010 - 12:41:17: An aimbot was detected on ****** [VALVE_ID_PENDING] [114.251.46.22] [de_new^dust2]
L 03/22/2010 - 10:29:16: An aimbot was detected on ****** [VALVE_ID_PENDING] [61.138.181.94] [fy_iceworld]
L 03/22/2010 - 14:15:09: An aimbot was detected on ****** [VALVE_ID_PENDING] [221.211.116.67] [fy_iceworld]
L 03/22/2010 - 19:49:36: An aimbot was detected on ******[VALVE_ID_PENDING] [60.1.48.75] [fy_iceworld]
L 03/22/2010 - 20:25:33: An aimbot was detected on ****** [VALVE_ID_PENDING] [222.172.29.118] [de_new^dust2]
I hide the name of aimboter. the plugin catched a lot of cheaters

Also, I will report of a case. When I used the "amx_aimstatus" to see the Status, the message in the MOTD is not showed comprehensive. For example, when there are twenty-odd players in my server, the MOTD just show dozen messages of players. I think maybe change the "szMOTD[3500]" to a bigger size will solve the problem. The picture of the MOTD is here:
Attached Thumbnails
Click image for larger version

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__________________
Quote:
Destinies in my AWP sight are all alike;
Destinies out of my AWP sight in its own way.
epic . is offline
Send a message via ICQ to epic .
Balgaa
Senior Member
Join Date: Mar 2010
Old 03-27-2010 , 01:06   Re: AimBot Detection
Reply With Quote #1000

I installed and amx_plugins says it is running.

But when check amx_aimstatus then every autowatched, punished... always 0.

I loaded configuration file using exec addons/amxmodx/aimdetection.cfg.

But during hlds_run stage no any cvars and values there.

I don't know whether it loads config file or not.

after that I manually put amx_aimautowatch 1, but seems no changes.

Always I get same "Could not spawn victim location..." message.

Most of time players using de_dust2, de_train32, de_cbble, awp_india maps.

I spend here reading whole threads, but can't find right answer for question.

Any suggestion?
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