Block Wallhack v8 [CS & CZ]
2 Attachment(s)
Description: This plugin blocks wallhacks (transparent walls) and soundhacks (squares, esps) including radar hacks by differently transmitting and filtering entity data. It is advised to read everything about the plugin before asking questions! I will try to cover everything that you need to know here! Also follow the instructions they are posted here for a reason!!! If you ask a question that is already answered here your post will be ignored! Features:
Known bugs (cannot be fixed):
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Installation:
Cvars:
Config files information:
amx_sndkeycfg <command> <target> -> creates the soundhack key! This override commands will only work only if the present soundkey is loaded, if it is not loaded you will get an override error. Here are the usage examples: amx_sndkeycfg help - this will show you how to use the command amx_sndkeycfg delete - this will delete the present soundkey (only if it was loaded) amx_sndkeycfg create - this will delete the present soundkey (only if it was loaded) and create a new one amx_sndkeycfg import <target> - this will import a soundkey from a file (will not override the present soundkey) amx_sndkeycfg overimport <target> - this will import a soundkey from a file and delete the present one (only if it was loaded) How to install the the same soundkey on multiple servers: In the first server you type the command amx_sndkeycfg create in console to create a soundkey. After you have done this go to the folder <target>/cstrike/addons/amxmodx/data and copy the file wb_sndkey.cfg. After that paste that file in the same folder for other servers, the plugin should get the soundhack key automatically. Movies: [Watch in high quality] Wallblocker vs Normal Wallhack Wallblocker vs ESP(AddToFullPack) Wallblocker vs Soundhack Demo mp_footsteps 0 or with soundhack block! Wallblocker vs Soundhack Demo mp_footsteps 1 Changelog: PHP Code:
- joropito - for compiling engineX on linux - hlstriker - for finding the way to detect semi-transparent textures! - h010c - for tests and benchmarks, anti-soundhack tests and code samples - joaquimandrade - for pointing out the plugin flaws, and for the Orpheu module - Connor - some stocks - Arkshine - for finding precise weapon head points, and for some sig files, spawnStaticSound - Mnx Community - for letting me test this plugin on linux! - turshija - for some small suggestions. - .Owyn. - bug reports - ShlumPF* - for small improvements (initial v1.0) - eD & Niculae - for some tests Plugin camera compatability! Add this function after you have used attach_view() or EngFunc_SetView functions PHP Code:
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Re: Block Wallhack
It seems you are only checking the 8 corners of the player's hitbox.
What about in complicated maps that the 4 corners may not be visible, but other parts are? An example would be if a terrorist is standing on the vent ladder in cs_assault where his head is above the top and the feet are below the bottom, so all you can see is the stomach area. |
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found two things you really should optimize :/
anyway, as long as you do not detect whether a player can see another one more accurately this plugin is worthless + did you check whether this plugin really blocks wallhacks? i doubt that it will block all hacks since there should be more than just 1 way of creating a wallhack :D PHP Code:
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You could use ExecuteHam(Ham_FVecVisible, this, const Float: origin[3]), then you wouldn't have to retrieve player eyes position.
Code:
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) |
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I had this idea also (and I think that it has also implemented in HLGuard) and the true is: it is almost impossible to make it right without a huge amount of calculations and probably that will make it laggy with many users. One particular point where calculations are missing is in checking if the player carried weapon is visible (what is out of the player's bounding box). That will easily damage the game. And, as Exolent said particular, entities or map, designs can make it behave bad.
Edit: I have an simple idea to you. Instead of shipping it as an anti-wallhack solution, you could make it usable when you perform an action. Example: you suspect that a player is cheating, enable it on him, and check if his performance hugely differs. One thing about the code: In traceline you should "IGNORE_GLASS". |
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Edit: joaquimandrade thought about what you said and I won't do it unfortunately, that way it will stress up the admins too much, by leaving it the way it is it's light, and it does its job. Made all the updates and made a small demonstration movie. http://www.youtube.com/watch?v=jR6Nq4sj7BA |
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Nice plugin :D
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How about those wallhacks that dont display models, but a small square where is player, and those that make all walls transparent, also how often are those problems stated in 1st post, once a round, once a map ?
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Make walls transparent -> will not work. Square -> will not work. I suggest testing it. The wall problem is something inevitable it is because of the wall property cheat. The player beeing unable to see players is rare, i mean the chance of happening this is 1/100000. I will improve the calculations in later versions so that the plugin will be more acurate. |
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Ok, im searching for hack now, will test with as many as i find and report results here.
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The problem is: What you need is to detect when the user is viewing a model. A model is not strictly related to the box of the player. So, many calculations have to be made and still it wouldn't be perfect. And let's not even talk about custom weapon/player models. I don't think you will make it in a pleasant way. Still, if you want to continue, you might want to add bone positions to the calculations. |
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I will add those bone positions. |
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I encourage you to keep developing this plugin ...
I tested it about 30 minutes with some ESP wallhack and it works almost perfectly ... has few bugs though ... For example, when I'm T on dd2, and go for A site (long), camp before the tunnel I can see CTs through right wall (with wallhack)... Even if the wall is so thick and there are no holes or something... :) And about the weapon thingy ... you can add one more box you are checking that is flying in front of every players face at a distance that is same as weapon's length ... roughly shown on this picture: http://slike.milf-cs.info/images/1250698517.jpg and 1 question: what happens through glass ? I'm too lazy to test that, but if someone on de_nuke planted C4 down and hid behind the door with glass, will he see other people through it ? same with vent before you break it ... |
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on all wh or glass map, u won't see the enemy..
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What about disabling sending data for all players? Then you could make an entity for every player and in addtofullpack setting entities origin, sequence and frame depending on player origin, seq and frame. Add players current weapon as attachment(movetype_follow and pev_aiment). That would completely block wallhackers and wouldn't make any unwanted bugs.
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I've tested it with about 20 hacks, half of them couldnt even start or crashed my CS, the other half had mixed results, 3 of them were able to work without problem, rest of them didnt work. Most of the hacks (or maybe all of them) from those that didnt worked with this plugin had some method described as XQZ and OGL in readme. These 3 that did work didnt have a described method but they dont display models, or make anything transparent or glowy, all 3 of them draw squares. Im not gonna post their names so cheaters know which ones work with this plugin.
Here are few screens: http://i31.tinypic.com/2qu89bb.jpg http://i31.tinypic.com/1zzsw34.jpg http://i29.tinypic.com/2wf4fgz.jpg http://i27.tinypic.com/70al8g.jpg Still, its nice plugin, it does reduces number of cheats some jerk can use. I would like a guess on how much CPU this plugin uses, is it more demanding than peepingtom or atac ? |
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I do not understand why plugin not work for me (CS 1.6)
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nonsteam? :)
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For those who are unaware of what this plugin is or does (at the time of this writing):
Each player has a surrounding virtual parallelepiped that identifies a place as pertaining to that player and is used to calculate collisions with other entities. ot2007 took that parallelepiped and using points in lines perpendicular or parallels to its edges is deciding if a player is or isn't visible to the other (When none of those points is visible to a player, he will not receive the information about that player) [IMG]http://img12.**************/img12/4176/snap1igm.jpg[/IMG] The problem is that it isn't accurate because you can't have situations like: [IMG]http://img37.**************/img37/5181/snap5bui.jpg[/IMG] (Where it will decide that it is invisible and will not show it) or: [IMG]http://img37.**************/img37/6762/snap3e.jpg[/IMG] Because the weapon is outside of that parallelepiped. So the problem is: it will be always imperfect, it can mess with the gameplay and the better it is the worst it will perform. Still (and this is a thing that I haven't thought of) maybe for some kind of servers (like fun servers where people don't really care with the competition) it can be used without many hassles How much expensive it is? It depends on the size of the server and how many persons it has playing. And its cost doesn't grows proportionally. It grows like (n^2 - n). Because, if you have 2 players (x and y) there are two calculations. From x to y and from y to x. If there are 3 players (x, y, z) there the calculations x to y, y to x, x to z, z to x, y to z, z to y. |
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if you really want to have wallhackers have a harder time, cancel AddToFullPack always and create one ent per player which moves as the player does. by this way you dont have the unfixable problems joachim posted.
btw those squares are called "box esp" |
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Will the method shine771 posted disable that other kind of wallhacks ?
Can these problems with gun and grid be fixed ? @joaquim As far as i know box were placed correctly, players showed up right were the boxes are when they became visible, i'll send u that cheat in PM if u want it. I understand about calculations but i dont understand how much those calculations use CPU, can u please compare it with some other plugin, 'cause i've tested my server and i know how much demanding plugins it can take before it starts to lag. |
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He meant that the more you would improve the calculation, the more the plugin would use cpu.
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Jack86 send me those drugs please.
About the method that shine and schlumpf are talking about, I don't believe in it. It would fuck up any kind of traceline, the radar, and some types of wallhack work by models so it would happen the same. About the expensiveness as it is now it should not provoke lag but, in a 32 slot full server with more checks it should make it lag. But this is just me speculating. You will know when you try it. |
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Ok, i send u PM.
I did some testing about lag now, 25/26 slots full server and it lags for some players, but i have 50 plugins enabled, some of them pretty CPU demanding so im guessing that with 15-20 lighter plugins it would work ok. Also i tested its behavior on some vents in de_nuke and similar passages like small window on de_inferno, and players are visible form one side but arent from other side, for ex on inferno CTs can see Ts on stairs but Ts cant see CTs. |
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That is what I am intending to do. For now I will do some tests. Quote:
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looking forward to it ... :)
i will continue testing this plugin and report any problems regarding normal play (plugin's side effects) ... now testing on 22 slot server ... edit: my video demonstrating playing with wallhack on a server with this plugin http://www.youtube.com/watch?v=3FFeMjkiwBY works pretty nice with small bugs ... :) |
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Server crashes every 2-3 minutes with this plugin(((
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Question: X86 or x64? Steam or No-Steam? OS? |
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Make it ignore teammates' calculations.
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I have an idea that will make it work better, will create an entity for every player and make it think, in the think I am going to do the checks and save them in a double array and in addtofullpack just use the data. Check this out -> [IMG]http://img188.**************/img188/5199/dedust20000prb.th.jpg[/IMG] |
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It will use the CPU but it will also be less laggy. |
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I'm not sure about this, but does ES_Origin set the origin of that entity only viewable to the current player in addToFullPack ? If it's true, would be a good ideea to 'move' away the players using ES_Origin so that the wallhack boxes point wrong.
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