[TF2] Anti-Invis Wrench Exploit
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A plugin that prevented invisible Heavy exploit, no longer needed today! This simply denies respawning when changing classes from a Engineer to a Heavy. Alternative Versions: EF_NODRAW method FL_TRANSRAGDOLL method |
Re: [TF2] Anti-Invis Wrench Exploit
Try setting the player's RenderColor alpha field back to 255 if they switch from Engineer to Heavy. Far as I can tell, there should be a non-restrictive way of solving this.
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Re: [TF2] Anti-Invis Wrench Exploit
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There's a much better way to fix this, you can actually detect when the exploit is active by periodically checking a netprop (m_fEffects & EF_NODRAW). I do not believe this netprop value is used on players for any other purpose, but I may be wrong, I haven't tested it much.
I've attached an example plugin that simply slays the player if they try to do it. |
Re: [TF2] Anti-Invis Wrench Exploit
2 Attachment(s)
Another method that was reported is to check for the FL_TRANSRAGDOLL flag via GetEntityFlags().
---- I've written my own version (not implementing the above) that completely blocks the bug from occurring, instead of dealing with players that exploit it after the fact. Source and releases are available here; also attached a copy below. Requires detour-supported DHooks. |
Re: [TF2] Anti-Invis Wrench Exploit
Let's see how long will valve take to fix this
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Re: [TF2] Anti-Invis Wrench Exploit
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Shortstop Shove Animation Enabler Plugin Released: January 20th, 2017 Actually Patched: February 6th, 2017 Time between plugin release and official fix: 18 days TF2 func_rotating fix Plugin Released: November 28th, 2018 Actually Patched: December 20th, 2018 Time between plugin release and official fix: 23 days (not counting the initial 11 years the entity was broken for) We'll count these various Invisible Heavy fix plugins as all being released on January 11th, 2020 (thread creation date). Once Valve finally fixes the issue, we can get an idea of how long it took for them to fix it compared to the other situations. |
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