[L4D] [SM 1.3] Block ghost duck exploit 1.5
10 Attachment(s)
This plugin will prevent a ghost infected from using the DUCK command if they are blocked. In addition, if they get passed that line of defense, it will create a timer (for 0.1 seconds) after they spawn that checks for the following conditions:
1) They are ducked, but not in the process of "ducking" (released the crouch key and are coming up from the duck) 2) Is not holding the crouch button down. If those conditions match, the player is slayed and notified that why they were killed. The plugin calls ShowActivity2 which tells (depending on how you have sourcemod setup) people the person was killed for trying to use the exploit. Because of the way the game works, anytime a ghost is in a tunnel which auto ducks them, they are detected as cheating if they aren't holding crouch. For this reason, the default is not to kill them, but to force them to duck unduck. Version 1.0 forces a player to run +duck then -duck after spawning. l4d_block_ghost_duck.sp is always the latest. Notes !!Version 1.1 and above require SM 1.3!! !!Version 1.1 and above require SM 1.3!! - Use version 1.0 if you wish to run on SM 1.2 Version History 1.5
1.4
1.3
CVARs l4d_ghost_duck_block_ver - Version of the plugin l4d_ghost_duck_block_kill - If set to 1, slays the player when they spawn and have used the exploit. Default is 0. Note: If set to 0, they use the old duck+stand mechanism which cancels out the exploit. History Downloads Version 1.0 - 22 views Version 1.1 - 15 views Version 1.2 - 17 views Version 1.3 - 4 views Version 1.4 - 44 views |
Re: [L4D] Block ghost duck exploit
"It prevents a infected ghost from using the no-sound, fast move spawn exploit." What's that mean? I have no idea about that exploit and what problems it can cause.
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Re: [L4D] Block ghost duck exploit
if i'm right the exploid causes players to move at run speed when they are crouching
if i'm not mistaken this plugin prevent that from happening i gues Thx man good 1 |
Re: [L4D] Block ghost duck exploit
I don't want to explain HOW the exploit is done, just to prevent it from spreading. But a lot of people will do it on servers. Basically, once they spawn it lets them keep their ghost speed (or around the speed of the ghost, so they move much faster than normal) fully ducked, and they make no noises. Hunters can pounce instantly. Since they are fully crouched (without even pressing the crouch button) once they press the crouch button, it stand them back up and returns to normal. So this forces them to stand back up on spawn.
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Re: [L4D] Block ghost duck exploit
This also breaks Hunters that spawn ducked legit, they can't quickspawn and pounce immediatly.
I suggest you forget your manual duck approach and check for being Hunter and the Entity Prop m_bDucked |
Re: [L4D] Block ghost duck exploit
It's on my todo list really. m_bDucked always returns 1 no matter what.
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Re: [L4D] Block ghost duck exploit
Got it working with SM 1.3, the way you would expect it to work. YAH!!
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Re: [L4D] Block ghost duck exploit 1.1
I have not installed this yet. But from the looks of the source its going to spam the crap out of you with debug info. Should I comment out all the PrintToChatAll() before I compile? It would be nicer if it were stealthy.
quick fix: *Fixed in OP* |
Re: [L4D] Block ghost duck exploit 1.1
For a release it would be nicer if it didn't have twelve PrintToChatAll's for every duck :P
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Re: [L4D] Block ghost duck exploit 1.1
Strange. i saved it with those removed and I'm running it on my server.
Weird.. PawnStudio had the correct one. I save it, close Pawn and reload it, and it was back with all the chats.. I'll fix it. ... done Same thing happened to me with the TankPunch fix I did.. SourcePawn had correct version, and even if I saved it, it didn't write it to disk.. |
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