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-   -   [L4D] [SM 1.3] Block ghost duck exploit 1.5 (https://forums.alliedmods.net/showthread.php?t=96876)

Thraka 07-09-2009 23:47

[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
  • Fixed +duck-duck mode where every time you spawn, it called the code. Now it does same detection as slay version. (is ducked, not holding duck, and not falling)
  • Changed default from slay to +duck-duck.

1.4
  • Added the ability to toggle slay when exploit detected at spawn.
  • Detects falling velocity during spawn. L4D flags you as ducking when you jump. This now (when spawning) checks to see if the player IS ducking, BUT is falling, and bypasses the kill\duck+stand fix.

1.3
  • Added a fallback method of detection. If player spawns, is on the infected team, is ducked, and is not holding the duck key, they are slayed and notified why.
1.2
  • More effecient. Now it caches the offsets of the properties. It first checks for duck command even being used, then checks that the client is on the infected team, then makes sure we're working with players, not bots.
1.1
  • Uses SM 1.3
  • Hooks player command and detects for team infected, is a ghost, if they are using the +DUCK command, and if they are blocked, and if so, removes the +DUCK command.
1.0.1
  • Uses SM 1.2
  • Uses better detection of the client using the exploit when spawning. Pulled from version 1.5. No longer forces to duck\unduck every time.
1.0
  • Initial release.

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

olj 07-10-2009 08:59

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.

GM-Scorp 07-10-2009 11:22

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

Thraka 07-10-2009 12:01

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.

AtomicStryker 07-10-2009 12:55

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

Thraka 07-10-2009 13:36

Re: [L4D] Block ghost duck exploit
 
It's on my todo list really. m_bDucked always returns 1 no matter what.

Thraka 07-10-2009 14:30

Re: [L4D] Block ghost duck exploit
 
Got it working with SM 1.3, the way you would expect it to work. YAH!!

bman87 07-10-2009 15:09

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*

AtomicStryker 07-10-2009 15:33

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

Thraka 07-10-2009 15:52

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..

olj 07-11-2009 02:28

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
 
So, boomers dont produce any sounds when crouched too? I just never noticed that, if thats so, then running at ghost speed boomer may be a bit imba =) Anyway i never saw someone used this exploit. I usually host 20 players game and its usually no need in increased speed even for boomers, since there are many action happening and survivors always busy fighting someone (or something =).

Teraku 07-11-2009 05:02

Re: [L4D] Block ghost duck exploit
 
Quote:

Originally Posted by Thraka (Post 868996)
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.

Hunters can NOT pounce instantly. They still need to "really" crouch before they can pounce.

Poheart 07-11-2009 10:23

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
 
Valve Fixed it or not?

AtomicStryker 07-11-2009 11:24

Re: [L4D] Block ghost duck exploit
 
Quote:

Originally Posted by Teraku (Post 869583)
Hunters can NOT pounce instantly. They still need to "really" crouch before they can pounce.


Yes they can, Valve didn't fix it.

Thraka 07-11-2009 13:56

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
 
Atomic is correct. Hunters do not need to do a crouch after spawning to do a pounce.

With the boomers\smokers i've had mixed results when testing the exploit itself. Sometimes they made noise, othertimes they did not. However, they definitely moved faster than normal.

AtomicStryker 07-11-2009 14:20

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
 
Now that is incorrect too.

Once spawned, they can only move with their usual top speed. However the entire acceleration delay doesn't apply, you always move with top speed instead of getting faster for a second or so.

The jump does the usual screaming, but the crouching before is silent.

Thraka 07-11-2009 14:45

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
 
I see

Thraka 07-12-2009 13:33

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.2
 
Can someone verify that 1.2 is working for them? Someone said it wasn't in-game, but it seemed to work fine for me.

El Goretto 07-14-2009 06:47

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.2
 
Tried the 1.0 version with SM 1.2 yesterday.

"Problem" is now that every spawning hunter is making loud noise as if crouched and prepared to pounce, even if standing... So a silent spawn, run and bash (to incap a 6 HP survivor) is not possible with this plugin, as long as exploit has not been fixed upstream.
It's not a bug report, it's just a report :)

Thraka 07-14-2009 10:51

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.2
 
The 1.1+ versions do not suffer from that problem :) The 1.0 is really a hack to get it working with SM 1.2 and not use gameframe hooking.

Thraka 07-15-2009 15:13

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.3
 
Ok I found where it doesn't work. If the ghost is running fullspeed into the object they would be blocked by, and taps crouch before the message "YOU ARE BLOCKED" is displayed, they can enable the exploit.

I've added a fallback method that checks after they have spawned if they are exploited and then kills them.

bman87 07-15-2009 16:32

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.3
 
Instead of slaying the person, can it just send the +crouch -crouch commands to the client? That would be better than wasting a players turn.

Also, I am getting reports that people are being slayed if they are crouched in open areas, not trying to do the exploit

Thraka 07-15-2009 18:12

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.3
 
Hmm I've not had that issue with it.. However, someone said if they run and jump off a building and spawn rigth after jumping it is triggering. I cannot understand it though because the DUCKED flag shouldn't be on in that case..

Thraka 07-15-2009 18:13

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.3
 
I'll continue to improve the detection. My view is if it works correctly that player should be slayed. Exploits are as bad as cheating. I'll look into it.

Thraka 07-23-2009 11:41

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.4
 
I forgot to post in here that I updated it to version 1.4. BMAN I added your suggestion, you can toggle the slay which when off, does the duck.

DiRgE 07-24-2009 15:26

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.4
 
L 07/22/2009 - 11:21:54: [SM] Native "GetEntProp" reported: Entity 2 is invalid
L 07/22/2009 - 11:21:54: [SM] Displaying call stack trace for plugin "l4d_block_ghost_duck.smx":
L 07/22/2009 - 11:21:54: [SM] [0] Line 85, /home/groups/alliedmodders/forums/files/1/5/5/2/9/45517.attach::SlayExploitPlayer()

L 07/22/2009 - 11:25:08: [SM] Native "GetEntProp" reported: Entity 6 is invalid
L 07/22/2009 - 11:25:08: [SM] Displaying call stack trace for plugin "l4d_block_ghost_duck.smx":
L 07/22/2009 - 11:25:08: [SM] [0] Line 85, /home/groups/alliedmodders/forums/files/1/5/5/2/9/45517.attach::SlayExploitPlayer()

L 07/24/2009 - 11:25:34: [SM] Native "IsFakeClient" reported: Client 6 is not connected
L 07/24/2009 - 11:25:34: [SM] Displaying call stack trace for plugin "l4d_block_ghost_duck.smx":
L 07/24/2009 - 11:25:34: [SM] [0] Line 108, /home/groups/alliedmodders/forums/files/1/5/5/2/9/45517.attach::DuckPlayer()

Thraka 08-02-2009 02:49

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
I updated. But not to fix this problem. I didn't notice it until now. Do you think it's the bots trying to duck and such?

Unsure how to tell if someone is a bot or not. I'll have to search around. Doesn't break anything though.

Mr. Zero 08-02-2009 10:34

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
IsFakeClient will return true upon bot ;).

Thraka 08-06-2009 18:22

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
Awesome, thanks :)

Anvil 08-09-2009 12:13

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
Hi, Is it possible to make it run with SM1.2?

I can't seems to upgrade to SM 1.3. Cant anyone enlighten me pls? :|

gward 08-09-2009 23:41

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
I tried 1.3 also and it broke all of my plugins and I couldn't even add an admin. Although I saw the message about someone being slayed for trying it... so it at least partially works with 1.2

Thraka 08-12-2009 15:14

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
Use l4d_block_ghost_duck-1.0 for SM 1.2 support.

As to this plugin crashing SM all together, don't know what to tell you. What version of 1.3 are you using? I've not updated my 1.3 since version 1.1 of the plugin.

Anvil 08-13-2009 07:41

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
Sorry but does v1.0 have all the features from v1.1 to 1.5? Coz it would really be great if it does.

Thraka 08-17-2009 17:23

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
I added a 1.0.1 version for you anvil. This is a mix of 1.5 and 1.0. Instead of (like in 1.0) forcing the infected player to duck\unduck every time they spawn, this will detect when they are ducked, not holding duck button down, and not falling and then (only then) force them to duck\unduck.

I didn't test this version. Hopefully it works for you.

Thraka 08-17-2009 17:24

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
Maybe if someone added a youtube video on how to do the exploit, valve would fix it because it was too widely known. I'm pretty surprised at how many people still do not know how to do this simple exploit..

Anvil 08-23-2009 11:04

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
Quote:

Originally Posted by Thraka (Post 903750)
I added a 1.0.1 version for you anvil. This is a mix of 1.5 and 1.0. Instead of (like in 1.0) forcing the infected player to duck\unduck every time they spawn, this will detect when they are ducked, not holding duck button down, and not falling and then (only then) force them to duck\unduck.

I didn't test this version. Hopefully it works for you.

Thx for your time and effort. It's great. :)

ineedh3lp 05-25-2010 21:41

Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
 
Great plugin!

Could you extend it for survivors too? You know there are some players that use the equivalent on the survivors team.


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