[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.. |
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 =).
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Re: [L4D] Block ghost duck exploit
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Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
Valve Fixed it or not?
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Re: [L4D] Block ghost duck exploit
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Yes they can, Valve didn't fix it. |
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. |
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. |
Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
I see
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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.
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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 :) |
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.
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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. |
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 |
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..
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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.
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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.
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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() |
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. |
Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
IsFakeClient will return true upon bot ;).
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Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
Awesome, thanks :)
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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? :| |
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
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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. |
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.
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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. |
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..
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Re: [L4D] [SM 1.3] Block ghost duck exploit 1.5
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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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