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Block Wallhack v8 [CS & CZ]


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TSuNaMi_
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Old 06-22-2010 , 19:50   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #811

must be server cvar mp_footsteps 0 ?
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TSuNaMi_
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Old 06-22-2010 , 19:57   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #812

i tested this and works good but i want to say a suggestion, you must block weapons sounds because when players fired guns i can see their location with esp hack.
examples from original soundblock codes:

Code:
new const weaponssoundtoblock[][] =
{
    "weapons/dryfire_pistol.wav",
    "weapons/dryfire_rifle.wav",
    "weapons/knife_deploy1.wav",
    "weapons/knife_hit1.wav",
    "weapons/knife_hit2.wav",
    "weapons/knife_hit3.wav",
    "weapons/knife_hit4.wav",
    "weapons/knife_hitwall1.wav",
    "weapons/knife_slash1.wav",
    "weapons/knife_slash2.wav",
    "weapons/knife_stab.wav",
    "weapons/zoom.wav"
}

new const weaponssoundtoplay[][] =
{
    "wallblocker/wb_dryfire_pistol.wav",
    "wallblocker/wb_dryfire_rifle.wav",
    "wallblocker/wb_knife_deploy1.wav",
    "wallblocker/wb_knife_hit1.wav",
    "wallblocker/wb_knife_hit2.wav",
    "wallblocker/wb_knife_hit3.wav",
    "wallblocker/wb_knife_hit4.wav",
    "wallblocker/wb_knife_hitwall1.wav",
    "wallblocker/wb_knife_slash1.wav",
    "wallblocker/wb_knife_slash2.wav",
    "wallblocker/wb_knife_stab.wav",
    "wallblocker/wb_zoom.wav"
}
Code:
public Sound_Replace(id,channel,sample[]) {
    if(!is_user_alive(id))
        return FMRES_IGNORED
        
    for(new i=0; i<sizeof playersoundtoblock; i++)
        if(equal(sample, playersoundtoblock[i])) {
            emit_sound(g_followent[id], CHAN_STATIC,playersoundtoplay[i],1.0,ATTN_NORM,0,PITCH_NORM)
            return FMRES_SUPERCEDE
        }
    for(new i=0; i<sizeof weaponssoundtoblock; i++)
        if(equal(sample, weaponssoundtoblock[i])) {
            emit_sound(g_followent[id], CHAN_STATIC,weaponssoundtoplay[i],1.0,ATTN_NORM,0,PITCH_NORM)
            return FMRES_SUPERCEDE
        }
    /*
    for(new i=0; i<sizeof NOTTESTEDsoundtoblock; i++)
        if(equal(sample, NOTTESTEDsoundtoblock[i])) {
            client_print(0,print_chat,"sound %s replaced",soundtoblock[i])
            emit_sound(g_followent[id], CHAN_ITEM,soundtoblock[i],1.0,ATTN_NORM,0,PITCH_NORM)
            return FMRES_SUPERCEDE
        }
    */    
    return FMRES_IGNORED
}

you know those i sure so pls block weapons sounds and some players sound ( headshot1.wav , bhit_flesh-1.wav bla bla bla )


thanks for good job...

Last edited by TSuNaMi_; 06-22-2010 at 20:22.
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ot_207
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Location: Romania The Love Country
Old 06-23-2010 , 02:36   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #813

Quote:
Originally Posted by TSuNaMi_ View Post
must be server cvar mp_footsteps 0 ?
No!

Quote:
Originally Posted by TSuNaMi_ View Post
i tested this and works good but i want to say a suggestion, you must block weapons sounds because when players fired guns i can see their location with esp hack.
examples from original soundblock codes:

Code:
new const weaponssoundtoblock[][] =
{
    "weapons/dryfire_pistol.wav",
    "weapons/dryfire_rifle.wav",
    "weapons/knife_deploy1.wav",
    "weapons/knife_hit1.wav",
    "weapons/knife_hit2.wav",
    "weapons/knife_hit3.wav",
    "weapons/knife_hit4.wav",
    "weapons/knife_hitwall1.wav",
    "weapons/knife_slash1.wav",
    "weapons/knife_slash2.wav",
    "weapons/knife_stab.wav",
    "weapons/zoom.wav"
}

new const weaponssoundtoplay[][] =
{
    "wallblocker/wb_dryfire_pistol.wav",
    "wallblocker/wb_dryfire_rifle.wav",
    "wallblocker/wb_knife_deploy1.wav",
    "wallblocker/wb_knife_hit1.wav",
    "wallblocker/wb_knife_hit2.wav",
    "wallblocker/wb_knife_hit3.wav",
    "wallblocker/wb_knife_hit4.wav",
    "wallblocker/wb_knife_hitwall1.wav",
    "wallblocker/wb_knife_slash1.wav",
    "wallblocker/wb_knife_slash2.wav",
    "wallblocker/wb_knife_stab.wav",
    "wallblocker/wb_zoom.wav"
}
Code:
public Sound_Replace(id,channel,sample[]) {
    if(!is_user_alive(id))
        return FMRES_IGNORED
        
    for(new i=0; i<sizeof playersoundtoblock; i++)
        if(equal(sample, playersoundtoblock[i])) {
            emit_sound(g_followent[id], CHAN_STATIC,playersoundtoplay[i],1.0,ATTN_NORM,0,PITCH_NORM)
            return FMRES_SUPERCEDE
        }
    for(new i=0; i<sizeof weaponssoundtoblock; i++)
        if(equal(sample, weaponssoundtoblock[i])) {
            emit_sound(g_followent[id], CHAN_STATIC,weaponssoundtoplay[i],1.0,ATTN_NORM,0,PITCH_NORM)
            return FMRES_SUPERCEDE
        }
    /*
    for(new i=0; i<sizeof NOTTESTEDsoundtoblock; i++)
        if(equal(sample, NOTTESTEDsoundtoblock[i])) {
            client_print(0,print_chat,"sound %s replaced",soundtoblock[i])
            emit_sound(g_followent[id], CHAN_ITEM,soundtoblock[i],1.0,ATTN_NORM,0,PITCH_NORM)
            return FMRES_SUPERCEDE
        }
    */    
    return FMRES_IGNORED
}

you know those i sure so pls block weapons sounds and some players sound ( headshot1.wav , bhit_flesh-1.wav bla bla bla )


thanks for good job...
I think that it can't be done because there are a lot of players that have custom models. What do you say to that?
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Last edited by ot_207; 06-23-2010 at 02:42.
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Owyn
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Join Date: Nov 2007
Old 06-23-2010 , 04:06   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #814

Quote:
Originally Posted by ot_207
EmitAmbientSound
so in pm you said it's easy to fix the bug when every ambient sound is heard also elsewhere in fixed point of the map like near TE spawn in de_dust2, have you fixed it?
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xtinct
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Old 06-23-2010 , 04:14   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #815

The color has been messed up!
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TSuNaMi_
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Old 06-23-2010 , 05:48   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #816

Quote:
Originally Posted by ot_207 View Post
No!



I think that it can't be done because there are a lot of players that have custom models. What do you say to that?
i dont say change all weapon sounds, only some sounds. Because when we tested original soundblock plugin, i couldnt see players location. I will try it again and write from here.
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hold1981
Junior Member
Join Date: Sep 2009
Old 06-23-2010 , 06:14   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #817

maybe there is a possibility, block wave? each sound in counter strike is one of my size .. For example, headshot3 15.3 KB (15,700 bytes) means any change or finishing a sound file gets larger or smaller value, perhaps it can be blocked from entering the player worked out sound file.............
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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 06-23-2010 , 06:46   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #818

Quote:
Originally Posted by Owyn View Post
so in pm you said it's easy to fix the bug when every ambient sound is heard also elsewhere in fixed point of the map like near TE spawn in de_dust2, have you fixed it?
Of course, I have not posted this plugin accidentally without testing it.

Quote:
Originally Posted by xtinct View Post
The color has been messed up!
What?

Quote:
Originally Posted by TSuNaMi_ View Post
i dont say change all weapon sounds, only some sounds. Because when we tested original soundblock plugin, i couldnt see players location. I will try it again and write from here.
I have come up with an idea. Will try but I will not grant anything.

Quote:
Originally Posted by hold1981 View Post
maybe there is a possibility, block wave? each sound in counter strike is one of my size .. For example, headshot3 15.3 KB (15,700 bytes) means any change or finishing a sound file gets larger or smaller value, perhaps it can be blocked from entering the player worked out sound file.............
No, will not work!

Edit:
I have found a way to deal with weapon sounds and the jump sound bug. Will fix in the next version!
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Last edited by ot_207; 06-23-2010 at 07:38.
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TSuNaMi_
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Old 06-23-2010 , 09:44   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #819

Quote:
Originally Posted by ot_207 View Post
Of course, I have not posted this plugin accidentally without testing it.



What?



I have come up with an idea. Will try but I will not grant anything.



No, will not work!

Edit:
I have found a way to deal with weapon sounds and the jump sound bug. Will fix in the next version!
OT i taken this error:

Code:
L 06/23/2010 - 16:39:10: [FAKEMETA] Invalid entity
L 06/23/2010 - 16:39:10: [AMXX] Run time error 10 (plugin "block_wallhack.amxx") (native "pev") - debug not enabled!
L 06/23/2010 - 16:39:10: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).

what is fix for this problem ?
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YamiKaitou
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Join Date: Apr 2006
Location: Texas
Old 06-23-2010 , 10:03   Re: Block Wallhack v5.1 [CS & CZ]
Reply With Quote #820

Quote:
Originally Posted by TSuNaMi_ View Post
OT i taken this error:

Code:
L 06/23/2010 - 16:39:10: [FAKEMETA] Invalid entity
L 06/23/2010 - 16:39:10: [AMXX] Run time error 10 (plugin "block_wallhack.amxx") (native "pev") - debug not enabled!
L 06/23/2010 - 16:39:10: [AMXX] To enable debug mode, add "debug" after the plugin name in plugins.ini (without quotes).

what is fix for this problem ?
Enable debug like the error tells you to, then report back
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