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Wallhack Module


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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 09-28-2012 , 08:29   Re: Wallhack Module
Reply With Quote #281

The CS:GO sound issue definitely needs to be fixed, I haven't determined a suitable workaround yet.
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SmackDaddy
Veteran Member
Join Date: Oct 2009
Old 09-28-2012 , 16:23   Re: Wallhack Module
Reply With Quote #282

Quote:
Originally Posted by baijiaqing View Post
I have it in CS:GO. Nothing is wrong except the new update that broke the footsteps. Nothing that gamebreaking.
Dunno how it's working for you (or others) or why it's happening to me. I installed the plugin on my server, enabled it, and the entire server went bats**t saying they couldn't see the other team. Disabled the plugin, immediately returned to normal.
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PharaohsPaw
Senior Member
Join Date: Dec 2008
Old 09-29-2012 , 08:44   Re: Wallhack Module
Reply With Quote #283

It works OK here. We do occasionally see our own weapons and crosshairs disappear but not sure that has anything to do with the wallhack module -- it started after the 9/14 update was released.

Did you already have the wallhack module loaded in the server config when you started the server, or did you drop it in on a running server with connected players already and enable it? I've seen issues with "other" anti-wallhack plugins in the past if you enabled the anti-wallhack features mid-game. One in particular I think was called sb_detox (which is long since dead).
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nightrider
SourceMod Donor
Join Date: Dec 2008
Old 10-01-2012 , 12:37   Re: Wallhack Module
Reply With Quote #284

This module is CPU intensive and could be part of your issue.

Copy and paste from the topic download thread for the Anti-Wallhack module

Warning: This module will increase your server's CPU usage

Configuring MaxTraces:
This convar is not written to the config and must be added manually.

The default is 1280 and in most cases it shouldn't need to be changed. If your server is lagging then this can be decreased. Recommended decrements if your server's CPU usage is maxing out: 1280 -> 1120 -> 980. A lower number will increase the "flickering" effects, so you need to find a proper balance between CPU usage and lag.
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Last edited by nightrider; 10-01-2012 at 12:38.
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ValidName
Junior Member
Join Date: Jan 2013
Old 01-31-2013 , 17:43   Re: Wallhack Module
Reply With Quote #285

Need to extend function
Code:
SMAC_WH_SetClientIgnore(client, bool:bIgnore)
like this
Code:
 SMAC_WH_SetClientIgnore(client,target, bool:bIgnore)
It will allow to create plugin which exclude players in same zone and not visible area from processing by using GetClientAbsOrigin and some config files for each map.

And cancel transmit when target(spy) cloaked.

Last edited by ValidName; 01-31-2013 at 18:20.
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SystematicMania
Senior Member
Join Date: Aug 2012
Old 02-03-2013 , 04:40   Re: Wallhack Module
Reply With Quote #286

Quote:
Originally Posted by ValidName View Post
Need to extend function
Code:
SMAC_WH_SetClientIgnore(client, bool:bIgnore)
like this
Code:
 SMAC_WH_SetClientIgnore(client,target, bool:bIgnore)
It will allow to create plugin which exclude players in same zone and not visible area from processing by using GetClientAbsOrigin and some config files for each map.
You can implement this feature using the existing natives. After doing the GetClientAbsOrigin checks, you can enable ignore on the client and hook/block SetTransmit on the player.

Quote:
Originally Posted by ValidName View Post
And cancel transmit when target(spy) cloaked.
This feature would lead to prediction issues. There's no way to know when a client will decloak.
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s.m.a.c head
Senior Member
Join Date: Apr 2012
Location: Liverpool
Old 03-19-2013 , 02:18   Re: Wallhack Module
Reply With Quote #287

l4d2 sounds are effected as survivors and infected , if someone gets jockeyed for instance down some stairs you wont hear any sounds from them no call for help and no jokey noises , as infected say you are a boomer and you get shot no explode noise
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checkster
BANNED
Join Date: Apr 2007
Location: Norway
Old 03-20-2013 , 14:53   Re: Wallhack Module
Reply With Quote #288

Quote:
Originally Posted by s.m.a.c head View Post
l4d2 sounds are effected as survivors and infected , if someone gets jockeyed for instance down some stairs you wont hear any sounds from them no call for help and no jokey noises , as infected say you are a boomer and you get shot no explode noise

This is the strangest clusterfuck I have ever heard of in my life. But of to test if this may actually happen. I play this game way to much, I have never encounterd this.


This has now been confirmed as bs. I tested this using a plugin from the dev team of smac, and this does not ocour, and if it does for you, please use a dev of sm, and it wont happen anymore.

Last edited by checkster; 03-23-2013 at 10:45.
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SoldierPRO
Junior Member
Join Date: Mar 2013
Location: Monterrey N.L
Old 03-28-2013 , 21:49   Re: Wallhack Module
Reply With Quote #289

XD I'm pro but good job
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s.m.a.c head
Senior Member
Join Date: Apr 2012
Location: Liverpool
Old 04-03-2013 , 13:51   Re: Wallhack Module
Reply With Quote #290

Quote:
Originally Posted by checkster View Post
This is the strangest clusterfuck I have ever heard of in my life. But of to test if this may actually happen. I play this game way to much, I have never encounterd this.


This has now been confirmed as bs. I tested this using a plugin from the dev team of smac, and this does not ocour, and if it does for you, please use a dev of sm, and it wont happen anymore.
whats with the attitude ?
chill out , it does happen and I use the latest version on allied modders , it does not happen all the time only sometimes , I will try a dev version see if it helps
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