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Aimbot detection


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Olly
Senior Member
Join Date: Mar 2007
Location: UK
Old 03-18-2008 , 06:30   Re: Aimbot detection
Reply With Quote #31

Quote:
Originally Posted by Undead46 View Post
This no worky...
Tested it on my friend who was using aim bot and it didn't detect it xD.
This does work, and tell your friend he is an idiot for using an aimbot...
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Extreme_One
Veteran Member
Join Date: Nov 2006
Old 03-18-2008 , 07:08   Re: Aimbot detection
Reply With Quote #32

Quote:
Originally Posted by Undead46 View Post
This no worky...
Tested it on my friend who was using aim bot and it didn't detect it xD.

Can you please post the SteamID of your friend.

Thanks.
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82694
SourceMod Donor
Join Date: Apr 2007
Old 03-20-2008 , 04:56   Re: Aimbot detection
Reply With Quote #33

Quote:
Originally Posted by Craziness View Post
Any chance there will be usable with Fortress Forever in the future (assuming it won't now, looks built strictly for CS)?
What he said.
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ratty
SourceMod Donor
Join Date: Jan 2006
Old 03-22-2008 , 00:29   Re: Aimbot detection
Reply With Quote #34

What about TF2?
Is all that's needed to make it work with a given mod to update weaponsdata.ini?
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devicenull
Veteran Member
Join Date: Mar 2004
Location: CT
Old 03-24-2008 , 19:47   Re: Aimbot detection
Reply With Quote #35

I've just released the updated version. This should work with any mod that sends the standard player_hurt event, and doesn't have really screwed up hitboxes (Pretty much all of them work iirc).

You will need to create a new weaponsdata.ini file for each mod, this should be fairly simple to do.

Detection isn't 100%, it's not going to admin your server for you. The point is to notify you when someone suspicious is on, and allow you to deal with them yourself.

I've elaborated on what methods are used for notification, SourceMod admins have always been supported, but it wasn't clear.
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DontWannaName
Veteran Member
Join Date: Jun 2007
Location: VALVe Land, WA
Old 03-24-2008 , 20:41   Re: Aimbot detection
Reply With Quote #36

Will install it once the IRCRelay includes are there so it compiles.
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ratty
SourceMod Donor
Join Date: Jan 2006
Old 03-24-2008 , 22:56   Re: Aimbot detection
Reply With Quote #37

Anyone make a weapondata.ini for TF2?
I'll try to do it tonight, what do the numbers after each weapon mean? Is that to account for multiple hits per shot, such as shotguns that fire a bunch of projectiles per shot? Or is it some kind of weight for the accuracy?
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[H]itch
Junior Member
Join Date: Jan 2008
Old 03-25-2008 , 00:20   Re: Aimbot detection
Reply With Quote #38

Nice one device , that'll help me better to control my server ..
+KARMA =
Cheers !
^[Hitch]^
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devicenull
Veteran Member
Join Date: Mar 2004
Location: CT
Old 03-25-2008 , 01:21   Re: Aimbot detection
Reply With Quote #39

Quote:
Originally Posted by ratty View Post
Anyone make a weapondata.ini for TF2?
I'll try to do it tonight, what do the numbers after each weapon mean? Is that to account for multiple hits per shot, such as shotguns that fire a bunch of projectiles per shot? Or is it some kind of weight for the accuracy?
Yes, all the CSS one is is "1.0" for each normal weapon, "0.0" for grenades, and "1/X" for shotguns, where X is the number of pellets per shot. If one weapon is harder to hit with then the rest, then you could do something higher then 1 if you like.

For TF2, you may need to lower the weight of the heavy's gun, and the pyro's flamethrower.
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Molli
SourceMod Donor
Join Date: Aug 2007
Location: Finland
Old 03-25-2008 , 02:05   Re: Aimbot detection
Reply With Quote #40

i tryed to download it but:

Plugin failed to compile! Please try contacting the author.
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