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Block Wallhack v8 [CS & CZ]


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Jack86
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Join Date: Dec 2008
Location: Belgrade, Serbia
Old 08-19-2009 , 17:04   Re: Block Wallhack
Reply With Quote #31

Ok, i send u PM.
I did some testing about lag now, 25/26 slots full server and it lags for some players, but i have 50 plugins enabled, some of them pretty CPU demanding so im guessing that with 15-20 lighter plugins it would work ok. Also i tested its behavior on some vents in de_nuke and similar passages like small window on de_inferno, and players are visible form one side but arent from other side, for ex on inferno CTs can see Ts on stairs but Ts cant see CTs.
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Last edited by Jack86; 08-19-2009 at 17:09.
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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 08-19-2009 , 17:29   Re: Block Wallhack
Reply With Quote #32

Quote:
Originally Posted by Jack86 View Post
Ok, i send u PM.
I did some testing about lag now, 25/26 slots full server and it lags for some players, but i have 50 plugins enabled, some of them pretty CPU demanding so im guessing that with 15-20 lighter plugins it would work ok. Also i tested its behavior on some vents in de_nuke and similar passages like small window on de_inferno, and players are visible form one side but arent from other side, for ex on inferno CTs can see Ts on stairs but Ts cant see CTs.
Ok, good to know and for the suqares wallhack as joaq said you must be sure that those are real!!!

Quote:
Originally Posted by joaquimandrade View Post
Jack86 send me those drugs please.

About the method that shine and schlumpf are talking about, I don't believe in it. It would fuck up any kind of traceline, the radar, and some types of wallhack work by models so it would happen the same.

About the expensiveness as it is now it should not provoke lag but, in a 32 slot full server with more checks it should make it lag. But this is just me speculating. You will know when you try it.
I am thinking of a method that will make almost everything work ok, this plugin is a first release so you must be patient for newer versions.

Quote:
Originally Posted by turshija View Post
I encourage you to keep developing this plugin ...
I tested it about 30 minutes with some ESP wallhack and it works almost perfectly ...
has few bugs though ...
For example, when I'm T on dd2, and go for A site (long), camp before the tunnel I can see CTs through right wall (with wallhack)...
Even if the wall is so thick and there are no holes or something...
And about the weapon thingy ...
you can add one more box you are checking that is flying in front of every players face at a distance that is same as weapon's length ...
roughly shown on this picture:



and 1 question:
what happens through glass ?
I'm too lazy to test that, but if someone on de_nuke planted C4 down and hid behind the door with glass, will he see other people through it ?
same with vent before you break it ...
It works through glass and will add support through players.
That is what I am intending to do. For now I will do some tests.

Quote:
Originally Posted by SchlumPF* View Post
if you really want to have wallhackers have a harder time, cancel AddToFullPack always and create one ent per player which moves as the player does. by this way you dont have the unfixable problems joachim posted.
btw those squares are called "box esp"
No.

Quote:
Originally Posted by shine771 View Post
What about disabling sending data for all players? Then you could make an entity for every player and in addtofullpack setting entities origin, sequence and frame depending on player origin, seq and frame. Add players current weapon as attachment(movetype_follow and pev_aiment). That would completely block wallhackers and wouldn't make any unwanted bugs.
It will not work!

Quote:
Originally Posted by Jack86 View Post
Can these problems with gun and grid be fixed ?
Yes, I will develop this plugin and find a better method with eventually more CPU demmand but less laggy!
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Last edited by ot_207; 08-19-2009 at 17:39.
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turshija
Member
Join Date: Jan 2009
Old 08-19-2009 , 18:00   Re: Block Wallhack
Reply With Quote #33

looking forward to it ...
i will continue testing this plugin and report any problems regarding normal play (plugin's side effects) ...
now testing on 22 slot server ...

edit: my video demonstrating playing with wallhack on a server with this plugin http://www.youtube.com/watch?v=3FFeMjkiwBY
works pretty nice with small bugs ...

Last edited by turshija; 08-19-2009 at 20:37.
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Racoon
Senior Member
Join Date: Mar 2008
Location: Ukraine
Old 08-20-2009 , 02:34   Re: Block Wallhack
Reply With Quote #34

Server crashes every 2-3 minutes with this plugin(((
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ot_207
Veteran Member
Join Date: Jan 2008
Location: Romania The Love Country
Old 08-20-2009 , 03:23   Re: Block Wallhack
Reply With Quote #35

Quote:
Originally Posted by turshija View Post
looking forward to it ...
i will continue testing this plugin and report any problems regarding normal play (plugin's side effects) ...
now testing on 22 slot server ...

edit: my video demonstrating playing with wallhack on a server with this plugin http://www.youtube.com/watch?v=3FFeMjkiwBY
works pretty nice with small bugs ...
Nice, added in the first post.

Quote:
Originally Posted by Racoon View Post
Server crashes every 2-3 minutes with this plugin(((
Need more details. Show me the output of these commands: amxx plugins, meta list.
Question: X86 or x64? Steam or No-Steam? OS?
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joaquimandrade
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Join Date: Dec 2008
Location: Portugal
Old 08-20-2009 , 05:13   Re: Block Wallhack
Reply With Quote #36

Make it ignore teammates' calculations.
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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 08-20-2009 , 05:23   Re: Block Wallhack
Reply With Quote #37

Quote:
Originally Posted by joaquimandrade View Post
Make it ignore teammates' calculations.
That is absolutely a great idea! Will make a cvar for it.
I have an idea that will make it work better, will create an entity for every player and make it think, in the think I am going to do the checks and save them in a double array and in addtofullpack just use the data.

Check this out ->

[IMG]http://img188.**************/img188/5199/dedust20000prb.th.jpg[/IMG]
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joaquimandrade
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Join Date: Dec 2008
Location: Portugal
Old 08-20-2009 , 05:30   Re: Block Wallhack
Reply With Quote #38

Quote:
Originally Posted by ot_207 View Post
That is absolutely a great idea! Will make a cvar for it.
I have an idea that will make it work better, will create an entity for every player and make it think, in the think I am going to do the checks and save them in a double array and in addtofullpack just use the data.

Check this out ->

[IMG]http://img188.**************/img188/5199/dedust20000prb.th.jpg[/IMG]
Nice screen. Try also:
PHP Code:
public fw_addtofullpack(eseenthostflagsplayerset)
{
    if(
player)
    {
        if(
host == ent )
        {
            
retrieve entity data and do the calculations
        
}
        else
        {
            do 
the traces
        
}
    }    

I'm not quite sure if it will work exactly right but if it does it will be a good optimization
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ot_207
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Join Date: Jan 2008
Location: Romania The Love Country
Old 08-20-2009 , 05:32   Re: Block Wallhack
Reply With Quote #39

Quote:
Originally Posted by joaquimandrade View Post
Nice screen. Try also:
PHP Code:
public fw_addtofullpack(eseenthostflagsplayerset)
{
    if(
player)
    {
        if(
host == ent )
        {
            
retrieve entity data and do the calculations
        
}
        else
        {
            do 
the traces
        
}
    }    

I'm not quite sure if it will work exactly right but if it does it will be a good optimization
Thanks but not needed. I will create an entity for every player that will calculate the visibility of the other players. Then the data will be stored in variables, and of course it will ignore the host himself and the teammates if set by cvar.
It will use the CPU but it will also be less laggy.
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Hunter-Digital
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Join Date: Aug 2006
Location: In the Game [ro]
Old 08-20-2009 , 06:34   Re: Block Wallhack
Reply With Quote #40

I'm not sure about this, but does ES_Origin set the origin of that entity only viewable to the current player in addToFullPack ? If it's true, would be a good ideea to 'move' away the players using ES_Origin so that the wallhack boxes point wrong.
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