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Eye Test module


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GeNeRaLbEaM
Junior Member
Join Date: Dec 2012
Location: Germany
Old 03-20-2014 , 19:45   Re: Eye Test module
Reply With Quote #311

Thanks mate =)
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Jargon
SourceMod Donor
Join Date: Jun 2012
Location: Sydney, Australia
Old 03-21-2014 , 03:34   Re: Eye Test module
Reply With Quote #312

Could I get a 2nd opinion on these too please?

Is there a reason why their eye-angles are all 0 or is that just because it was not an eye-angles detection?

Code:
L 03/21/2014 - 16:50:44: [smac_eyetest.smx | 0.8.5.1] -snip- was banned for tampering with an old movement command (tickcount). CmdNum: 75 | [64607:64607:64611]
	Map: ze_space_station_csgo | Origin: -1475 -77 64 | Angles: 0 0 0 | Weapon: weapon_hkp2000 | Team: 3 | Latency: 119ms
L 03/21/2014 - 16:55:39: [smac_eyetest.smx | 0.8.5.1] -snip- was banned for tampering with an old movement command (tickcount). CmdNum: 2107 | [83468:83468:83472]
	Map: ze_space_station_csgo | Origin: -1155 -141 64 | Angles: 0 0 0 | Weapon:  | Team: 2 | Latency: 51ms
Edit: A bit of background, this map has a moving vehicle in it controlled by the player, is it possible that lagged physics movements that causes the player to move in and out of the vehicle could trigger this detection?

Last edited by Jargon; 03-21-2014 at 06:13.
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psychonic

BAFFLED
Join Date: May 2008
Old 03-21-2014 , 09:02   Re: Eye Test module
Reply With Quote #313

Quote:
Originally Posted by Jargon View Post
Could I get a 2nd opinion on these too please?

Is there a reason why their eye-angles are all 0 or is that just because it was not an eye-angles detection?

Code:
L 03/21/2014 - 16:50:44: [smac_eyetest.smx | 0.8.5.1] -snip- was banned for tampering with an old movement command (tickcount). CmdNum: 75 | [64607:64607:64611]
    Map: ze_space_station_csgo | Origin: -1475 -77 64 | Angles: 0 0 0 | Weapon: weapon_hkp2000 | Team: 3 | Latency: 119ms
L 03/21/2014 - 16:55:39: [smac_eyetest.smx | 0.8.5.1] -snip- was banned for tampering with an old movement command (tickcount). CmdNum: 2107 | [83468:83468:83472]
    Map: ze_space_station_csgo | Origin: -1155 -141 64 | Angles: 0 0 0 | Weapon:  | Team: 2 | Latency: 51ms
Edit: A bit of background, this map has a moving vehicle in it controlled by the player, is it possible that lagged physics movements that causes the player to move in and out of the vehicle could trigger this detection?
These are both legitimate. The smoking gun in both is the CmdNum. The angles in those are indeed irrelevant.
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Jargon
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Join Date: Jun 2012
Location: Sydney, Australia
Old 03-21-2014 , 19:01   Re: Eye Test module
Reply With Quote #314

Quote:
Originally Posted by psychonic View Post
These are both legitimate. The smoking gun in both is the CmdNum. The angles in those are indeed irrelevant.
Thanks for that, I don't really understand how the detection for this work, is it just the specific number that gives it away, or the fact that it's different?
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allienaded
AlliedModders Donor
Join Date: Feb 2013
Old 03-22-2014 , 09:37   Re: Eye Test module
Reply With Quote #315

Quote:
Originally Posted by Jargon View Post
Thanks for that, I don't really understand how the detection for this work, is it just the specific number that gives it away, or the fact that it's different?
Specific cmd numbers that point to the center of the screen are reused by no spread/no recoil hacks to counter recoil. Someone once posted here a list of common cmd numbers used by hacks but I can't find it right now.

Last edited by allienaded; 03-22-2014 at 09:45.
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me-Shoe
Senior Member
Join Date: Apr 2008
Old 04-22-2014 , 03:44   Re: Eye Test module
Reply With Quote #316

Is this a valid ban?

Quote:
XXXXXX was banned for reusing old movement commands. CmdNum: 506 PrevCmdNum: 4670 | [50501:50502:50510]
Map: de_cache | Origin: 3189 -134 -158 | Angles: 0 182 0 | Weapon: weapon_glock | Team: 2 | Latency: 59m

//edit:
'reusing old movement commads' -> valid ban, right? Ever and ever when player got baned by 'reusing old movements commands'?
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Last edited by me-Shoe; 04-22-2014 at 04:03.
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2NASTY4U
Senior Member
Join Date: Mar 2014
Old 04-22-2014 , 12:05   Re: Eye Test module
Reply With Quote #317

Quote:
Originally Posted by allienaded View Post
Specific cmd numbers that point to the center of the screen are reused by no spread/no recoil hacks to counter recoil. Someone once posted here a list of common cmd numbers used by hacks but I can't find it right now.
I am interested in this list. Could you please search for this? I used the forums search, but there is no list.
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Ade
I love purple
Join Date: May 2010
Old 04-22-2014 , 12:59   Re: Eye Test module
Reply With Quote #318

2nd post https://forums.alliedmods.net/showth...6920?p=1956920 is that it?
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Wolfseye
Senior Member
Join Date: Apr 2014
Location: Germany
Old 05-12-2014 , 04:04   Re: Eye Test module
Reply With Quote #319

Got a question about what I read in the first post.

Quote:
This lightweight module checks if a player's eye angles (field of view) has been altered past the point of a normal player. The type of cheats that do this are usually Anti-Recoil, No-Spread, and some Aimbots. When spectating these players they usually have a "shaky screen" when firing.

If you'd like to test it out then I recommend setting the config value to 1 (Warn admins & log). If you notice that all detections are cheaters, then you can safely enable the automatic ban.

This hasn't been thoroughly tested, so let me know if there are any false positives.
Just wondering because here its implied that there is not only a disable and ban function with this module, but also just so a admin gets a warning when something like that is detected. In the smac.cfg it says there is only 0 and 1.

Which is it ?

And a more general question, since I am new to Sourcemod in general, except the smac.cfg, is there anything to be added manually in the sourcemod.cfg about SMAC or is all there is in the smac.cfg ?

Any help is appreciated.

Thanks

Wolfseye
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allienaded
AlliedModders Donor
Join Date: Feb 2013
Old 05-12-2014 , 12:09   Re: Eye Test module
Reply With Quote #320

Quote:
Originally Posted by Wolfseye View Post
Got a question about what I read in the first post.



Just wondering because here its implied that there is not only a disable and ban function with this module, but also just so a admin gets a warning when something like that is detected. In the smac.cfg it says there is only 0 and 1.

Which is it ?

And a more general question, since I am new to Sourcemod in general, except the smac.cfg, is there anything to be added manually in the sourcemod.cfg about SMAC or is all there is in the smac.cfg ?

Any help is appreciated.

Thanks

Wolfseye
Everything is in smac.cfg just remember to delete it when adding new modules/updating smac so new convars can be added there. 0 is disable autoban + warn/log and 1 is warn/log + ban.

PS. I also recommend getting this addon VAC Status Checker and setting it to 2 (log only) that way you can check if someone detected by smac has prior VAC bans in some other game and that could help in deciding whether to ban them or not.

Last edited by allienaded; 05-12-2014 at 12:13.
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