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SMAC with L4D2....


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Visual77
Veteran Member
Join Date: Jan 2009
Old 10-09-2011 , 04:31   Re: SMAC with L4D2....
Reply With Quote #11

i used zack ones on l4d2 and found out the exploitspec crash was shit buged and bad aswell. not to metion that the project was deserted long time ago
making the code avaiable on the page you linked to full of bugs.

the exploit rock punch was fixed by valve as you cant do it anymore?

and whats the point of all this being in SMAC? just run the zack for l4d2 instead.

Last edited by Visual77; 10-09-2011 at 04:36.
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 10-09-2011 , 05:46   Re: SMAC with L4D2....
Reply With Quote #12

Quote:
Originally Posted by Visual77 View Post
i used zack ones on l4d2 and found out the exploitspec crash was shit buged and bad aswell. not to metion that the project was deserted long time ago
making the code avaiable on the page you linked to full of bugs.
It shouldn't really be bugged. The core is very basic. Get origin, compare to map size, teleport if too close to the edge.
Through if you used it on servers with more than 8 players you would probably experience lag. A lot of it.

Quote:
Originally Posted by Visual77 View Post
the exploit rock punch was fixed by valve as you cant do it anymore?
No, they still haven't fixed that.

For example, easy mode to test it:
Code:
+attack;wait 1;+attack2;wait 2;-attack;-attack2
That will do the rock punch exploit when playing as tank.

Quote:
Originally Posted by Visual77 View Post
and whats the point of all this being in SMAC? just run the zack for l4d2 instead.
Zack shouldn't be run on any servers anymore. Some of the modules probably could be converted into SMAC modules. Such as the BlockPistolSpam (to prevent crashing) and the rock punch exploit.

Last edited by Mr. Zero; 10-09-2011 at 05:52.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 10-09-2011 , 06:47   Re: SMAC with L4D2....
Reply With Quote #13

Quote:
Originally Posted by Mr. Zero View Post
It shouldn't really be bugged. The core is very basic. Get origin, compare to map size, teleport if too close to the edge.
Through if you used it on servers with more than 8 players you would probably experience lag. A lot of it.
Was bugged when I tried it. It would somehow always teleport the charger and the victim back if the charge was from a high bulding, such as the ones in the no mercy campaign.

Quote:
Originally Posted by Mr. Zero View Post
No, they still haven't fixed that.

For example, easy mode to test it:
Code:
+attack;wait 1;+attack2;wait 2;-attack;-attack2
That will do the rock punch exploit when playing as tank.
Had no idea it was a script based exploit. And now you made it official
Not sure if this works but I extracted the code from zack if it is of any use.

PHP Code:
#include <sourcemod>
#include <sdktools>

public Action:OnPlayerRunCmd(client, &buttons, &impulseFloat:vel[3], Float:angles[3], &weapon)
{
    if (!
IsClientInGame(client)) return Plugin_Continue;
    if (
IsFakeClient(client)) return Plugin_Continue;
    if (
GetClientTeam(client)!=3) return Plugin_Continue;
    if (!
IsPlayerAlive(client)) return Plugin_Continue;
    if (
GetEntProp(clientProp_Send"m_zombieClass") != 8) return Plugin_Continue;

    if (
buttons IN_ATTACK && buttons IN_ATTACK2
    {
        
//LogMessage("Blocked double attack input from tank");
        
buttons ^= IN_ATTACK2// Block attack 2
    
}
    return 
Plugin_Continue;


Last edited by Visual77; 10-09-2011 at 12:49.
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psychonic

BAFFLED
Join Date: May 2008
Old 10-09-2011 , 08:49   Re: SMAC with L4D2....
Reply With Quote #14

Quote:
Originally Posted by Visual77 View Post
Was bugged when I tried it. It would somehow always teleport the charger and the victim back if the charge was from a high bulding, such as the ones in the no mercy campaign.



Had no idea it was a script based exploit. And now you made it official
Not sure if this works but I extracted the code from zack if it is of any use.

PHP Code:
#include <sourcemod>

public Action:OnPlayerRunCmd(client, &buttons, &impulseFloat:vel[3], Float:angles[3], &weapon)
{
    if (!
IsClientInGame(client)) return Plugin_Continue;
    if (
IsFakeClient(client)) return Plugin_Continue;
    if (
GetClientTeam(client)!=3) return Plugin_Continue;
    if (!
IsPlayerAlive(client)) return Plugin_Continue;
    if (
GetEntProp(clientProp_Send"m_zombieClass") != 8) return Plugin_Continue;

    if (
buttons IN_ATTACK && buttons IN_ATTACK2
    {
        
//LogMessage("Blocked double attack input from tank");
        
buttons ^= IN_ATTACK2// Block attack 2
    
}
    return 
Plugin_Continue;

You need to include sdktools as well.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 10-09-2011 , 12:48   Re: SMAC with L4D2....
Reply With Quote #15

normally it wont compile if sdktools is not included but this time it did strange enough.
i edited the post
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GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 10-17-2011 , 04:15   Re: SMAC with L4D2....
Reply With Quote #16

If someone can make a nice summary of which L4D2 features they want to see in SMAC, that would help. I have no idea what is outdated in that Zack plugin.
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OnceUponatime
New Member
Join Date: Mar 2011
Old 10-22-2011 , 12:19   Re: SMAC with L4D2....
Reply With Quote #17

Quote:
Originally Posted by GoD-Tony View Post
If someone can make a nice summary of which L4D2 features they want to see in SMAC, that would help. I have no idea what is outdated in that Zack plugin.
I guess the main concern nowadays is related to the change of game elements. Editing sounds/material hacks using vpks..
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RU_6uK
SourceMod Donor
Join Date: May 2010
Old 10-25-2011 , 06:20   Re: SMAC with L4D2....
Reply With Quote #18

SMAC Aimbot module again tracking Bots in L4D2.
PHP Code:
L 10/24/2011 21:49:15: [smac_aimbot.smxCoach (IDBOT IP127.0.0.1is suspected of using an aimbot. (Detection #2) (Deviation: 61°)
L 10/24/2011 21:49:20: [smac_aimbot.smxNick (IDBOT IP127.0.0.1is suspected of using an aimbot. (Detection #2) (Deviation: 162°)
L 10/24/2011 21:50:42: [smac_aimbot.smxCoach (IDBOT IP127.0.0.1is suspected of using an aimbot. (Detection #3) (Deviation: 111°)
L 10/24/2011 21:50:42: [smac_aimbot.smxCoach (IDBOT IP127.0.0.1is suspected of using an aimbot. (Detection #4) (Deviation: 111°)
L 10/24/2011 21:51:11: [smac_aimbot.smxCoach (IDBOT IP127.0.0.1is suspected of using an aimbot. (Detection #5) (Deviation: 46°)
L 10/24/2011 21:52:47: [smac_aimbot.smxCoach (IDBOT IP127.0.0.1is suspected of using an aimbot. (Detection #5) (Deviation: 52°)
L 10/24/2011 21:53:12: [smac_aimbot.smxCoach (IDBOT IP127.0.0.1is suspected of using an aimbot. (Detection #6) (Deviation: 145°) 
RU_6uK is offline
GoD-Tony
Veteran Member
Join Date: Jul 2005
Old 10-25-2011 , 06:48   Re: SMAC with L4D2....
Reply With Quote #19

Quote:
Originally Posted by RU_6uK View Post
SMAC Aimbot module again tracking Bots in L4D2.
Thanks, this will be fixed in the next version.
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Mr. Zero
Veteran Member
Join Date: Jun 2009
Location: Denmark
Old 10-28-2011 , 03:29   Re: SMAC with L4D2....
Reply With Quote #20

Quote:
Originally Posted by GoD-Tony View Post
If someone can make a nice summary of which L4D2 features they want to see in SMAC, that would help. I have no idea what is outdated in that Zack plugin.
Only 2 modules needs to be ported from Zack.

"Rock Punch Exploit".
Quote:
The Rock Punch exploit allows the Tank to do a "double attack" with both his melee punch and throwing a rock. Simply by pressing attack and then quickly throw a rock, will allow the tank to enter BOTH animations and deal damage with both attacks.

It also works with throwing a rock first than start punching. Doing this allows the Tank to deal 48 damage in one attack.
https://code.google.com/p/zack/sourc...k/rockpunch.sp

"Pistol Spam"
Quote:
Pistol Spam is an exploit that allows the player to "spam" pistols, causing the server to lag and ultimately time out when trying to calculate all these pistols, as they act as physic objects.

To reproduce this exploit all the player needs is a melee weapon and two pistols. The player holds both pistols as a dual weapon, then picks up the melee weapon and then swiftly picks up one of the falling pistols they dropped. Doing this correctly and fast enough will spawn another pistol out of the blue.

Doing this over and over again (This can be more effectively with a "use" bind) will make the server calculate all these falling pistols in the same place causing a huge lag impact on the server and if done enough, completely timing out the server.
https://code.google.com/p/zack/sourc...kpistolspam.sp

The rest is either for L4D1 or outdated.

As for anti wall hack, you might consider to hide infected players that are in spawn mode, so hackers can't see spawning infected before they materialize.
https://code.google.com/p/zack/sourc...hack/ghosts.sp

Last edited by Mr. Zero; 10-28-2011 at 03:30.
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