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Eye-Angles module + TF2 dance taunt


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El Diablo War3Evo
Veteran Member
Join Date: Jun 2013
Old 06-19-2014 , 16:29   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #21

as a temporary fix for smac_eyetest.sp for TF2...

#include <tf2_stocks>

put the include above right after the includes for <smac> near the top of the source code

then search for this:

Code:
    // Ignore clients that are interacting with the map. 
    new flags = GetEntityFlags(client); 
 
    if (flags & FL_FROZEN || flags & FL_ATCONTROLS) 
        return Plugin_Continue; 
 
    // The client failed all checks. 
    g_fDetectedTime[client] = GetGameTime() + 30.0;
and replace it like this:

Code:
    // Ignore clients that are interacting with the map. 
    new flags = GetEntityFlags(client); 
 
    if (flags & FL_FROZEN || flags & FL_ATCONTROLS) 
        return Plugin_Continue; 
 
    // ignore taunts (conga) 
    if(TF2_IsPlayerInCondition(client, TFCond_Taunting)) 
    { 
        g_fDetectedTime[client] = GetGameTime() + 2.0; 
        //PrintToChatAll("[Debug %d] Player is Taunting",RoundFloat(GetGameTime())%100); 
        return Plugin_Continue; 
    } 
 
    // The client failed all checks. 
    g_fDetectedTime[client] = GetGameTime() + 30.0;
I would tell you the line numbers, but we modified our source code a good bit.. so its not exactly smacs anymore.


Then compile your new source code, and upload and reload it into your server.
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Last edited by El Diablo War3Evo; 06-19-2014 at 17:08. Reason: increased time from 1.0 to 2.0 because it still detected a conga..
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Phaiz
AlliedModders Donor
Join Date: Feb 2014
Location: USA
Old 06-20-2014 , 17:46   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #22

I've looked at the smac bitbucket and it hasn't been updated since December. Leads me to believe we won't see a fix on this issue unless we know how to fix it ourselves or find a server operator willing to help.
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psychonic

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Join Date: May 2008
Old 06-20-2014 , 18:38   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #23

Quote:
Originally Posted by Phaiz View Post
I've looked at the smac bitbucket and it hasn't been updated since December. Leads me to believe we won't see a fix on this issue unless we know how to fix it ourselves or find a server operator willing to help.
The official SMAC repository isn't on Bitbucket. Whatever you saw is a third-party version. The real SMAC repository is hosted at the SMAC website.
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jpwanabe
Veteran Member
Join Date: Mar 2010
Old 06-20-2014 , 20:03   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #24

Quote:
Originally Posted by psychonic View Post
The official SMAC repository isn't on Bitbucket. Whatever you saw is a third-party version. The real SMAC repository is hosted at the SMAC website.
Wait, the Bitbucket isn't what they are using? I don't see anything that looks like a custom url for them when I google them. Are they using someone else's url to host on?

EDIT:
Code:
In response to a complaint we received under the US Digital Millennium Copyright Act, we have removed 1 result(s) from this page. If you wish, you may read the DMCA complaint that caused the removal(s) at ChillingEffects.org.
Google won't let me see it I think.

EDIT2:
Found it though yahoo. Google is removing the link.
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Last edited by jpwanabe; 06-20-2014 at 20:08.
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WildCard65
Veteran Member
Join Date: Aug 2013
Location: Canada
Old 06-21-2014 , 08:43   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #25

Quote:
Originally Posted by jpwanabe View Post
Wait, the Bitbucket isn't what they are using? I don't see anything that looks like a custom url for them when I google them. Are they using someone else's url to host on?

EDIT:
Code:
In response to a complaint we received under the US Digital Millennium Copyright Act, we have removed 1 result(s) from this page. If you wish, you may read the DMCA complaint that caused the removal(s) at ChillingEffects.org.
Google won't let me see it I think.

EDIT2:
Found it though yahoo. Google is removing the link.
There is a link at the bottom of google for you to read
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werybigmonk
New Member
Join Date: Jun 2014
Old 06-21-2014 , 15:17   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #26

This fix seems to work fine for conga taunt, but other taunts sometimes still trigger eye angle detection, but not reliably.
F.ex. square dance with heavy sometims triggers:
L 06/21/2014 - 21:58:45: [smac_eyetest.smx | 0.8.5.1] player (ID:STEAM_0:1: xxxxxxx | IP: xx.xx.xx.xx) is suspected of cheating with their eye angles. Eye Angles: 23 414 0
but not with pyro or medic.

Would this work better if I set g_fDetectedTime to gametime +30.0 instead of +2? or did I misunderstood what detectedtime actually does?
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 06-21-2014 , 15:49   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #27

Quote:
Originally Posted by El Diablo War3Evo View Post
as a temporary fix for smac_eyetest.sp for TF2...

#include <tf2_stocks>

put the include above right after the includes for <smac> near the top of the source code

then search for this:

Code:
    // Ignore clients that are interacting with the map. 
    new flags = GetEntityFlags(client); 
 
    if (flags & FL_FROZEN || flags & FL_ATCONTROLS) 
        return Plugin_Continue; 
 
    // The client failed all checks. 
    g_fDetectedTime[client] = GetGameTime() + 30.0;
and replace it like this:

Code:
    // Ignore clients that are interacting with the map. 
    new flags = GetEntityFlags(client); 
 
    if (flags & FL_FROZEN || flags & FL_ATCONTROLS) 
        return Plugin_Continue; 
 
    // ignore taunts (conga) 
    if(TF2_IsPlayerInCondition(client, TFCond_Taunting)) 
    { 
        g_fDetectedTime[client] = GetGameTime() + 2.0; 
        //PrintToChatAll("[Debug %d] Player is Taunting",RoundFloat(GetGameTime())%100); 
        return Plugin_Continue; 
    } 
 
    // The client failed all checks. 
    g_fDetectedTime[client] = GetGameTime() + 30.0;
I would tell you the line numbers, but we modified our source code a good bit.. so its not exactly smacs anymore.


Then compile your new source code, and upload and reload it into your server.
Try the new netprops, though the taut cond should work:
https://forums.alliedmods.net/showthread.php?t=242504

m_flTauntForceMoveForwardSpeed is prob gonna be on while they are using conga

As far as detection time, if the nrtprops dont work, you may have to do so ething like use onconditionaddrd, and setignore time to something big like 9999999 and thenw ith onconditionremoved, set it to time+ 1 or something small
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Last edited by friagram; 06-21-2014 at 15:51.
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El Diablo War3Evo
Veteran Member
Join Date: Jun 2013
Old 06-22-2014 , 10:12   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #28

Updated short script addition...

The only bad thing is, you can't just use GetEntPropFloat(client, Prop_Send, "m_flTauntForceMoveForwardSpeed") by itself, as when they come out of it.. it still triggers smac. Using both helps a ton! I've not seen it trigger smacs yet. I'll keep you posted if anyone on our servers triggers smacs with this new code insert:


as a temporary fix for smac_eyetest.sp for TF2...

#include <tf2_stocks>

put the include above right after the includes for <smac> near the top of the source code

then search for this:

Code:
    // Ignore clients that are interacting with the map. 
    new flags = GetEntityFlags(client); 
 
    if (flags & FL_FROZEN || flags & FL_ATCONTROLS) 
        return Plugin_Continue; 
 
    // The client failed all checks. 
    g_fDetectedTime[client] = GetGameTime() + 30.0;
and replace it like this:

Code:
    // Ignore clients that are interacting with the map. 
    new flags = GetEntityFlags(client); 
 
    if (flags & FL_FROZEN || flags & FL_ATCONTROLS) 
        return Plugin_Continue; 
 
    // Updated - ignore taunts (conga) - 22 Jun 2014

    new Float:tauntforcemoveforwardspeed = GetEntPropFloat(client, Prop_Send, "m_flTauntForceMoveForwardSpeed"); //== 50.0 
    //PrintToChatAll("%.2f",tauntforcemoveforwardspeed); 
    if(tauntforcemoveforwardspeed>=50.0 || TF2_IsPlayerInCondition(client, TFCond_Taunting)) 
    { 
        g_fDetectedTime[client] = GetGameTime() + 1.0; 
        return Plugin_Continue; 
    } 
 
 
    // The client failed all checks. 
    g_fDetectedTime[client] = GetGameTime() + 30.0;
Then compile your new source code, and upload and reload it into your server.


P.S.
g_fDetectedTime[client] = GetGameTime() + 1.0; was added to prevent it from re-triggering after someone comes out of conga. If your still getting detections, just add a extra second to it.. change it from 1.0 to 2.0, still getting detections? go from 2.0 to 3.0, etc...


Note: This code is only good for TF2 servers, keep it separate from your other game servers.
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Last edited by El Diablo War3Evo; 06-22-2014 at 10:17.
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El Diablo War3Evo
Veteran Member
Join Date: Jun 2013
Old 06-22-2014 , 10:29   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #29

Odd.. i've still seen it trigger, so ... I guess something else needs to be better.. I'm going to try to increase to 2.0 <<-- which was worked for our servers last time.

for some reason.. when someone starts / stops conga it triggers with this new script above.. might have to use seperate if statements or find something else to figure it out.

modified it again...

Code:
    new flags = GetEntityFlags(client); 
 
    if (flags & FL_FROZEN || flags & FL_ATCONTROLS) 
        return Plugin_Continue; 
 
    new m_bAllowMoveDuringTaunt = GetEntProp(client, Prop_Send, "m_bAllowMoveDuringTaunt"); 
    new Float:tauntforcemoveforwardspeed = GetEntPropFloat(client, Prop_Send, "m_flTauntForceMoveForwardSpeed"); //== 50.0 
    //PrintToChatAll("%.2f",tauntforcemoveforwardspeed); 
    if(m_bAllowMoveDuringTaunt>0 || tauntforcemoveforwardspeed>=50.0 || TF2_IsPlayerInCondition(client, TFCond_Taunting)) 
    { 
        g_fDetectedTime[client] = GetGameTime() + 3.0; 
        return Plugin_Continue; 
    } 

    // The client failed all checks. 
    g_fDetectedTime[client] = GetGameTime() + 30.0;
ps:

You do need g_fDetectedTime[client] = GetGameTime() + 3.0; because when players come out of conga, they "zoom" back into first person mode and that is what is causing it to trigger smacs. 3.0 seconds may need to be extended based on how long it takes for players to zoom back in / out. It's like a wait timer to reset and check again for hacks.

The taunt stuff instantly removes players from conga and does not remove after they zoom.. it removes them just before they zoom back into firstperson. This is where to detection is taking place .. smacs thinking they are using eye angles. the added g_fDetectedTime[client] prevents this.
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Last edited by El Diablo War3Evo; 06-22-2014 at 11:00.
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werybigmonk
New Member
Join Date: Jun 2014
Old 06-24-2014 , 04:28   Re: Eye-Angles module + TF2 dance taunt
Reply With Quote #30

I did try initially just increasing g_fDetectedTime by +30.0 and after many hours of playtime I saw eyetest triggering on a taunt once.
When checking for m_flTauntForceMoveForwardSpeed and m_bAllowMoveDuringTaunt I managed to trigger eyetest few times.

Now I have combination of those. First checking for taunt condition and forced speeds and if they match increasing g_fDetectedTime by +30. I imagine +30 is overkill, so I will tweak that and see how long delay needs to be.

Last edited by werybigmonk; 06-24-2014 at 04:28.
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