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How to control fake client movement?


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Beaverboys
Member
Join Date: Aug 2012
Old 05-26-2015 , 07:37   Re: How to control fake client movement?
Reply With Quote #11

The plugin is for CSGO
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Miu
Veteran Member
Join Date: Nov 2013
Old 05-26-2015 , 07:58   Re: How to control fake client movement?
Reply With Quote #12

PHP Code:
public Action OnPlayerRunCmd(int clientint &buttonsint &impulsefloat move[3], float angles[3], int &weaponint &subtypeint &cmdnumint &tickcountint &seedint mouse[2])
{
    if(
IsFakeClient(client))
    {
        
move[0] = 400.0;
        
move[1] = 0.0;
        
move[2] = 0.0;
    }
    
    return 
Plugin_Continue;

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Beaverboys
Member
Join Date: Aug 2012
Old 05-26-2015 , 11:23   Re: How to control fake client movement?
Reply With Quote #13

Quote:
Originally Posted by Miu View Post
PHP Code:
public Action OnPlayerRunCmd(int clientint &buttonsint &impulsefloat move[3], float angles[3], int &weaponint &subtypeint &cmdnumint &tickcountint &seedint mouse[2])
{
    if(
IsFakeClient(client))
    {
        
move[0] = 400.0;
        
move[1] = 0.0;
        
move[2] = 0.0;
    }
    
    return 
Plugin_Continue;

So assuming that fake clients can have their angles set, I would just use "float angles[3]" to point the bot toward the player and then use buttons to trigger a knife slash if the bot is close enough?
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Miu
Veteran Member
Join Date: Nov 2013
Old 05-26-2015 , 11:29   Re: How to control fake client movement?
Reply With Quote #14

yes to the buttons, IN_ATTACK will trigger a slash

the angles in that function are not view angles tho, they're some special sort of movement angles disjunct from view angles, the thing that allows spinhacks, antiaim and stuff like taht. the simplest way to turn clients is TeleportEntity(client, NULL_VECTOR, ang, NULL_VECTOR), but like I said, last time I tried making fake clients created with CreateFakeClient() turn, it didn't work.
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Beaverboys
Member
Join Date: Aug 2012
Old 05-26-2015 , 11:33   Re: How to control fake client movement?
Reply With Quote #15

Quote:
Originally Posted by Miu View Post
yes to the buttons, IN_ATTACK will trigger a slash

the angles in that function are not view angles tho, they're some special sort of movement angles disjunct from view angles, the thing that allows spinhacks, antiaim and stuff like taht. the simplest way to turn clients is TeleportEntity(client, NULL_VECTOR, ang, NULL_VECTOR), but like I said, last time I tried making fake clients created with CreateFakeClient() turn, it didn't work.
So using CSGO's bots instead is the only solution to the angles problem?
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Chdata
Veteran Member
Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 05-26-2015 , 11:56   Re: How to control fake client movement?
Reply With Quote #16

Quote:
Originally Posted by Miu View Post
yes to the buttons, IN_ATTACK will trigger a slash

the angles in that function are not view angles tho, they're some special sort of movement angles disjunct from view angles, the thing that allows spinhacks, antiaim and stuff like taht. the simplest way to turn clients is TeleportEntity(client, NULL_VECTOR, ang, NULL_VECTOR), but like I said, last time I tried making fake clients created with CreateFakeClient() turn, it didn't work.
I don't suppose this can be used in any way to better detect silent aim aimbots?

PM me if you think "yes".
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Last edited by Chdata; 05-26-2015 at 11:56.
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Miu
Veteran Member
Join Date: Nov 2013
Old 05-26-2015 , 12:00   Re: How to control fake client movement?
Reply With Quote #17

There's probably some way to do it with fake clients but I don't know how, and it doesn't seem like people that do bot replay plugins do either
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Beaverboys
Member
Join Date: Aug 2012
Old 05-26-2015 , 12:54   Re: How to control fake client movement?
Reply With Quote #18

Quote:
Originally Posted by Miu View Post
There's probably some way to do it with fake clients but I don't know how, and it doesn't seem like people that do bot replay plugins do either
Alright I'll see what I can do, thanks for the help.
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Benoist3012
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Join Date: Mar 2014
Location: CWave::ForceFinish()
Old 05-29-2015 , 05:46   Re: How to control fake client movement?
Reply With Quote #19

Quote:
Originally Posted by Beaverboys View Post
The plugin is for CSGO
Next time don't forget to add it in your first post, because I thinked it was for tf2, thanks.
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Beaverboys
Member
Join Date: Aug 2012
Old 07-04-2015 , 07:32   Re: How to control fake client movement?
Reply With Quote #20

Quote:
Originally Posted by Miu View Post
PHP Code:
public Action OnPlayerRunCmd(int clientint &buttonsint &impulsefloat move[3], float angles[3], int &weaponint &subtypeint &cmdnumint &tickcountint &seedint mouse[2])
{
    if(
IsFakeClient(client))
    {
        
move[0] = 400.0;
        
move[1] = 0.0;
        
move[2] = 0.0;
    }
    
    return 
Plugin_Continue;

I got the bots moving correctly with move, but the run animation is not playing, the bots just glide along the ground without moving their legs. What can I do to fix this?
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