Quote:
Originally Posted by larrybrains
So far I haven't had any false detections that I know of, but it has missed a couple where the survivor was teleported by the jockey, but wasn't actually teleported out of the world, so in those instances it didn't trigger the plugin to teleport them back.
I will look into adding some kind of logging.
EDIT:
Also, was wondering if you have had any jockey teleports since you disabled those plugins? (jockey deadstop, l4d2_getup_slide_fix, bunny hop blocker, pumeled survivor fix)
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Yes one and i had still had bunny hop blocker and pummeled survivor fix disabled so i doubt that these plugins are doing anything in the end, this simply looks like babies who decide to ragehack to me. Jockey deadstop fix and getup slide fix don't seem to interact with the jockey in a way it could cause that after looking at the code.
Also you are right there are some maps where the survivor will not get teleported outside the map, the parish map 1 for example and there are a couple of others. I think they are always teleported on the same spot so maybe there is a way to detect it with the exact position ?
By the way it could be more reasonnable to print to admin only beside "PrintToChatAll" as we are not sure if this is the jockey or the survivor who used it. Also if possible to writed the date and hour in the log it will be good.
Quote:
Originally Posted by Pelipoika
You should listen to my advice which is literally how valve patches these exploits in other games instead of trying to come up with shitty workarounds...
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I mean maybe you are right, why not do it yourself if this is so easy to code? Or Valve could do it