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[L4D2] Airstuck teleportation patch


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JLmelenchon
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Join Date: Mar 2019
Old 11-24-2020 , 03:30   [L4D2] Airstuck teleportation patch
Reply With Quote #1

Can someone find a way to fix this **** please ? This exploit exist since a long time apparently, i can find posts about it since 2015.

https://www.reddit.com/r/l4d2/commen...d_out_the_map/
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Marttt
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Join Date: Jan 2019
Location: Brazil
Old 11-24-2020 , 09:16   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #2

Never have seen this bug in years, but people are talking about it very often now. In South America this happens mostly on zonemod servers, but seems unrelated (except for the fact that people are more "competitive" on these versus mods)

One way to fix, maybe is to check the origin of the SI if is origin = 0 and if is carrying a survivor, still would need to store the "last position" every sec maybe. Then teleport it back and kill the jockey. (I don't know if it only works for jockey btw)
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JLmelenchon
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Join Date: Mar 2019
Old 11-24-2020 , 12:42   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #3

Not really a bug from what i understood, it is more a cheat that can be triggered with a program apparently.

Last edited by JLmelenchon; 11-24-2020 at 12:44.
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cravenge
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Join Date: Nov 2015
Location: Middle of Nowhere
Old 11-24-2020 , 18:26   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #4

Quote:
Originally Posted by Marttt View Post
Never have seen this bug in years, but people are talking about it very often now. In South America this happens mostly on zonemod servers, but seems unrelated (except for the fact that people are more "competitive" on these versus mods)

One way to fix, maybe is to check the origin of the SI if is origin = 0 and if is carrying a survivor, still would need to store the "last position" every sec maybe. Then teleport it back and kill the jockey. (I don't know if it only works for jockey btw)
I stated this problem before but it went unnoticed. For now, I found a temporary solution and that is to disable Jockeys from spawning and double the amount of Hunters to spawn in order to compensate for it.

Simply teleporting the player back to their last origin doesn't stop the high possibility of everyone else crashing once this occurs.
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Location: Methamphetamine
Old 11-24-2020 , 20:09   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #5

Airstuck appears if the player in the CreateMove function has set velocity/angles to FLT_MAX;

You can easily track this

PHP Code:
#define IS_NAN(%1) ( (%1) != (%1) )

public Action OnPlayerRunCmd (int clientint &buttonsint &impulsefloat vel[3], float angles[3], intweaponint &subtypeint &cmdnumint &tickcountint &seed)
{
    if ( 
IsFakeClient(client) )
        return;
    
    if ( 
IS_NAN(vel[0]) || IS_NAN(angles[0]) ) 
    {
        
LogMessage("%N is suspected of using airstuck (NAN value!!)"client);
    }

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Last edited by BHaType; 11-24-2020 at 20:17.
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 11-24-2020 , 21:41   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #6

Quote:
Originally Posted by BHaType View Post
Airstuck appears if the player in the CreateMove function has set velocity/angles to FLT_MAX;

You can easily track this

PHP Code:
#define IS_NAN(%1) ( (%1) != (%1) )

public Action OnPlayerRunCmd (int clientint &buttonsint &impulsefloat vel[3], float angles[3], intweaponint &subtypeint &cmdnumint &tickcountint &seed)
{
    if ( 
IsFakeClient(client) )
        return;
    
    if ( 
IS_NAN(vel[0]) || IS_NAN(angles[0]) ) 
    {
        
LogMessage("%N is suspected of using airstuck (NAN value!!)"client);
    }

I will try it first, but do you think it will be safe to enable automatic ban ?
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BHaType
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Join Date: Jun 2018
Location: Methamphetamine
Old 11-25-2020 , 06:30   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #7

Quote:
Originally Posted by JLmelenchon View Post
I will try it first, but do you think it will be safe to enable automatic ban ?
I do not know how player can break his angles/velocity without using cheats or console but I am not sure that such methods do not exist so decide for yourself
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 11-29-2020 , 07:42   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #8

Added log to file.

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

#pragma newdecls required

#define IS_NAN(%1) ( (%1) != (%1) )

char path[256];

public Plugin myinfo = 
{
	name = "Airstuck detection",
	author = "BHaType",
	description = "Detect cheaters who use airstuck exploit.",
	version = "1.0",
	url = "https://forums.alliedmods.net/showpost.php?p=2726146&postcount=5"
};

public void OnPluginStart()
{
	BuildPath(Path_SM, path, 256, "logs/airstuck.txt");
	
	HookEvent("player_connect_full", Event_PlayerConnect);
}

public void Event_PlayerConnect(Event event, const char[] name, bool dontBroadcast)
{
	int client = GetClientOfUserId(event.GetInt("userid"));

	if (client == 0 || !IsClientInGame(client) || IsFakeClient(client)) return;
}

public Action OnPlayerRunCmd (int client, int &buttons, int &impulse, float vel[3], float angles[3], int& weapon, int &subtype, int &cmdnum, int &tickcount, int &seed)
{
    if ( IsFakeClient(client) )
        return;
    
    if ( IS_NAN(vel[0]) || IS_NAN(angles[0]) ) 
    {
        char SteamID[32];
        GetClientAuthId(client, AuthId_Steam2, SteamID, sizeof(SteamID));
        
        LogToFile(path, ".:[Name: %N | STEAMID: %s  is suspected of using airstuck cheat.]:.", client, SteamID);
        LogMessage("%N is suspected of using airstuck (NAN value!!)", client);
    }
}

Last edited by JLmelenchon; 11-30-2020 at 07:53.
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JLmelenchon
Senior Member
Join Date: Mar 2019
Old 12-05-2020 , 11:41   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #9

Well i doubt that this is working, it just happened in one of my games and it detected nothing.
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cravenge
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Join Date: Nov 2015
Location: Middle of Nowhere
Old 12-05-2020 , 18:59   Re: [L4D2] Airstuck teleportation patch
Reply With Quote #10

If anyone can provide me a screenshot of what the cheat's interface looks like, I might be able to whip something up to detect the other features it offers. I already have an experimental detection against spawning in plain sight in impossible cases and it seems to be working fine so far.
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Last edited by cravenge; 12-05-2020 at 19:01.
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