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[L4D] [SM 1.3] Block ghost duck exploit 1.5


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olj
Veteran Member
Join Date: Jun 2009
Old 07-11-2009 , 02:28   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
Reply With Quote #11

So, boomers dont produce any sounds when crouched too? I just never noticed that, if thats so, then running at ghost speed boomer may be a bit imba =) Anyway i never saw someone used this exploit. I usually host 20 players game and its usually no need in increased speed even for boomers, since there are many action happening and survivors always busy fighting someone (or something =).
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Teraku
Member
Join Date: Feb 2009
Old 07-11-2009 , 05:02   Re: [L4D] Block ghost duck exploit
Reply With Quote #12

Quote:
Originally Posted by Thraka View Post
I don't want to explain HOW the exploit is done, just to prevent it from spreading. But a lot of people will do it on servers. Basically, once they spawn it lets them keep their ghost speed (or around the speed of the ghost, so they move much faster than normal) fully ducked, and they make no noises. Hunters can pounce instantly. Since they are fully crouched (without even pressing the crouch button) once they press the crouch button, it stand them back up and returns to normal. So this forces them to stand back up on spawn.
Hunters can NOT pounce instantly. They still need to "really" crouch before they can pounce.
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Poheart
Member
Join Date: Mar 2009
Old 07-11-2009 , 10:23   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
Reply With Quote #13

Valve Fixed it or not?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 07-11-2009 , 11:24   Re: [L4D] Block ghost duck exploit
Reply With Quote #14

Quote:
Originally Posted by Teraku View Post
Hunters can NOT pounce instantly. They still need to "really" crouch before they can pounce.

Yes they can, Valve didn't fix it.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 07-11-2009 , 13:56   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
Reply With Quote #15

Atomic is correct. Hunters do not need to do a crouch after spawning to do a pounce.

With the boomers\smokers i've had mixed results when testing the exploit itself. Sometimes they made noise, othertimes they did not. However, they definitely moved faster than normal.
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 07-11-2009 , 14:20   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
Reply With Quote #16

Now that is incorrect too.

Once spawned, they can only move with their usual top speed. However the entire acceleration delay doesn't apply, you always move with top speed instead of getting faster for a second or so.

The jump does the usual screaming, but the crouching before is silent.
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 07-11-2009 , 14:45   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.1
Reply With Quote #17

I see
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Thraka
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Join Date: Aug 2005
Old 07-12-2009 , 13:33   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.2
Reply With Quote #18

Can someone verify that 1.2 is working for them? Someone said it wasn't in-game, but it seemed to work fine for me.
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El Goretto
Junior Member
Join Date: Jan 2009
Location: France
Old 07-14-2009 , 06:47   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.2
Reply With Quote #19

Tried the 1.0 version with SM 1.2 yesterday.

"Problem" is now that every spawning hunter is making loud noise as if crouched and prepared to pounce, even if standing... So a silent spawn, run and bash (to incap a 6 HP survivor) is not possible with this plugin, as long as exploit has not been fixed upstream.
It's not a bug report, it's just a report
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Thraka
AlliedModders Donor
Join Date: Aug 2005
Old 07-14-2009 , 10:51   Re: [L4D] [SM 1.3] Block ghost duck exploit 1.2
Reply With Quote #20

The 1.1+ versions do not suffer from that problem The 1.0 is really a hack to get it working with SM 1.2 and not use gameframe hooking.
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