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Aimbot module


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RU_6uK
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Join Date: May 2010
Old 08-04-2011 , 22:09   Re: Aimbot module
Reply With Quote #91

How to turn off aimbot detection for BOTs (Left4Dead2) ?
Code:
Rochelle (ID: BOT | IP: 127.0.0.1) is suspected of using an aimbot. (Detection #3) (Deviation: 51°)
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GoD-Tony
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Join Date: Jul 2005
Old 08-05-2011 , 01:51   Re: Aimbot module
Reply With Quote #92

Quote:
Originally Posted by RU_6uK View Post
How to turn off aimbot detection for BOTs (Left4Dead2) ?
That actually shouldn't happen at all. Fixed in r217.
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FaTony
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Join Date: Aug 2008
Old 08-18-2011 , 13:04   Re: Aimbot module
Reply With Quote #93

I've just had an idea: perform an interpolation on angles and check the values of 1st, 2nd and 3rd derivatives. The more they are the less accuracy should be.
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GoD-Tony
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Join Date: Jul 2005
Old 08-19-2011 , 14:55   Re: Aimbot module
Reply With Quote #94

Quote:
Originally Posted by FaTony View Post
perform an interpolation on angles and check the values of 1st, 2nd and 3rd derivatives. The more they are the less accuracy should be.
This went a bit over my head. Mind providing more details or a code example?
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FaTony
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Join Date: Aug 2008
Old 08-19-2011 , 15:11   Re: Aimbot module
Reply With Quote #95

http://en.wikipedia.org/wiki/Spline_interpolation
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TnTSCS
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Join Date: Oct 2010
Location: Undisclosed...
Old 08-19-2011 , 15:53   Re: Aimbot module
Reply With Quote #96

Quote:
Originally Posted by FaTony View Post
I'm glad that's in plain english and high school level math o_O
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FaTony
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Join Date: Aug 2008
Old 08-19-2011 , 16:06   Re: Aimbot module
Reply With Quote #97

Oh, it's not that hard, don't forget that we have 2 functions: x(t) and y(t). I'm not sure how to treat them to achieve best results.

EDIT: After thinking a while, suppose we have:
Code:
x = a * t ^ 3 + b * t ^ 2 + c * t + d
y = e * t ^ 3 + f * t ^ 2 + g * t + h
Now applying basic physics we have:
Code:
v = sqrt((a * t ^ 2 + b * t + c) ^ 2 + (e * t ^ 2 + f * t + g) ^ 2)
a = sqrt((a * t + b) ^ 2 + (e * t + f) ^ 2)
a' = sqrt((a) ^ 2 + (e) ^ 2)
By monitoring v, a, a', position of crosshair against player model and +attack commands we can easily catch many aimbots.
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Last edited by FaTony; 08-19-2011 at 16:34.
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GoD-Tony
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Join Date: Jul 2005
Old 08-20-2011 , 05:30   Re: Aimbot module
Reply With Quote #98

Quote:
Originally Posted by FaTony View Post
Oh, it's not that hard, don't forget that we have 2 functions: x(t) and y(t). I'm not sure how to treat them to achieve best results.

By monitoring v, a, a', position of crosshair against player model and +attack commands we can easily catch many aimbots.
Interested in trying to implement this and see how it goes?

Could be about a week before I get a chance to make some changes.
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FaTony
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Join Date: Aug 2008
Old 08-20-2011 , 05:38   Re: Aimbot module
Reply With Quote #99

Uhh, no. I just gave you my thoughts. I don't have time. There are interpolation examples on the web: http://www.google.com/search?q=C+spline+interpolation

Everything else is mostly piece of cake.
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tigerox
AlliedModders Donor
Join Date: Oct 2008
Location: Canada
Old 08-28-2011 , 09:39   Re: Aimbot module
Reply With Quote #100

This works pretty good.

It could be useful to track players through map changes. On our servers, which run gungame, the maps go by very fast and the aimbot ban count resets each map. I get a lot of detections but never any bans, because the count resets once the map is changed.

Code:
L 08/28/2011 - 00:57:02: Apple (ID: STEAM_0:1:40662476 | IP: 84.195.4.115) is suspected of using an aimbot. (Detection #2) (Deviation: 73°)
L 08/28/2011 - 01:03:27: Apple (ID: STEAM_0:1:40662476 | IP: 84.195.4.115) is suspected of using an aimbot. (Detection #2) (Deviation: 68°)
L 08/28/2011 - 01:05:53: Apple (ID: STEAM_0:1:40662476 | IP: 84.195.4.115) is suspected of using an aimbot. (Detection #2) (Deviation: 58°)
L 08/28/2011 - 01:05:59: Apple (ID: STEAM_0:1:40662476 | IP: 84.195.4.115) is suspected of using an aimbot. (Detection #3) (Deviation: 69°)
...
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