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AimBot Detection


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Owyn
Veteran Member
Join Date: Nov 2007
Old 02-01-2009 , 05:18   Re: AimBot Detection
Reply With Quote #411

here, i uploaded my custom files, mb with it demo will play. if not i'll make fraps, but which quality? if high it will be a lot of megabytes
http://webfile.ru/2602199

Last edited by Owyn; 02-01-2009 at 05:22.
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Bugsy
AMX Mod X Moderator
Join Date: Feb 2005
Location: NJ, USA
Old 02-01-2009 , 11:43   Re: AimBot Detection
Reply With Quote #412

I found a bug that may have been causing the plugin to not detect an aimbot. This bug is not linked to my plugin, it looks like its a bug within amxmodx in get_user_attacker hitzones.

I was doing testing today and noticed, at times, I can shoot the bot multiple times, yet I go undetected. The bot is definitely being shot because blood pours out with each shot. I added a line of code to output where the bot is shot and each time it is HIT_GENERIC. I can then reconnect or do a mapchange, and the hitzones register properly and show the actual hitzone. I have attached a demo to show you. Place in your cstrike dir to play

This is the print code
PHP Code:
public fw_HamTakeDamage(victiminflictorattackerFloat:fDamagebitDamage
{     
    if( !
g_PlayerToWatch || !g_BotID || !( <= attacker <= g_MaxPlayers ) || !( <= victim <= g_MaxPlayers ) || is_user_bot(attacker) || !get_pcvar_num(g_pcvar_enabled) )
        return 
HAM_IGNORED
    
    
//If bot exists, the person issuing the damage is the watched player, and damage is done via bullet.
    
if( ( victim == g_BotID ) && (attacker == g_PlayerToWatch)  && (bitDamage DMG_BULLET))
    {
        new 
iGun
        
new iHitzone

        
//This function is called to retrieve what body-parts of the bot shot and the weapon the attacker was using.
        
get_user_attackervictim iGuniHitzone )
        
        
#if defined TESTING
            
switch( iHitzone )
            {
                case 
0client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Generic" )
                case 
1client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Head" )
                case 
2client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Chest" )
                case 
3client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Stomach" )
                case 
4client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Left Arm" )
                case 
5client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Right Arm" )
                case 
6client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Left Leg" )
                case 
7client_printg_PlayerToWatch print_chat,"*[Testing] Hit = Right Leg" )
                default: 
client_printg_PlayerToWatch print_chat,"*[Testing] Hit = ?????" )
            } 
Attached Files
File Type: zip demo.zip (292.0 KB, 235 views)
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Last edited by Bugsy; 02-01-2009 at 11:47.
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Bugsy
AMX Mod X Moderator
Join Date: Feb 2005
Location: NJ, USA
Old 02-01-2009 , 12:52   Re: AimBot Detection
Reply With Quote #413

Version 1.1 in the main page.
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flintridge
Member
Join Date: Nov 2005
Old 02-01-2009 , 14:22   Re: AimBot Detection
Reply With Quote #414

Quote:
Originally Posted by Bugsy View Post
Version 1.1 in the main page.
Sweet, just dl'ed it and installed it now, i let you know if i have any issues to report.
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Bugsy
AMX Mod X Moderator
Join Date: Feb 2005
Location: NJ, USA
Old 02-01-2009 , 14:26   Re: AimBot Detection
Reply With Quote #415

I am experimenting with preventing a bot spawn if the bot will be spawned in a location where there is a wall\object between watched player and the bot. (the bots origin is victim origin). If the origin comes back as not in line of sight, does that mean that not a single part of the object is visible or just the center of it?

Can anyone comment on if this is the proper\efficient way to do it?

PHP Code:
if( !is_in_line_of_sightiVictimOriginiWatchedOrigin ))
{
    
//cannot spawn bot, wall\object in the way
                        
    
return HAM_IGNORED

PHP Code:
public is_in_line_of_sight(origin1[3], origin2[3], ignore_players)
{
    new 
Float:fOrigin1[3];
    new 
Float:fOrigin2[3];
    new 
trace 0
    IVecFVec
(origin1,fOrigin1 );
    
IVecFVec(origin2,fOrigin2 );
    
    
engfunc(EngFunc_TraceLinefOrigin1fOrigin2, (ignore_players IGNORE_MONSTERS DONT_IGNORE_MONSTERS), 0trace)
    
    new 
Float:fraction
    get_tr2
(traceTR_flFractionfraction)
    
    return (
fraction == 1.0) ? 0

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Last edited by Bugsy; 02-01-2009 at 14:30.
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flintridge
Member
Join Date: Nov 2005
Old 02-01-2009 , 16:12   Re: AimBot Detection
Reply With Quote #416

Quote:
Originally Posted by Bugsy View Post
I am experimenting with preventing a bot spawn if the bot will be spawned in a location where there is a wall\object between watched player and the bot. (the bots origin is victim origin). If the origin comes back as not in line of sight, does that mean that not a single part of the object is visible or just the center of it?

Can anyone comment on if this is the proper\efficient way to do it?
I am curious why would you want to stop the bot from spawning if there was a wall or object inbetween, would not the aim bot FoV still shoot it even if there was something inbetween?

I do understand that if your above the the person you would not want it to spawn since you would kill it anyways.
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Bugsy
AMX Mod X Moderator
Join Date: Feb 2005
Location: NJ, USA
Old 02-01-2009 , 23:56   Re: AimBot Detection
Reply With Quote #417

Quote:
Originally Posted by flintridge View Post
I am curious why would you want to stop the bot from spawning if there was a wall or object inbetween, would not the aim bot FoV still shoot it even if there was something inbetween?

I do understand that if your above the the person you would not want it to spawn since you would kill it anyways.
Because not all weapons can shoot through walls and the bot needs to be hit for a detection to occur. If it is not possible for the bot to be shot, I don't want to spawn the it and possibly let the player become aware that something is going on.
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leonardofilipemartins
New Member
Join Date: Feb 2009
Old 02-02-2009 , 01:05   Re: AimBot Detection
Reply With Quote #418

To improve your plugin performance (you all can use this as a good programming habits lesson):

1 - Add these globals

PHP Code:
new HamHook:g_Ham_TakeDamage;
new 
HamHook:g_Ham_Killed_Player
2 - Change your plugin_init from:
PHP Code:
RegisterHam(Ham_Killed,     "player",  "func_Ham_Killed_Player")
RegisterHam(Ham_TakeDamage"player" "func_Ham_TakeDamage"
to:

PHP Code:
g_Ham_Killed_Player RegisterHam(Ham_Killed,"player",  "func_Ham_Killed_Player")
g_Ham_TakeDamage RegisterHam(Ham_TakeDamage"player" ,"func_Ham_TakeDamage")
    
DisableHamForward(g_Ham_Killed_Player);
DisableHamForward(g_Ham_TakeDamage); 
3 - Add to your Addbot function after checking if the bot was sucessful created:

PHP Code:
EnableHamForward(g_Ham_TakeDamage
4 - Change your RemoveBot function:
PHP Code:
if( g_BotID )
    {
        
DisableHamForward(g_Ham_TakeDamage);
    ... 
5 -Create these functions:

PHP Code:
doWatchPlayer(id)
{
  
g_PlayerToWatch id
  EnableHamForward
(g_Ham_Killed_Player);
}
undoWatchPlayer(id)
{
 
g_PlayerToWatch 0;
 
DisableHamForward(g_Ham_Killed_Player);

6 - Use the above functions

Last edited by leonardofilipemartins; 02-02-2009 at 01:08.
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Pamaliska
Senior Member
Join Date: Apr 2006
Location: Edinburgh, UK
Old 02-02-2009 , 06:59   Re: AimBot Detection
Reply With Quote #419

BTW, I believe this is the right ban string for AMXBANS:

Code:
server_cmd( "amx_ban %d #%d Aimbot Detected" , BAN_TIME , get_user_userid( attacker))

for some reason "amx_aimstatus" only returned 14 players (there were 30 on the server)

Last edited by Pamaliska; 02-02-2009 at 09:35.
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Owyn
Veteran Member
Join Date: Nov 2007
Old 02-02-2009 , 09:15   Re: AimBot Detection
Reply With Quote #420

Quote:
I believe this is the right ban string for AMXBANS:
is not ;) cuz there are 4 arguments in your string
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