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Looking for a pluggin - Auto slay bunnyhoppers.


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ssphreak
Senior Member
Join Date: Aug 2009
Old 09-05-2017 , 13:04   Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #1

Hello - i am requesting a pluggin.

For CSGO

It will automatically slay a person that bunnyhops, either by script or 'skill.'

Is this something that could be done/made?

Willing to pay for the time created.

Please contact me...thank you!

Last edited by ssphreak; 09-06-2017 at 12:30.
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fiction
Member
Join Date: May 2017
Old 09-05-2017 , 14:09   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #2

You can do a simple implementation using shavit's Bunnyhop Statistics by simply checking how many times a player is jumping per jump.
This will almost definitely have false positives though, a better approach would be to analyse a player's jumps per jump over a period of 10 to 30 jumps so a player isn't slayed for an anomalous jump.
PHP Code:
#pragma semicolon 1
#pragma newdecls required

#include <sourcemod>
#include <sdktools>
#include <bhopstats>

ConVar g_cvMaxJumpsPerJump;
int g_iJumps[MAXPLAYERS 1];

public 
void OnPluginStart()
{
    
g_cvMaxJumpsPerJump CreateConVar("sm_max_jumps_per_jump""4""Maximum jumps per jump before being slayed."_true1.0);
}

public 
void Bunnyhop_OnJumpPressed(int clientbool onground)
{
    
g_iJumps[client]++;
}

public 
void Bunnyhop_OnTouchGround(int client)
{
    if(
g_iJumps[client] > g_cvMaxJumpsPerJump.IntValue)
        
ForcePlayerSuicide(client);

    
g_iJumps[client] = 0;

Remember you'll need to install Bunnyhop Statistics itself on your server too.
Attached Files
File Type: sp Get Plugin or Get Source (antibhop.sp - 89 views - 601 Bytes)
File Type: smx antibhop.smx (3.9 KB, 75 views)
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ssphreak
Senior Member
Join Date: Aug 2009
Old 09-06-2017 , 11:13   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #3

Thank you for the reply. Is there a pluggin that could be built without having to do any implementaion? I am not too handy with coding. I am willing to pay someone for their time for a pluggin.

THank you - sl4ysl3d
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fiction
Member
Join Date: May 2017
Old 09-06-2017 , 12:50   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #4

Quote:
Originally Posted by ssphreak View Post
Thank you for the reply. Is there a pluggin that could be built without having to do any implementaion? I am not too handy with coding. I am willing to pay someone for their time for a pluggin.

THank you - sl4ysl3d
The plugin I put in my last post is the simple implementation, you can compile it yourself or click get plugin. As I said though make sure to install Bunnyhop Statistics too.
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ssphreak
Senior Member
Join Date: Aug 2009
Old 09-06-2017 , 13:21   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #5

Fiction - thank you - i thought there was something i needed to do. I tried clicking get plugin, but i got a failed to compile message. i try to figure it out - thank you!
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ssphreak
Senior Member
Join Date: Aug 2009
Old 09-06-2017 , 19:14   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #6

Hello Fiction - It does slay people mashing the jump button or rolling their wheel. But you are still able to bunnyhop - is there a way to add a function that slays when they accelerate from the bunnyhopw as well?

Thank You
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fiction
Member
Join Date: May 2017
Old 09-06-2017 , 23:56   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #7

Quote:
Originally Posted by ssphreak View Post
Hello Fiction - It does slay people mashing the jump button or rolling their wheel. But you are still able to bunnyhop - is there a way to add a function that slays when they accelerate from the bunnyhopw as well?

Thank You
Hmm you'll need to explain what you're trying to accomplish a bit more... if you just want to stop anyone from bhopping then set sv_enablebunnyhopping 0 and player's will be reset to ~285.96 u/s speed when they land, no matter what.
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ssphreak
Senior Member
Join Date: Aug 2009
Old 09-07-2017 , 10:53   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #8

Thank you for being helping me out. I do have sv_enablebunnyhopping 0 in my server.cfg but that does not seem to work.

How about forcing the player to be on the ground after a jump a certain amount of time so that they cannot immediately jump as they land?
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fiction
Member
Join Date: May 2017
Old 09-07-2017 , 17:56   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #9

Quote:
Originally Posted by ssphreak View Post
Thank you for being helping me out. I do have sv_enablebunnyhopping 0 in my server.cfg but that does not seem to work.

How about forcing the player to be on the ground after a jump a certain amount of time so that they cannot immediately jump as they land?
Sure try this, I've only briefly tested it. 1 should be enough but if you find players are still able to bhop turn sm_jump_blocked_ticks up until you're happy with it.
Note: Bunnyhop Statistics is no longer used and you can remove it from your server.
PHP Code:
#pragma semicolon 1
#pragma newdecls required

#include <sourcemod>
#include <sdktools>

ConVar g_cvJumpBlockedTicks;

public 
void OnPluginStart()
{
    
g_cvJumpBlockedTicks CreateConVar("sm_jump_blocked_ticks""1""Ticks/frames after landing before you are able to jump."_true0.0);
}

public 
Action OnPlayerRunCmd(int clientint &buttonsint &impulsefloat vel[3])
{
    
Action iReturn Plugin_Continue;
    static 
bool bOnGround[MAXPLAYERS 1] = {true, ...};
    static 
bool bReleasedJump[MAXPLAYERS 1] = {true, ...};
    static 
int iPassedTicks[MAXPLAYERS 1] = {-1, ...};

    if(!
IsPlayerAlive(client) || IsFakeClient(client))
        return 
iReturn;

    if(
g_cvJumpBlockedTicks.IntValue iPassedTicks[client] > -1)
    {
        
iPassedTicks[client]++;

        if(
buttons IN_JUMP)
        {
            
buttons &= ~IN_JUMP;
            
iReturn Plugin_Changed;
        }
    }
    else if(
iPassedTicks[client] == g_cvJumpBlockedTicks.IntValue)
    {
        
iPassedTicks[client] = -1;
        
bReleasedJump[client] = false;
    }

    if(
iPassedTicks[client] == -&& !bReleasedJump[client])
    {

        if(!(
buttons IN_JUMP))
            
bReleasedJump[client] = true;

        if(!
bReleasedJump[client])
        {
            
buttons &= ~IN_JUMP;
            
iReturn Plugin_Changed;
        }
    }

    
bool bPreviouslyOnGround bOnGround[client];

    if(
GetEntPropEnt(clientProp_Send"m_hGroundEntity") == -1)
        
bOnGround[client] = false;
    else
        
bOnGround[client] = true;

    if(
bOnGround[client] && !bPreviouslyOnGround)
        
iPassedTicks[client] = 0;

    return 
iReturn;

Attached Files
File Type: sp Get Plugin or Get Source (antibhop.sp - 212 views - 1.5 KB)

Last edited by fiction; 09-07-2017 at 18:23. Reason: Quite messy now — players will no longer have pseudo autobhop due to removing the IN_JUMP flag.
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ssphreak
Senior Member
Join Date: Aug 2009
Old 09-07-2017 , 22:52   Re: Looking for a pluggin - Auto slay bunnyhoppers.
Reply With Quote #10

Hello fiction - i have tested this last version, and it is super close. It makes it a lot harder, but players are still able to bunnyhop as the timing for the bunnyhop is before the hitting the ground. I presume almost instantly, if hit is not pressed at the precise moment this plugin stops them for the tic inputed (i tested 1,3,5,10,50) all intervals they were able to bhop.

How about after a player presses jump, each jump pressed afterwards does nothing for a set amount of tics? almost a combo of the two?

Thank you so much for your time!
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