Comments (15)
Easy fix for your *bug*. somewhere around here I was working on a more separated
triggerbot system ( thats what I do I modularize :p ) which would fix any of
those
issues.
We could do one better by pulling the attack distances for each class in place
of
'128.0f'
this would allow for maximum attack distance on a wider range of modified
servers. (
x server comes to mind )
Original comment by [email protected]
on 31 May 2009 at 6:14
- Added labels: ****
- Removed labels: ****
from thz.
Looks like it works, I haven't had a chance to test on aliens though ( :/ ) will
perform that this evening, but it still works as a human which leads me to feel
that
it works.
After a working test tonight I will merge it with some alternative trigger
switching
I worked on in the past.
Next svn version should contain enhanced triggerbot, blowfishes Alternate Kill
Message code. ( kinda neat? ), and my cleaned up radar code.
Original comment by [email protected]
on 9 Jun 2009 at 7:49
- Added labels: ****
- Removed labels: ****
from thz.
Well, I tested it with a new cvar (thz_range), and it definitely works as
expected(don't use the if else that I originally had, it caused the screen to
flash).
I know you don't want more cvars, so I might just use this one for myself for now
(using binds really makes cvars completely painless though). Anywho I thought
that I
would confirm that this does seem to be the direction to go with the advanced
triggerbot and say keep up the progress. :)
Original comment by [email protected]
on 10 Jun 2009 at 2:28
- Added labels: ****
- Removed labels: ****
from thz.
[deleted comment]
from thz.
[deleted comment]
from thz.
More cvars, for me you and anyone who is serious about the hax, would be fine,
ppl
like the finer grain of control.
But for the majority of the botters, they dont read and so they end up writing
issues
about shit not turning off when they are using the wrong cvars >.<
maybe, I should just branch a 'thzForSeriousNotNoob' and 'thzForYouNoob'
Original comment by [email protected]
on 10 Jun 2009 at 2:15
- Added labels: ****
- Removed labels: ****
from thz.
This is the code I used to retrieve the real values for each class's primary
attack
distance.
static int CG_AttackDistance( void )
{
switch(cg.snap->ps.stats[ STAT_PCLASS ])
{
case PCL_ALIEN_BUILDER0_UPG:
return LEVEL0_BITE_RANGE;
case PCL_ALIEN_LEVEL1:
case PCL_ALIEN_LEVEL1_UPG:
return LEVEL1_CLAW_RANGE;
case PCL_ALIEN_LEVEL2:
case PCL_ALIEN_LEVEL2_UPG:
return LEVEL2_CLAW_RANGE;
case PCL_ALIEN_LEVEL3:
case PCL_ALIEN_LEVEL3_UPG:
return LEVEL3_CLAW_RANGE;
case PCL_ALIEN_LEVEL4:
return LEVEL4_CLAW_RANGE;
case PCL_HUMAN:
return 131072;
default:
return 0;
}
}
the LEVEL(?)_CLAW_RANGE values are from tremulous.h, default value is zero for
classes that it doesn't make sense for ( granger, dretch ) and humans get the
previous value.
if the distance returned is zero we return from the triggerbot.
/*
=================
CG_KillEntity
=================
*/
static void CG_KillEntity( void )
{
trace_t trace;
vec3_t start, end;
pTeam_t team;
int distance = CG_AttackDistance();
if( !thz_triggerbot.integer ) return;
if( !distance ) return;
VectorCopy( cg.refdef.vieworg, start );
VectorMA( start, distance, cg.refdef.viewaxis[ 0 ], end );
CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
cg.snap->ps.clientNum, CONTENTS_SOLID|CONTENTS_BODY );
if( trace.entityNum >= MAX_CLIENTS ) return;
team = cgs.clientinfo[ trace.entityNum ].team;
if( cg.snap->ps.persistant[ PERS_TEAM ] != TEAM_SPECTATOR ) {
if( team != cg.snap->ps.stats[ STAT_PTEAM ] ) {
if( !(cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
trap_SendConsoleCommand("+attack;");
trap_SendConsoleCommand("-attack;");
cg.snap->ps.stats[STAT_PTEAM] = team;
}
return;
}
}
}
Original comment by [email protected]
on 10 Jun 2009 at 3:30
- Added labels: ****
- Removed labels: ****
from thz.
It looks alright to me, but from my testing it may be more accurate add the
following
values to those obtained from the tremulous.h for each class.
basi/adv basi: 10
mara/adv mara: 11
goon/adv goon: 15
rant: 20
I've been testing it online, and this cheat seems to be very hard for admins to
detect (gives an edge to those who would otherwise be caught), which is
ultimately
the goal (well, obviously along with winning the game...).
I've also been specing a bit with the wallhack on and have noticed admins' cross
hairs following other players though walls and several recognizable
triggerbots.
Being that THZ has the only functioning triggerbot I know about for this game, I
would say it is doing pretty well.
Original comment by [email protected]
on 17 Jun 2009 at 8:37
- Added labels: ****
- Removed labels: ****
from thz.
mine pulls the actual range values from the connected server, this allows for
the
flexibility needed for highly modified servers.
Original comment by [email protected]
on 3 Oct 2009 at 8:41
- Added labels: ****
- Removed labels: ****
from thz.
Original comment by [email protected]
on 4 Oct 2009 at 1:04
- Added labels: Component-Triggerbot, OpSys-All, Priority-High, QVM-CGAME, Type-Enhancement
- Removed labels: Priority-Medium, Type-Defect
from thz.
Original comment by [email protected]
on 4 Oct 2009 at 1:14
- Added labels: Target-4.3
- Removed labels: ****
from thz.
Original comment by [email protected]
on 4 Oct 2009 at 1:20
- Added labels: Component-TriggerBot
- Removed labels: Component-Triggerbot
from thz.
Its been added to the source tree now. Needs to be tested
Original comment by [email protected]
on 4 Oct 2009 at 1:34
- Changed state: Pending
- Added labels: ****
- Removed labels: ****
from thz.
Last label I promise
Original comment by [email protected]
on 4 Oct 2009 at 1:44
- Added labels: Severity-High
- Removed labels: ****
from thz.
Tested a bit, seems to work, gonna go ahead and close this
Original comment by [email protected]
on 5 Oct 2009 at 10:16
- Changed state: Fixed
- Added labels: ****
- Removed labels: ****
from thz.
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