MOH:AA No Recoil Hack Fix

Discussion in 'New Files' started by sorridstroker, Aug 23, 2005.

  1. sorridstroker Armed Forces Veteran

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    Ok as you can see from this thread work on this has been ongoing for a long time by many people.

    I think at last a reasonable if not good solution to this problem has been developed.

    This is still in Beta form but I have been testing it alot and found as many bugs as can, I therefore think that it is now good enough for people to leave on their servers for some more long term testing.

    At the moment I have only made an Allied Assault version, expansions will follow in time, but I'm sure you can appretiate because of my job I have very little of this to give to such a project (be patient).

    If you use this and notice bugs and or performance issues please let me know here.

    What does this do? -

    Well nothing! lol If you do not hack you will notice little difference apart from a slight pause at weapon raise, and a message.

    However if you use any form of recoil hack (and yes I mean any!) you will find it no longer works.


    How the **** does that work? - I thought recoil was undetectable?

    Yup it is as the recoil is handled by the client the server has no clue if recoil is being used or not. - so what I did:

    1. I forced everyone on the server to have norecoil, to put everyone on a level playing field - to do this I had to completely scrap the default weapons and create custom serverside weapons, these of course have no recoil whatsoever.

    2. I implemented a script written by jv_map for a unrelated mod to applie recoil to the weapons, therefore bypassing the recoil system alltogether.

    This is all handled by the server 100% so cannot be bypassed.

    EDIT*********************************************

    jv_map has developed a better version with less conflicts for beta testing.

    Please use his instead.
  2. @(...:.:...)@ Hal

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    Interesting, but surely this only works as normal recoil if every client has a recoil hack?

    Perhaps i'm wrong, I have just looked at it briefley, but it seems that when a client fires his eg thompson, it viewkicks up a bit, then after a short pause viewkicks down?

    This replicates the main features of recoil, but if a client has normal recoil, he would have his own client side recoil, and some viewkick added on top of it, so the recoil hackers would still have less recoil than clean players. :S (Although, half way there as the recoil hacker is forced to have recoil.)

    I supose this would work well if you could only give the viewkick to players with no recoil, but how would you detect if a player has recoil or not, without actualy watching a player to see? Checking viewanges does not work, neither does checking bones. :S Did you find another way? :)
  3. sorridstroker Armed Forces Veteran

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    as a said not a perfect fix. ;)

    I am working on a way to detect it but as you said the above methods dont work.

    what I was thinking of is making it so if the admin thinks they have a hack they can set a certain variable on that player

    then then the players with that variable would use this edited viewkick, I think that would be very posible but it would have to be a manual decision by the admin.
  4. 2nd~0v3r|r!de Private

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    Whoa man, your gunna stop most of the n00bs doing this. CONGRATS!
    Seen alot of discussion and that sort of thing about no recoil fixes but your the first to accutally put your mind to it, well done man :beerbang:

    Already thought of a way around it thou, :winkers: but dont worry its only through programming and i wont mention it to anyone.

    Now you just need a full proof version and then all or atleast ALOT of admins to download it.
  5. @(...:.:...)@ Hal

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    I have been working on a script to allow admins to check players for recoil, but it still requires the admin to actualy watch the player. No skill on the admins part would be needed to detect though. :cooler: It's not quite done yet though. :shake:
  6. twl_viper Supreme Commander

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    OMG, TY we need more people on these issues. TY TY TY
  7. Elgan Captain

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    hmm how far did u guys get?

    i tried to make a detection for it so people could be banned etc but i found some problems. THen i tried a new meathod that seemd to work but in more testing it was not 100 accurate so i ditched it.

    Things i found that may save u alot of time:

    players viewangles are no different with or without recoil
    players bones are no diff
    gun bones are no diff
    gun positioning is no diff

    all angles on gun and player stay the same. some things i tried

    if u had say a tiny trig and lots of them direct in front of player nad he shot. the view kick wud kick his bullets out of the trigger and he wud hit it only once or twice. Without viewkick he hits it nearly 20/30 times depending on bullet spread. if bullet spread was removed it might be more accurate. However still bad and requires a manual admin test.

    re-script total bullets?

    some other things with trace and triggers checkin where they shot and where they aim on the fly but even more inacurate.
  8. @(...:.:...)@ Hal

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    OM*G that is it! :beerbang:

    *runs off to script* :zpalease:
  9. sorridstroker Armed Forces Veteran

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    well I think you can apply those custom viewkick settings to one player only.

    where I am falling short is the detection, it may have to be manually set to specific players via cvars or something.

    for making that method player specific I would do something like:
    Code:
    if($player[local.i].entnum = mycvar)
    {$player[local.i] thread norecoil
    }
     
    norecoil:
    self weaponcommand dual targetname ("weapon" + self.entnum)
    local.weapon = $("weapon" + self.entnum)
     
    if(local.weapon != NULL)
    {
     
    switch($("weapon" + self.entnum).model )
    {
    case "models/weapons/thompsonsmg.tik":
    case "models/weapons/mp40.tik":
    case "models/weapons/bar.tik":
    case "models/weapons/mp44.tik":
    {
    if!($("weapon" + self.entnum).cheater )
    {
    $("weapon" + self.entnum).cheater = 1
    self iprint "you are suspected of using a NoRecoil hack the server will now apply recoil to your weapon."
    }
    end
    }
    break
    }
     
     
    }
    end
    then inthe top of my kick.scr:

    Code:
    if!(self.cheater)
    	 end
    
    that would end the kick.scr if the players gun hasn't got a variable of "cheater" set to 1

    therefore genuine players dont suffer
  10. sorridstroker Armed Forces Veteran

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    ok improved this mod so that only the cheaters will get recoil forced on them.


    yet to develop a detection system so you will have to set a cvar for this mod to work.

    simply note the client number of the player you suspect then:

    type this into console:

    seta recoil 1 // 1 being your client numberyou suspect

    this will take affect next time he raises his weapon
  11. Unreal_Demon Out of Town.

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    Hmm, but what if the player shoots in bursts? The player would have a more accurate shot, right?
  12. Elgan Captain

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    tis why i gave up. :shake:

    with a admin specified check i had, the plaeyr was forced into a state which made them fire the clip out and not be able to move their view or legs. They were given a smg first., fired, checked results. never got it "right" cos of bullet spread i think.
  13. @(...:.:...)@ Hal

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    :):):):):):):)

    Don't worry, it will work. I'm playing around with it now. :cooler:

    TMT will have recoil hackers beat in no time. :beerbang:

    heh to many smileys. :zpalease:
  14. sorridstroker Armed Forces Veteran

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    good glad to see your making progress this is why I posted what little work I had done - I was hoping people would start thinking of ways around the problem.

    plus I was dog tired of al the bitchy moany threads about norecoil :lol:

    fell free to combine it with this fix if ya like ;)
  15. @(...:.:...)@ Hal

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    Ok :bigrin: ty. :)
  16. sorridstroker Armed Forces Veteran

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    been working on this for a bit now and still not managed to come up with a reliable detection method.


    :(
  17. twl_viper Supreme Commander

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    can you force all to 0 recoil then force normal to everyone?
  18. @(...:.:...)@ Hal

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    No. :)

    This is being worked on by us, and you should see something done quite soon I hope.
  19. Fletch-bc Private

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    Awsome job guys ... intrested in seeing how it turns out ...:beerbang:
  20. Unreal_Demon Out of Town.

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    Good luck.

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