cmd. spam problem
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cmd. spam problem
Like shrug players can send other cmd to the bot_amimation that the server sends out.
But this should be very old news....
I personaly dont care since i now have a fix for this..
But its the fact and i have been bothered by this many times that other players can "stick" to the ground... so they can return fire while prone..
and not to mention avoid getting a sniper rifle unscoped...
Sanity check on that if the player is not holding an mg or motar... no dice... knockback please...
--one small request---
<frame number> ? is dont draw anything? (ignore) tab space ... -1 ? what?
But this should be very old news....
I personaly dont care since i now have a fix for this..
But its the fact and i have been bothered by this many times that other players can "stick" to the ground... so they can return fire while prone..
and not to mention avoid getting a sniper rifle unscoped...
Sanity check on that if the player is not holding an mg or motar... no dice... knockback please...
--one small request---
<frame number> ? is dont draw anything? (ignore) tab space ... -1 ? what?
right.
Simplified.
/Shrug
/Fu
/Fade
/Help
/?
/ect...
long list of commands are sent that mask camuflage the real commands like
/moveleft
/moveright
/attack
/...
/ect..
But agian the ETPro team should know this if you looked at the information that players(client) send to the sever(host).
Most of the commands are "bot" commands made fore the single player part in ETmain.
Massive expliot.
And a client workaround is writing the animations data into human_base.script and changing all the "singleplayer" animations to something else, in the folder in etpro. (not opening pak0.pk3 and editing)
Simplified.
/Shrug
/Fu
/Fade
/Help
/?
/ect...
long list of commands are sent that mask camuflage the real commands like
/moveleft
/moveright
/attack
/...
/ect..
But agian the ETPro team should know this if you looked at the information that players(client) send to the sever(host).
Most of the commands are "bot" commands made fore the single player part in ETmain.
Massive expliot.
And a client workaround is writing the animations data into human_base.script and changing all the "singleplayer" animations to something else, in the folder in etpro. (not opening pak0.pk3 and editing)
heh, if u know so many things, especially animations pls post the answer for my post: click including the facts not only a general post
wolFTeam.pl
This does indeed touch the animation state, and can be disabled.LilleBror wrote:right.
Simplified.
/Shrug
It should be lower priority than firing, however. Medics can cause this animation to happen by attempting to drop a medkit without any charge.
This should not touch the animation state./Fu
This is a purely client-side command. It would be impossible for it to touch any sort of animation state for anything but the player who typed it./Fade
Those are both semi-admin/referee commands, and do not exist as standalone commands as you've represented them. Additionally, the semi-admin/referee versions that do exist do not touch any animation states./Help
/?
The only information that players(client) send to the server(host) when using an unknown (client-side) command is the command itself. Unless the server decides to twiddle the animation state itself, nothing happens to the animation state. They do not send *ANY INFORMATION AT ALL* when using a client command such as /fade./ect...
long list of commands are sent that mask camuflage the real commands like
/moveleft
/moveright
/attack
/...
/ect..
But agian the ETPro team should know this if you looked at the information that players(client) send to the sever(host).
Most of the commands don't do whatever it is that you're trying to say they do. And ETmain doesn't have singleplayer.Most of the commands are "bot" commands made fore the single player part in ETmain.
Where? How? Explain what the exploit is and how to trigger it.Massive expliot.
And a client workaround is writing the animations data into human_base.script and changing all the "singleplayer" animations to something else, in the folder in etpro. (not opening pak0.pk3 and editing)
Code: Select all
grep -i single animations/scripts/human_base.script | wc -l
0
In conclusion, your post means absolutely nothing unless you take the time to explain what you're talking about, instead of using vague descriptions like "these commands plus a lot more do some massive exploit thingie that you can fix by removing 'singleplayer' from a file which doesn't have 'singleplayer' in it anyway."
I don't want a simplified explanation that's useless, I want a full description on what the problem is, what triggers the problem, and exactly how you think you are "fixing" it, such that someone like me who has no idea what you're talking about can actually figure it out from what you're saying.
Zinx Verituse http://zinx.xmms.org/
Zink: body.aninc is written into the human_base.script see pm.
Part 1.
My point is if you take a look at the replacment data in relaxed stats ect.
Some of then are default 2-3 seconds ect.
Every time i changed that type of behavior the "gfx lagg" stated to disapear.
The one i sent you is 6th or 7th try.
End part 1.
Part 2.
Sniper: crouching player that cant be pushed.
-Advantage cant be forced out of scoped mode.
(Demo can be submitted)
"Expliot of the Motar deployment code"*
Thomson/Mp40: proning that cant be pushed.
-Can still return fire while takings hits.
(Demo can be submitted)
"Expliot of the Mg deployment code"*
Direction change on ice surface.
Fast crouch and the steel spikes are in.
(Demo can be submitted)
"no idea at all"*
*there is a cmd that can be added to a movebind, that is my gut feeling.
End part 2.
Like the Shrug "filter" that has been made, a similar filter can be constucted to deal the the unwanted information. (I am presuming it is a filter)
So the "bot_animation" is only movement commands.
Part 1.
My point is if you take a look at the replacment data in relaxed stats ect.
Some of then are default 2-3 seconds ect.
Every time i changed that type of behavior the "gfx lagg" stated to disapear.
The one i sent you is 6th or 7th try.
End part 1.
Part 2.
Sniper: crouching player that cant be pushed.
-Advantage cant be forced out of scoped mode.
(Demo can be submitted)
"Expliot of the Motar deployment code"*
Thomson/Mp40: proning that cant be pushed.
-Can still return fire while takings hits.
(Demo can be submitted)
"Expliot of the Mg deployment code"*
Direction change on ice surface.
Fast crouch and the steel spikes are in.
(Demo can be submitted)
"no idea at all"*
*there is a cmd that can be added to a movebind, that is my gut feeling.
End part 2.
Like the Shrug "filter" that has been made, a similar filter can be constucted to deal the the unwanted information. (I am presuming it is a filter)
So the "bot_animation" is only movement commands.
And Jesus said unto them, "And whom do you say that I am?"
They replied,"You are the eschatological manifestation of the ground of our being, the ontological foundation of the context of our very selfhood revealed."
And Jesus replied, "What?"
They replied,"You are the eschatological manifestation of the ground of our being, the ontological foundation of the context of our very selfhood revealed."
And Jesus replied, "What?"
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Modifying the body.aninc and/or human_base.script isn't possible without turning off pure. These files are only loaded from verified pk3s when pure is on. If this is the fix rather than the hack, then please explain what it is fixing. I prefer to have too much information rather than too little - I can fill in the missing parts to some extent, but I can not create the entire argument out of thin air.LilleBror wrote:Zink: body.aninc is written into the human_base.script see pm.
Part 1.
My point is if you take a look at the replacment data in relaxed stats ect.
Some of then are default 2-3 seconds ect.
Every time i changed that type of behavior the "gfx lagg" stated to disapear.
The one i sent you is 6th or 7th try.
End part 1.
Please provide demos for this. I do not know what you're saying at all, and I'm hoping that a demo will provide some sort of insight in to it. Crouching should not affect whether shoving / weapon knockback work, but position on the map will. If you can't move in a direction, then you can't be shoved or moved via knockback in that direction. You can always fire while you're being hit, that isn't an exploit.LilleBror wrote:Part 2.
Sniper: crouching player that cant be pushed.
-Advantage cant be forced out of scoped mode.
(Demo can be submitted)
"Expliot of the Motar deployment code"*
Thomson/Mp40: proning that cant be pushed.
-Can still return fire while takings hits.
(Demo can be submitted)
"Expliot of the Mg deployment code"*
Direction change on ice surface.
Fast crouch and the steel spikes are in.
(Demo can be submitted)
"no idea at all"*
*there is a cmd that can be added to a movebind, that is my gut feeling.
End part 2.
Like the Shrug "filter" that has been made, a similar filter can be constucted to deal the the unwanted information. (I am presuming it is a filter)
So the "bot_animation" is only movement commands. :)
"shrug" is a disableable server-side ET Pro command that just sets the animation. There are no other ET Pro commands that do that in release builds, and it doesn't affect movement. There is no "unwanted information"/etc. I don't know what you're talking about there.
It would really help if you wrote complete thoughts rather than small fragments without any context attached to them. I'm fairly adept at making sense out of things, but as I said I can not divine the meaning of the universe from nothingness.
Zinx Verituse http://zinx.xmms.org/