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Old 30/08/2014, 05:37 AM   #11
n0minal
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Nice work Kyance, i'll try this FS.

rep ++;
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Old 30/08/2014, 05:41 AM   #12
cessil
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

have you tried high pings and having the high ping player running away?
also I imagine false positives if the players are really close together
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Old 30/08/2014, 06:49 AM   #13
Kyance
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by cessil View Post
have you tried high pings and having the high ping player running away?
also I imagine false positives if the players are really close together
Yeah, fisy and Ziewuza(YouSri) had 280 - 400 pings, no false results. ( we were mostly doing c-bug / run(not sprinting) tests )
Here's a test with that 'close counter' attack,
[ame]http://www.youtube.com/watch?v=nsfI3pv4acY[/ame]
not too sure why It didn't detect the Combat Shotgun part, maybe because he was really in-front of me, but the aimbot 'teleported' him there.
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Old 02/09/2014, 05:42 PM   #14
Darking_Vador
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Default Re : "Silent" Aimbot Detector (FINAL RELEASE)

Hello there

I get an error

(C:\Users\GROS\Desktop\AimbotDetection.pwn(11) : fatal error 100: cannot read from file: "callbacks").

Would you have the correct link to download callbacks.ini

thank you
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Old 02/09/2014, 05:55 PM   #15
Kyance
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Default Re: Re : "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by Darking_Vador View Post
Hello there

I get an error

(C:\Users\GROS\Desktop\AimbotDetection.pwn(11) : fatal error 100: cannot read from file: "callbacks").

Would you have the correct link to download callbacks.ini

thank you
Ah right, here you go: http://forum.sa-mp.com/showthread.php?t=490436
Select the "GitHub" link, and then click on the "Download ZIP" button
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Old 02/09/2014, 06:07 PM   #16
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Good done, in theory but theres one problem to it GetPlayerLastShotVectors can be completely spoofed by clients some of them already got updated but theres one clue left -> aim data we can use it for some checks if the player is really hitting that point he says (GetPlayerCameraFrontVector) are you interested to collect some legit data it returns ?
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Old 02/09/2014, 06:30 PM   #17
Darking_Vador
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Default Re : "Silent" Aimbot Detector (FINAL RELEASE)

I proceeded as you said.

But the same error?
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Old 02/09/2014, 06:31 PM   #18
iRaiDeN
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Nice one.
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Old 03/09/2014, 04:43 AM   #19
Kyance
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Default Re: Re : "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by Darking_Vador View Post
I proceeded as you said.

But the same error?
That's weird.. did you place it in the correct folder (pawno/includes), and is it called "callbacks.inc"(or just callbacks)?

Quote:
Originally Posted by MyU View Post
Good done, in theory but theres one problem to it GetPlayerLastShotVectors can be completely spoofed by clients some of them already got updated but theres one clue left -> aim data we can use it for some checks if the player is really hitting that point he says (GetPlayerCameraFrontVector) are you interested to collect some legit data it returns ?
Well, I've tried using the default X,Y and Z OnPlayerWeaponShot gives you, but When I used it, I got too many false results/warnings ...
I guess I could try that Front-Vector thingy.. Will test it out a bit later, but atm. the "GetPlayerLastShotVectors" is the best in my opinion, since I've done many tests
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Old 14/09/2014, 01:47 AM   #20
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Default Respuesta: "Silent" Aimbot Detector (FINAL RELEASE)

Great Job!

Thx a lot
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