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Old 14/09/2014, 07:30 AM   #21
VenomMancer
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

This works ?
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Old 14/09/2014, 09:53 AM   #22
M0HAMMAD
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

I Always Use Best Filter Scripts !
Now I Use Your FS Too
Nice Work
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Old 14/09/2014, 10:03 AM   #23
Kyance
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Default Re: Respuesta: "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by Infernux View Post
Great Job!

Thx a lot
Quote:
Originally Posted by M0HAMMAD View Post
I Always Use Best Filter Scripts !
Now I Use Your FS Too
Nice Work
Thanks a lot


Quote:
Originally Posted by VenomMancer View Post
This works ?
Yeah, but I haven't tested it in a popular/"heavy" server/with many players.
But, since I've changed it to work as the aimbot works, I guess it should work just fine on popular servers too
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Old 14/09/2014, 10:08 AM   #24
JeaSon
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

btw this 100% works ??
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Old 14/09/2014, 01:13 PM   #25
Vule.
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

tested and doesnt work lmao
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Old 14/09/2014, 01:23 PM   #26
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by Vule. View Post
tested and doesnt work lmao
+1 Not working
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Old 14/09/2014, 06:18 PM   #27
Kyance
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by Venice View Post
+1 Not working
Quote:
Originally Posted by Vule. View Post
tested and doesnt work lmao
pawn Code:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
    if(hittype == BULLET_HIT_TYPE_PLAYER && !IsPlayerNPC(hitid))
    {
        if(!IsAFK{ hitid } && !CoolDown{ playerid })
        {
            new surf = GetPlayerSurfingVehicleID(playerid), tsurf = GetPlayerSurfingVehicleID(playerid);
            if(surf == INVALID_VEHICLE_ID && tsurf == INVALID_VEHICLE_ID && !IsPlayerInAnyVehicle(hitid))
            {
                new
                    Float:targetpkl = NetStats_PacketLossPercent(hitid),
                    Float:playerpkl = NetStats_PacketLossPercent(playerid)
                ;
                if(targetpkl < 0.8 && playerpkl < 0.8)
                {
                    new Float:fOriginX, Float:fOriginY, Float:fOriginZ, Float:fHitPosX, Float:fHitPosY, Float:fHitPosZ;
                    GetPlayerLastShotVectors(playerid, fOriginX, fOriginY, fOriginZ, fHitPosX, fHitPosY, fHitPosZ);
                    CheckForAimbot(playerid, fHitPosX, fHitPosY, fHitPosZ, hitid);
                }
                else printf("[abd] skipping '%s' and(or) '%s' due to packetloss being above 0.8", GetName(playerid), GetName(hitid));
            }
            else printf("[abd] skipping '%s' and(or) '%s' due to valid surf-vehicle/in-vehicle", GetName(playerid), GetName(hitid));
        }
        else printf("[abd] skipping '%s' and(or) '%s' due to target being afk/player having cooldown", GetName(playerid), GetName(hitid));
    }
    return 1;
}
Check this, maybe the debug says something. ( current guess is the packetloss )

@Vule: I haven't seen any scripts from you, so stop being such a cunt.
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Old 14/09/2014, 07:10 PM   #28
Vule.
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by Kyance View Post
pawn Code:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
    if(hittype == BULLET_HIT_TYPE_PLAYER && !IsPlayerNPC(hitid))
    {
        if(!IsAFK{ hitid } && !CoolDown{ playerid })
        {
            new surf = GetPlayerSurfingVehicleID(playerid), tsurf = GetPlayerSurfingVehicleID(playerid);
            if(surf == INVALID_VEHICLE_ID && tsurf == INVALID_VEHICLE_ID && !IsPlayerInAnyVehicle(hitid))
            {
                new
                    Float:targetpkl = NetStats_PacketLossPercent(hitid),
                    Float:playerpkl = NetStats_PacketLossPercent(playerid)
                ;
                if(targetpkl < 0.8 && playerpkl < 0.8)
                {
                    new Float:fOriginX, Float:fOriginY, Float:fOriginZ, Float:fHitPosX, Float:fHitPosY, Float:fHitPosZ;
                    GetPlayerLastShotVectors(playerid, fOriginX, fOriginY, fOriginZ, fHitPosX, fHitPosY, fHitPosZ);
                    CheckForAimbot(playerid, fHitPosX, fHitPosY, fHitPosZ, hitid);
                }
                else printf("[abd] skipping '%s' and(or) '%s' due to packetloss being above 0.8", GetName(playerid), GetName(hitid));
            }
            else printf("[abd] skipping '%s' and(or) '%s' due to valid surf-vehicle/in-vehicle", GetName(playerid), GetName(hitid));
        }
        else printf("[abd] skipping '%s' and(or) '%s' due to target being afk/player having cooldown", GetName(playerid), GetName(hitid));
    }
    return 1;
}
Check this, maybe the debug says something. ( current guess is the packetloss )

@Vule: I haven't seen any scripts from you, so stop being such a cunt.
I have to be scripter to review your script, wait what? Are you retarded or something?
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Old 15/09/2014, 08:53 AM   #29
Kyance
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Added a debug code on the 'first post'(topic thingy).
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Old 15/09/2014, 09:12 AM   #30
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Default Re: "Silent" Aimbot Detector (FINAL RELEASE)

Quote:
Originally Posted by Vule. View Post
I have to be scripter to review your script, wait what? Are you retarded or something?
Are YOU retarded? Instead of 'laughing your ass off' you could also provide the creator some useful testing results or at least some more info about your 'review'.
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