Brunz Posted January 10, 2015 Report Share Posted January 10, 2015 Hi, One of the major problems and complaints from players in epoch is people glitching into bases or through walls using various methods. I started with the epoch EPOCH_KeyDown.sqf as a basis and put in only what was needed for my purpose. I thought that i had it all working beautifully but then when i tested with non admin players the Anti Hack software was picking it up and causing problems. 1. Infistar completely removed the event handler from what i can gather. 2. When using the Skaronator ( EPOCH builtin ) antihack i was getting autobanned almost straight away. I need help from the community to try to get this to work with both Antihacks as ive exhausted my limited skills, i believe this may help to improve the glitching situation for all players. The code all lives in the mission currently. init.sqf AntiGlitch_KeyDown = compile preprocessFile "scripts\antiglitch\fnc_AntiGlitch_KeyDown.sqf"; [] spawn { waitUntil{!isNull (findDisplay 46)}; AntiGlitch_Delay = diag_tickTime; (findDisplay 46) displayAddEventHandler ["KeyDown","_this call AntiGlitch_KeyDown"]; }; scripts\antiglitch\fnc_AntiGlitch_KeyDown.sqf private["_dikCode", "_handled"]; _dikCode = _this select 1; _shift = _this select 2; _ctrl = _this select 3; _alt = _this select 4; _handled = false; /* File: fnc_AntiGlitch_KeyDown.sqf Author: Brun Basis: @Epoch\Addons\a3_epoch_code\compile\interface_event_handlers\EPOCH_KeyDown.sq Description: Anti Glitch */ if !(alive player) exitWith{ false }; //Define Actions which can be used to glitch _actionKeys = (actionKeys 'GetOver') + (actionKeys 'moveDown') + (actionKeys 'Prone') + (actionKeys 'moveFastForward') + (actionKeys 'moveForward'); if (_dikCode in _actionKeys) then{ //No Poking head through walls if ((_dikCode in(actionKeys "moveFastForward") || (_shift && _dikCode in(actionKeys "moveForward")) ) && (diag_tickTime - AntiGlitch_Delay) > 30) then { AntiGlitch_Delay = diag_tickTime; if ((count (player nearObjects ["Const_All_Walls_F", 3])) > 0) then{ hint "Anti Glitch Activated"; _handled = true; }; }; //No Superman Prone near Epoch Buildables if (_dikCode in((actionKeys "moveDown") + (actionKeys "Prone")) && speed player > 0) then{ _buildcount = count (player nearObjects ["Const_All_Walls_F", 5]); if (_buildcount > 0) then{ hint "Prone Anti Glitch Activated"; _handled = true; }; }; //Vault if (!_ctrl && _dikCode in(actionKeys "GetOver")) then{ if ((count (player nearObjects ["Const_All_Walls_F", 30])) == 0) then{ if (isTouchingGround player && (vehicle player == player) && speed player > 10) then{ if ((primaryWeapon player != "") && (currentWeapon player == primaryWeapon player)) then{ player switchMove "AovrPercMrunSrasWrflDf"; EPOCH_switchMove_PVS = [player, 1, Epoch_personalToken]; publicVariableServer "EPOCH_switchMove_PVS"; _handled = true; } else { if (currentWeapon player == "") then{ player switchMove "epoch_unarmed_jump"; EPOCH_switchMove_PVS = [player, 2, Epoch_personalToken]; publicVariableServer "EPOCH_switchMove_PVS"; _handled = true; }; }; } else {_handled = false;}; } else { hint "Vault Anti Glitch Activated"; _handled = true;}; }; }; _handled happydayz, Bushwick and Tobias Solem 3 Link to comment Share on other sites More sharing options...
Tobias Solem Posted January 10, 2015 Report Share Posted January 10, 2015 Glitching and duping are the two banes of the mod right now, strongly support more efforts to combat it. happydayz and Bushwick 2 Link to comment Share on other sites More sharing options...
BenR Posted January 10, 2015 Report Share Posted January 10, 2015 Hey, Reading through this it looks very good and detailed actually however infiSTAR itself has an anti-glitch function built in that logs, punishes and kicks players that attempt glitching. If you are running infiSTAR then I would suggest taking a look over that as it runs well for me, makes glitching through walls impossible as far as I've seen. Link to comment Share on other sites More sharing options...
TheVampire Posted January 10, 2015 Report Share Posted January 10, 2015 Fairly certain the Skaro antihack checks for KeyDown eventhandlers that aren't Epoch's and bans players for it, most likely why you are having issues. Link to comment Share on other sites More sharing options...
Brunz Posted January 11, 2015 Author Report Share Posted January 11, 2015 Hey, Reading through this it looks very good and detailed actually however infiSTAR itself has an anti-glitch function built in that logs, punishes and kicks players that attempt glitching. If you are running infiSTAR then I would suggest taking a look over that as it runs well for me, makes glitching through walls impossible as far as I've seen. The infistar anti glitch just references to the epoch get out of vehicles anti glitch, from i have seen and tested it doesn't do what i am trying to do which is restrict vaulting and proning and excessive running next to epoch buildables, edit: looks like the new version has some antiglitch, will take a look Link to comment Share on other sites More sharing options...
IknowYou Posted January 13, 2015 Report Share Posted January 13, 2015 The infistar anti glitch just references to the epoch get out of vehicles anti glitch, from i have seen and tested it doesn't do what i am trying to do which is restrict vaulting and proning and excessive running next to epoch buildables, edit: looks like the new version has some antiglitch, will take a look Then you have either a very old version of it or you did not look in the right place, it currently has the only real anti glitch system that works (unlike the epoch default one). Best thing however would be if the girl who makes the models for Epochmod would make proper models, right? :) Link to comment Share on other sites More sharing options...
landa123 Posted May 18, 2015 Report Share Posted May 18, 2015 is this script working? any further information on anti glitch? Link to comment Share on other sites More sharing options...
Scorpi Posted May 18, 2015 Report Share Posted May 18, 2015 as admin = Yes (anti-glitch activated) as a client = no (no display) I'm not 100% sure would also be interested in me. can I use it also on the server-side? Link to comment Share on other sites More sharing options...
Brian Soanes Posted May 18, 2015 Report Share Posted May 18, 2015 KPABATOK, Bushwick and choppra 3 Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 18, 2015 Report Share Posted May 18, 2015 Um....thanks for including the date....... And after a few weeks I'm really surprised the devs are still allowing all those competing mod signatures...w I te odd since they banned someone for just having a Chernarus Epoch server in their sig back in November last year....when they were adamant about no Chernarus :) Link to comment Share on other sites More sharing options...
Brian Soanes Posted May 18, 2015 Report Share Posted May 18, 2015 Competing? This is Arma not a beauty pageant :D Btw, maybe check your own sig, it has a dead server in it. Link to comment Share on other sites More sharing options...
vbawol Posted May 19, 2015 Report Share Posted May 19, 2015 since we are posting on a 5 month old post, Brunz, you can now add your keydown function to our EAH config via security_checks.h found in the a3_epoch_server_settings.pbo to allow your custom function. class displayAddEventHandler { keyDown = "if (_this call EPOCH_KeyDown) then {true} else {_this call AntiGlitch_KeyDown}" keyUp = ""; }; Also see this post for more information: Bushwick 1 Link to comment Share on other sites More sharing options...
Bushwick Posted May 19, 2015 Report Share Posted May 19, 2015 Big ups to Zenith crew again, doing God's work you lot :P happydayz 1 Link to comment Share on other sites More sharing options...
lander123 Posted May 20, 2015 Report Share Posted May 20, 2015 glitching is still working. you can still glitch with prone and with holster. im still able to keep running against a door and then pushing prone several times to get through the door. i also can run against a door and then press holster. i think this script need some improvement ,-( Link to comment Share on other sites More sharing options...
happydayz Posted May 20, 2015 Report Share Posted May 20, 2015 This script was never completed due to it not working in the past. It won't work for you now either unless you add the exceptions to the epoch ah as vbawl said is now an option. Link to comment Share on other sites More sharing options...
landa123 Posted May 20, 2015 Report Share Posted May 20, 2015 yep i know. its working with some parts. by example im not able to press V or barrell-roll if im next to a wall/door- and its showing the messages : anti glitch, anti prone, .. BUT. im still able to press PRONE next to walls..if i keep pressing the fastforward keys and press PRONE continuesly. then it will break through the anti glitch and then im through the door. what i have to modify so that its not possible anymore to PRONE if im near a wall/door ???? i think if the scrtipt would deactivate the prone+holster key next to walls (5m) , then the glitching will be ALMOST done. can someone give me a hint how i get rid of the glitching shit ?! Link to comment Share on other sites More sharing options...
KPABATOK Posted May 20, 2015 Report Share Posted May 20, 2015 how would it be possible to play if you could not go prone next to a wall? Or even draw a gun? There were many occasions where I am in a tiny house surrounded by enemies and I lay down on the ground to avoid bullets coming through walls. Disabling key game mechanics is not a fix. Just like amputating a leg isn't a fix if you accidentally hurt your toe into coffee table. Link to comment Share on other sites More sharing options...
Brez Posted May 20, 2015 Report Share Posted May 20, 2015 The simple solution to the issue is to put Tank Traps and Wire fences into the mod so they can be placed beside an object. This will stop players from getting to the object to glitch/pass through it. I must of mentioned this 4 times now. I don't think they can fully fix this issue.. It's built into the game mechanics.. Next time you get into a vehicle/chopper notice you DO NOT open the door.. you pass through it. KPABATOK 1 Link to comment Share on other sites More sharing options...
lander123 Posted May 20, 2015 Report Share Posted May 20, 2015 thats dissappointing. removing the stairs every time i leave the server sucks hardly. but forbid prone or holster in combination with fastforward near(1m) EPOCH walls/doors should be a beginning and not so much amputation of gameplay ,-D Link to comment Share on other sites More sharing options...
happydayz Posted May 21, 2015 Report Share Posted May 21, 2015 It would be possible to add it so that only if it's your base can u go prone withing 0.5m or something. But it's tricky to stop glitching Link to comment Share on other sites More sharing options...
happydayz Posted May 21, 2015 Report Share Posted May 21, 2015 It would be possible to add it so that only if it's your base can u go prone withing 0.5m or something. But it's tricky to stop glitching Link to comment Share on other sites More sharing options...
landa123 Posted May 21, 2015 Report Share Posted May 21, 2015 doesnt matter if im allowed to go prone in my own base near walls or not. but i think it would give the game a HUGH plus if nobody can go prone next(1m) to epoch Walls/doors. SO. anybody has the knowledge to modify it, so prone is blocked next to walls? Link to comment Share on other sites More sharing options...
happydayz Posted May 21, 2015 Report Share Posted May 21, 2015 add this right before the line //No Superman Prone near Epoch Buildables //No Prone near Epoch Buildables if (_dikCode in(actionKeys "Prone") then{ _buildcount = count (player nearObjects ["Const_All_Walls_F", 2]); if (_buildcount > 0) then{ hint "No Prone Next to Walls! Anti Glitch Activated!"; _handled = true; }; }; That should work fine. have limited it to within 2m of the wall. Nic 1 Link to comment Share on other sites More sharing options...
lander123 Posted May 23, 2015 Report Share Posted May 23, 2015 add this right before the line //No Superman Prone near Epoch Buildables //No Prone near Epoch Buildables if (_dikCode in(actionKeys "Prone")) then{ _buildcount = count (player nearObjects ["Const_All_Walls_F", 2]); if (_buildcount > 0) then{ hint "No Prone Next to Walls! Anti Glitch Activated!"; _handled = true; }; }; That should work fine. have limited it to within 2m of the wall. NOPE. not really. same useless like superman prone and the movedown antiglitch maybe i should add after HINT : player setUnitPos "UP"; player forcewalk true; player setspeed 1; then if antiglitch is activated the player is standing up+moving slowly ? Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now