aimbots.

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Fuzz_Ball
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Re: aimbots.

Post by Fuzz_Ball » Tue Feb 24, 2009 11:12 am

I see an incoming missile, launch one of my own with the intent of popping mine off to stop there's from making it it...I launch mine, but when I try to explode it nothing happens...click, click,click....nothing...until it's too late. When it happens, it only happens with a specific player's missile.
This happens to me WAAAAY too often. I've never attributed it to anything someone MAY have been doing. Only thought it was a mouse / USB problem. I use a Dell 5 button mouse - the kind with no seams on the main buttons. I like it most of the time.

Speaking of meeces, another annoyance I have is when I'm translocating, either forward or upward and almost always during a double or triple jump attempt, the dang ol' redeemer comes out and I blow myself to tiny bits once more. I'm fairly adept with my fingers and this isn't a fumble.

This is a great topic, however. Thanks bum, for your research on this. This is valuable info for UT player.

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MEAT
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Re: aimbots.

Post by MEAT » Tue Feb 24, 2009 11:53 am

Fuzz_Ball wrote:Speaking of meeces, another annoyance I have is when I'm translocating, either forward or upward and almost always during a double or triple jump attempt, the dang ol' redeemer comes out and I blow myself to tiny bits once more. I'm fairly adept with my fingers and this isn't a fumble.
I have the same problem...I think we all do.
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Killer Klownz
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Re: aimbots.

Post by Killer Klownz » Tue Feb 24, 2009 12:02 pm

MEAT wrote:I have the same problem...I think we all do.
That would be same for the Klownz. Also the Klownz "hot key" for translocator sometimes takes Klownz three times to get it to switch. Leads to a lot of Klownz deaths . . . .
Evil is obvious only in retrospect.

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MEAT
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Re: aimbots.

Post by MEAT » Tue Feb 24, 2009 12:19 pm

Killer Klownz wrote:
MEAT wrote:I have the same problem...I think we all do.
That would be same for the Klownz. Also the Klownz "hot key" for translocator sometimes takes Klownz three times to get it to switch. Leads to a lot of Klownz deaths . . . .
And it also could be the way we have our game controls setup.
KK uses a hot key where my translocator is on my mouse.
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shadow_knight
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Re: aimbots.

Post by shadow_knight » Tue Feb 24, 2009 4:14 pm

most of it is how fast you trans if the game sees it as you hit both buttons it will switch to what is called favorite weapon making for some agrivation while transing up the side of a mountain but on the upside everyone else gets to see a good splat

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Hermskii
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Re: aimbots.

Post by Hermskii » Tue Feb 24, 2009 4:45 pm

I don't think the noneploding deemer is a cheat issue. That happenes to me the most. I have no problems with my translocator as you folks have described. I think silentbob is speaking of the zero ping mutator. I think it was decided that since most players are on high speed now that it would not provide any difference. I may look into CSHP again but just not now. Like I said, I had it on once before and man did I get beat up badly by the masses for that. I'm also at a point where I'm trying to run as few mods as possible just to keep it clean as far as set up and errors go. The more mods, the more chance for problems you see.
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*POTS*
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Re: aimbots.

Post by *POTS* » Tue Feb 24, 2009 5:27 pm

5i1ent/3ob wrote:I have thought before that the deemer servers should run some sort of client side hack protection. Even if it's not fool proof I believe it would still decrease the possibility. There's another side to that too. One reason I like to play on the DOU servers is because they run CSHP and when someone accuses me of cheating I can at least use that as some back up.
CSHP is no longer supported as far as I know. Most public servers use a combo of the latest UTDC + UTPure.
5i1ent/3ob wrote:But, how would one rule on the issue of 'flickering skins'. It's just another skin, but I believe they rob bandwidth or something because whenever I get in close proximity of one I lag badly enough where guiding a missile around a corner is impossible and instead you hit the wall and croak yourself. Get away from that skin and the lag goes away.
Skin hacks are forbidden on most public servers running anticheats. I think that dark skins may help campers but I'm not sure about the real reason.
5i1ent/3ob wrote:One I've experienced more recently and can't explain happens to me when I see an incoming missile, launch one of my own with the intent of popping mine off to stop there's from making it it...I launch mine, but when I try to explode it nothing happens...click, click,click....nothing...until it's too late.
The same for me too, looks like I have 500 ping, I hate that. Not to mention weapons randomly auto-switching during use...
5i1ent/3ob wrote:Oh, that's another one I've been curious about. The ping compensator hack. Does it exist? I've read that within the UT engine is a mechanism to regulate game play between vastly varying pings. The idea would be that a player with a ping of 75 is joined by a player with a ping of 300 and the game supposedly tries to create some level of balance between the two.
It's called ZeroPing mutator but it affects only long range weapons capable of instant-hit (like Sniper Rifle, Shock Rifle, Enforcer and Minigun). Pretty useless on Redeemer Arenas in my opinion.
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bumMmonkeY
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Re: aimbots.

Post by bumMmonkeY » Thu Feb 26, 2009 7:35 am

bit off topic.... but i got the same probz klownz.. xloc takes 3 times to change...its always three times!!!..its always been that way but its so frustrating... i get killed alot because of it too. i always put it down to me having a second hand xloc. :P

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Hermskii
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Re: aimbots.

Post by Hermskii » Thu Feb 26, 2009 10:25 pm

Damn! BumMonkey just lodged a formal complaint right here on Klownz's own forum. I guess Klownz better stop goofing around like a clown and get this cheat, I'm mean problem fixed quick. Hehehe.
~Peace~

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gopostal
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Re: aimbots.

Post by gopostal » Tue Mar 03, 2009 11:45 pm

I know I'm jumping in a little late here but I've seen these issues firsthand myself. This is a ping issue but it should be fixable.

I'm curious guys, in your logs do you show any odd weaponswitch erroring? If you want, I'll look at your logs and see if there is an answer. Zip any of them up and shoot them to me and I'll see if there is a clue. Something is interfering with the switch because you don't see this problem in Arena. Finding it shouldn't be too hard once you get an idea where to look.

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Hermskii
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Re: aimbots.

Post by Hermskii » Wed Mar 04, 2009 1:33 am

I don't think the logs are that detailed. Are they?
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gopostal
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Re: aimbots.

Post by gopostal » Wed Mar 04, 2009 7:25 am

Unless you have elected to supress them in your server ini they will show any access errors like that if it is a product of bad programming. Look for "warning" and "weaponswitch" and probably "accessed nones" in the same general area. You'll know it when you see it.

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Hook
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Re: aimbots.

Post by Hook » Wed Mar 04, 2009 8:44 pm

Interesting!
Well, this is another good reason for "Old Skool" redeemer :P
We don't seem to have this problem with the "NewRedeemerArena" mod. 8)
jk LOL
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Hermskii
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Re: aimbots.

Post by Hermskii » Wed Mar 04, 2009 10:16 pm

Old Skool is great but not immune. I first noticed this at SRA for me. It happens mostly to me when I'm close to the other deemer shooter and I need to shoot it towards there deemer fast to get mine far enough away from me to detonate destoying their deemer while not killing me. I always shoot it fast enough and get it far enough away to do what I want and then I click the mouse to detonate and just watch as it doesn't and theirs flys right by mine to safely land right in my face and kill me. It is annoying as hell to me when this happens becasue they get a frag my skill and timing easily should have stopped from happening.
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