[Include] BustAim - Detects players using aimbot
#21

Quote:
Originally Posted by Airman123
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Can i have your script (GM) which you have uplOAded in testing bust aim server?
Here you go http://pastebin.com/y1uyerYL

Quote:
Originally Posted by Konverse
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Is this bustaim really that efficient? Just asking like the fail anti aimbot system that falsely detects players who are only using right click in aiming
In what sense?Efficient in speed or warnings?

What do you mean right click aim?This include doesn't even check if the player clicked aim button.Then how on Earth is it possible for this to trigger warnings for right click aim.

It would slightly slow you server because it does lot of calculations.But this shouldn't be a problem.

Fail Aimbot?
Obviously not!! This won't give any false warnings or maybe one in 200 warnings.

The player has to be detected continuously for this to trigger warning.If he even misses a shot then all the counters are reset.The idea here is if he is using aimbot, he must be detected for the aimbot continuously.

This include was vigorously tested by me as well as ipsLeon(another user who has made his own aimbot) and we got no false warnings.

Moreover, I spent almost 2 hours trying to find the best settings for MAX_PING,PL %,etc

Quote:
Originally Posted by Konverse
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Lag shot doesn't count as "aimbot" also the false warnings aren't that helping much. Some good players got banned due to the false aimbot warning + auto kick. I've got some problems with it in the community I'm in right now and they're whining about it. The script should be efficient otherwise the players will get falsely banned due to false warnings the aimbot detector will give towards the staff team.
How is that when me and many others tested on a real server, we got no warnings even after 6-8 hours of testing and you report that everyone is getting falsely banned in your server.

If you really got false warnings then you must have screwed up the include yourself or used some random settings.

Please prove that players where really banned for aimbot by sending me a link to your forums or wherever your players make an unban appeal or accept that you made this up.

I am so confident that it won't give false warning to such an extent which you described.The only warnings which may get spammed is the Continuous Shots which is obviously triggered when a player shoots continuously without missing any shots.If this gets spammed , you just need to adjust the settings or disable the warning if you have awesomely skilled players.

Quote:
Originally Posted by Airman123
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Dude, dont kick/ban in any case instead (teleport hack) one.
Just send warnings to admins in all other cases. this is what i did.
Absolutely right!!I have never seen a server where server automatically kicks or bans for aimbot.

Quote:
Originally Posted by Airman123
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For me its efficient, no any false warnings.

especially in first case (teleport) for proaim.cs
The proaim teleport warning should be almost 99.999999% right.Because of the way it is detected.

How does it work?
Proaimer shoots a bullet by teleporting the enemy in front of him who is 100 units away.The server gets information about it.It checks the distance between players and finds out that its 100 units.Then it checks the distance between the victim and the end position of the bullet and its 95 units apart.How can a bullet hit a player by stoping 95 units early before hitting the player?It's possible only if the player is teleported.
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#22

Quote:
Originally Posted by Yashas
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Thanks man
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#23

if you ctrl and shot random or shot afk, it's will show warning random aim
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#24

Good job! I am going to use this include in my server and post here the results
Test result up to now - av players on: 25.5
Fails: 0
Pending: 9 (Out of range & Pro Aim)
Positive detections: 42 (Pro Aim & out of range)
I definitely recommend this plugin to everyone, it doesn't slow down your server and is very accurate, thank you for the great job Yashas, now less aimboters, best gameplay
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#25

I have noticed a bug which can be easily fixed :
[debug] Accessing element at negative index -22
=> For [weaponid-22], you should ensure 22 <= weaponid <= 38.

Then, in GetPlayerWeaponProfile and ResetPlayerWeaponProfile :
I think if(22 < weaponid < 39) should be if(22 <= weaponid <= 38).
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#26

Fixed anyway but here is some more information.

FIX FOR FAKE PACKETS by Su37Erich:

It is an out of bounds runtime error, this is caused by fake data sent by a player:
[20:13:58] [debug] Run time error 4: "Array index out of bounds"
[20:13:58] [debug] Accessing element at negative index -22
[20:13:58] [debug] AMX backtrace:
[20:13:58] [debug] #0 0000ea38 in public OnPlayerWeaponShot (playerid=39, weaponid=0, hittype=222, hitid=34785, Float:fX=0.00000, Float:fY=166153499473114484112975882535043072.0000 0, Float:fZ=0.00000) at C:\Users\Erich\****** Drive\Server\pawno\include\bustaim.inc:242
[20:13:58] [warning] Invalid shot data for player(39). Offset out of bounds.

Код:
if(weaponid < 22 || weaponid > 3)
{
     BanEx(playerid, "Fake Data");
     return 0;
}
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#27

I hope that you will keep updating this!, I really like your work..
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#28

I don't know what to call this update, its not a bug nor an improvement.

v1.2.6.1 - GetNormalWeaponRange Fix
GetNormalWeaponRange used to use the modified weapon range which means it would return the wrong ranges. To fix this, this version has another set of weapon ranges which aren't modified which GetNormalWeaponRange will use.

Download 1.2.6.1
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#29

v1.2.6.2 - Bug Fixes
GetPlayerPing used to check the shooters ping twice instead of once checking the shooter and the victim.The other bug fixed was in GetPlayerProfile where a wrong return used to stop the stats collection.

You can find the latest release here
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#30

Quote:
Originally Posted by justice96
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Yashas, I suggest to you. please, do not give a codes into the pastebin. it shows errors (loose indentation).
Can't you fix this?

OT: Good Job. Keep it up.
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#31

Create a file called pawn.cfg in your pawno folder. Let the contents of the file be "-d3". Compile your gamemode and restart your server.

d3 stands for debug level 3. The compiler adds extra debug information to the .amx file which crashdetect uses to produce better crash info.
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#32

public OnPlayerSuspectedForAimbot(playerid,hitid,weaponid ,warnings)
{
new str[144],nme[MAX_PLAYER_NAME],wname[32];
GetPlayerName(playerid,nme,sizeof(nme));
GetWeaponName(weaponid,wname,sizeof(wname));
if(warnings & WARNING_OUT_OF_RANGE_SHOT)
{
format(str,sizeof(str),"%s(%d) fired shots from a distance greater than the %s's fire range.",nme,playerid,wname);
SendClientMessageToAll(-1,str);
}
if(warnings & WARNING_PROAIM_TELEPORT)
{
format(str,sizeof(str),"%s(%d) is using proaim (Teleport Detected)",nme,playerid);
SendClientMessageToAll(-1,str);
}
if(warnings & WARNING_RANDOM_AIM)
{
format(str,sizeof(str),"%s(%d) is suspected to be using aimbot(Hit with Random Aim with %s)",nme,playerid,wname);
SendClientMessageToAll(-1,str);
}
if(warnings & WARNING_BACKWARD_SHOT)
{
format(str,sizeof(str),"%s(%d) shot a player behind him with %s.",nme,playerid,wname);
SendClientMessageToAll(-1,str);
}
if(warnings & WARNING_CONTINOUS_SHOTS)
{
format(str,sizeof(str),"%s(%d) has fired 10 shots continously with %s(%d)",nme,playerid,wname,weaponid);
SendClientMessageToAll(-1,str);
}
return false;
}



I corrected you
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#33

Default configurations on first post is outdated as well as few other things such as

Code:
public OnPlayerSuspectedForAimbot(playerid,hitid,weaponid,type)
Other than that, this is really good for admins to be extra sure when handling with cheaters using aimbot.

Good job!
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#34

Hi, Is this still updated? I mean can you estimate how accurate is this?
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#35

Quote:
Originally Posted by ToiletDuck
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Hi, Is this still updated? I mean can you estimate how accurate is this?
It works ok, i would not rely on it 100% but it does work. I have it running along side weapon config and having decent luck with it.
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#36

Hello Im having this issue.

C:\Users\Jeff\Desktop\Server\pawno\include\BustAim .inc(46 : error 021: symbol already defined: "OnPlayerGiveDamage"
Pawn compiler 3.10.20160907-3-g1697d6f Copyright © 1997-2006, ITB CompuPhase

even though I don't have OnPlayerGiveDamage in my GM since I have Weapon-config include
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#37

Update:
Added a check to filter out invalid damageid in OnPlayerGiveDamage

Download include

Quote:
Originally Posted by Nubik
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Default configurations on first post is outdated as well as few other things such as

Code:
public OnPlayerSuspectedForAimbot(playerid,hitid,weaponid,type)
Other than that, this is really good for admins to be extra sure when handling with cheaters using aimbot.

Good job!
Updated default settings and corrected the mistakes.

Quote:
Originally Posted by ToiletDuck
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Hi, Is this still updated? I mean can you estimate how accurate is this?
There is nothing much to add. Only bugs are being fixed.

I can guarantee you that a spam of proaim warnings (5 or more) for a player WHO IS NOT DESYNCED is a 100% indication that the player is using proaim. If you can verify that the player isn't desynced, you can directly ban the player. This include is very accurate for proaim. It triggers false warnings for desynced players, check the topic for more information.

In fact, using the anti aimbot, you can make an auto-desync kicker. Check the main topic for more information on how-to-do.

However, this include is not smart enough to detect players using skin aimbots or related hacks. This include is accurate for proaim and silent aim. It does provide general tools to help administrators to deal with all kinds of aimbots though.

Quote:
Originally Posted by Jeffy892
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Hello Im having this issue.

C:\Users\Jeff\Desktop\Server\pawno\include\BustAim .inc(46 : error 021: symbol already defined: "OnPlayerGiveDamage"
Pawn compiler 3.10.20160907-3-g1697d6f Copyright © 1997-2006, ITB CompuPhase

even though I don't have OnPlayerGiveDamage in my GM since I have Weapon-config include
You have an include which does not use ALS to hook the callback. List all the includes you are using if you are still having this issue.
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#38

Quote:
Originally Posted by Dignity
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Is this still accurate? I just tested it on my server with another developer and it didn't detect SilentAim and ProAim.

I have another OnPlayerWeaponShot instance hooked, so maybe the issue lies with me. The only thing I do in it is decrease a player's ammo though, since I use a custom GUI to display ammo.

Also I modified the example callback to my needs, however the functions I use work in my other anticheat function so I don't think they're the culprit.

I can PM the cheats used if need be
Depends on your settings. The proaim detector is almost 99% accurate for players who are not desynced.

I use it with 0 ping limit, 0 packet loss limit, etc. I prefer to have admins who are trained to identify players who are having network issues than the anti cheat filtering out legit warnings just because it thinks the player could be having network issues.

The number of false warnings is rare; rare enough that it makes the ping/packet loss/surf checks redundant.

Also note that it does not detect proaim if you use it just a few units away from the player because it does not check such shots to prevent false warnings as the error rate at that distance is too high (due to lag). The warnings get more and more accurate as the distance between the players increases.
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#39

Quote:
Originally Posted by Yashas
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Also note that it does not detect proaim if you use it just a few units away from the player because it does not check such shots to prevent false warnings as the error rate at that distance is too high (due to lag). The warnings get more and more accurate as the distance between the players increases.
I use default settings, and yeah I figured that distance played a big role.
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#40

perfect I would say.
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