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DoD Rocket Exploit Fix

by dodsynthetic · 2008-12-07 · 20 replies · 12230 views · 74 downloads

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Syn's Rocket Exploit Fix v1.003
rn
rnThis plugin prevents Bazooka/Panzer/Piat ceiling/floor exploits. It works for all maps.
rn
rn===========================
rnv1.003 Changes
rn===========================
rn- Adjusted ranges to be more accurate and direct hits now kill like normal.
rn
rn- Use of CVAR pointers for speed improvement.
rn
rn===========================
rnv1.002 Changes
rn===========================
rn- Added CVAR amx_fix_rockets_above to seperately enable or disable ceiling damage above player damage.
rn
rn- Added CVAR amx_fix_rockets_below to seperately enable or disable underneath floor damage blocking.
rn
rn===========================
rnFeatures
rn===========================
rn- Prevents ceiling/rocket glitching. This reduces damage above head and completely blocks damage to players on top of a floor where a rocket is shot from underneath.
rn
rn===========================
rnCVARS
rn===========================
rnamx_fix_rockets | 0 = off | 1 = on
rn- Enables or disables the plugin. Default on.
rn
rnamx_fix_rockets_above | 0 = off | 1 = on
rn- Enables or disables the plugin. Default on.
rn
rnamx_fix_rockets_below | 0 = off | 1 = on
rn- Enables or disables the plugin. Default on.
rn
rn===========================
rnInstallation
rn===========================
rn- Compile the .sma file | An online compiler can be found here:
rn http:www.amxmodx.org/webcompiler.cgi
rn- Copy the compiled .amxx file into your addonsamxmodxplugins folder
rn- Add the name of the compiled .amxx to the bottom of your addonsamxmodxconfigsplugins.ini
rn- Change the map or restart your server to start using the plugin!

Files

syns_rocket_exploit_fix.sma Plugin Source 7 KB 60 dl Download Compile

Added later in the thread

syns_rocket_exploit_fix.sma Plugin Source 12 KB 14 dl Download Compile

The thread

All 21 posts from 6 people on DoD Rocket Exploit Fix, kept as they were written.

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
12-07-2008, 11:42 AM #1

Syn's Rocket Exploit Fix v1.003rnrnThis plugin prevents Bazooka/Panzer/Piat ceiling/floor exploits. It works for all maps.rnrn===========================rnv1.003 Changesrn===========================rn- Adjusted ranges to be more accurate and direct hits now kill like normal.rn rn- Use of CVAR pointers for speed improvement.rnrn===========================rnv1.002 Changesrn===========================rn- Added CVAR amx_fix_rockets_above to seperately enable or disable ceiling damage above player damage.rn rn- Added CVAR amx_fix_rockets_below to seperately enable or disable underneath floor damage blocking.rnrn===========================rnFeaturesrn===========================rn- Prevents ceiling/rocket glitching. This reduces damage above head and completely blocks damage to players on top of a floor where a rocket is shot from underneath.rnrn===========================rnCVARSrn===========================rnamx_fix_rockets | 0 = off | 1 = onrn- Enables or disables the plugin. Default on.rnrnamx_fix_rockets_above | 0 = off | 1 = onrn- Enables or disables the plugin. Default on.rnrnamx_fix_rockets_below | 0 = off | 1 = onrn- Enables or disables the plugin. Default on.rnrn===========================rnInstallationrn===========================rn- Compile the .sma file | An online compiler can be found here:rn http:www.amxmodx.org/webcompiler.cgirn- Copy the compiled .amxx file into your addonsamxmodxplugins folderrn- Add the name of the compiled .amxx to the bottom of your addonsamxmodxconfigsplugins.inirn- Change the map or restart your server to start using the plugin!

Tank
posted here
Posts: 581
Threads: 59
Joined: Jan 2007
12-07-2008, 12:19 PM #2

hahaha, you f00ker :D Great job Syn :D I'll try to complete this plugin and I'll put it on the server :D

Dr.G
posted here
Posts: 776
Threads: 75
Joined: Nov 2007
12-07-2008, 01:38 PM #3

GJ syns! keep em coming!... however this makes the rocket class totaly unusefull :) its almost the only way to get kills with the zooka :D... but gj anyways!

Tank
posted here
Posts: 581
Threads: 59
Joined: Jan 2007
12-07-2008, 01:46 PM #4

I have a few questions though, perhaps I should first try the plugin but...rnrnDoes this also block glitches on models? There are a few lose models in avalanche, shooting them results in a blast radius all around the model. For instance axis street near axis first has a concrete piece in the middle of the street. Shooting that one with someone around will def. kill him.rnrnI'll try this plugin out after dinner.

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
12-07-2008, 07:00 PM #5

It depends on where a player is standing. If the damage area is around the middle of a person, it doesn't reduce or block this area but would be possible to do so.

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
12-07-2008, 07:11 PM #6

Oh, Dr.G, I could make it so the above head and below feet are separated. That way if you just wanted to fix say the middle cap bridge on saints you could. As is, it takes about 3 rockets to kill a person from ceiling shots on the average ceiling but the closer the ceiling, the more damage it will inflict. I tried to match it to the regular damage radius when firing next to a vertical wall or near a player's feet.

Dr.G
posted here
Posts: 776
Threads: 75
Joined: Nov 2007
12-07-2008, 07:57 PM #7

yea maybe that would do it.. overall the zookas should have way more power and maybe reload faster... D-O made a zooka plugin thats pretty insane :D it makes you fires 5 rockets or so in one shot i think it is lol i really like that idea :D

Tank
posted here
Posts: 581
Threads: 59
Joined: Jan 2007
12-07-2008, 08:03 PM #8

LOL, Syn's Zooka is even more kick ass :Drnrn

overall the zookas should have way more power
rnrnMay I point in a realistic point of view that the zooka weapons are meant as armor piercing weapons...panzerschreck for example is freely translated armorpiercing. And they were not meant to do a lot of damage upon impact, more once the armor got penetrated.rnrnIf you, like me don't give too much about realism, I can't disagree with you :D

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
12-07-2008, 08:10 PM #9

Haha full auto piat and panzer so far, but the zook is giving me troubles with animations. XD I want to make the rocket launcher have two modes, one for regular rockets and another for what would basically be a grenade launcher XD I'll eventually get to doing it.

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
12-08-2008, 02:03 AM #10

sweet ill be checking this out once i stop being lazy (maybe tomorrow lol)nn

D-O made a zooka plugin thats pretty insane :D it makes you fires 5 rockets or so in one shot i think it is lol i really like that idea :D
nnlol well the plugin i was messing with... it just fires as many rockets are there are in the clip as long as you hold the button down.. so if you make the clipsize like 500.. you can just hold the fire button and they will all shoot one after the other which is madness with cl_particlefx turned on lol (tho i found that if you fire say more then 25 really quick it causes most of the server to time out lol).. tho i do need to tweak the delay between shots cause right now if you dont have godmode on you die as well cause a couple of the rockets hit each other as soon as they leave the launcher and blow up in your face lolnnnnbut anyway your method for blocking zook glitches is WAYYYY better then the one i messed with a long time ago...

dodsynthetic
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Joined: Mar 2007
12-08-2008, 05:15 AM #11

Updated. I added CVARS to seperately enable or disable either above ceiling shots and below floor ceiling shots.

diamond-optic
posted here
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12-19-2008, 09:50 PM #12

hmm idk if its just me or something.. but i cant get any rocket kills now..nneven hitting someone dead on from straight in front of them.. it just explodes but doesnt do any damage

dodsynthetic
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12-20-2008, 09:57 AM #13

Sounds like the ranges need some adjustment. I'll make the necessary changes.

B bdjohns
posted here
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Joined: Jul 2005
01-15-2009, 06:02 PM #14

I'm unable to open holes in the walls with one shot anymore. Like on dod_arch. It takes 3 shots or more to blow the upper wall and then 3 or more to blow the wall at the bottom of the stairs. It used to take only one shot. I've run out of ammo before they are both blown. I've turned it off for now. I have notice this on other maps also. rnGood mod though, please keep up the good work.rnrnThanks

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
01-23-2009, 10:16 PM #15

Highly strange lol. It should only take affect when a player is near the rocket but I will definitely check into it. Been very busy lately. XD

dodsynthetic
started this thread
Posts: 277
Threads: 15
Joined: Mar 2007
02-02-2009, 06:25 PM #16

New update. Minor enhancements and fixed the no damage issue. The floor check was checking too far from below resulting in regular shots by a player's feet not scoring damage and the above head radius was affecting hits down to about the torso area.nn@bdjohns - After playing around the only thing that I could think would cause this problem is if a player was near those breakables. Hopefully with the adjustments it won't be a problem or very little. I tested on several maps with walls and things to break and didn't have any problems. If it still causes problems for you, I can add in a mode to ignore players when they are near breakables.

diamond-optic
posted here
Posts: 2,068
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Joined: May 2005
03-02-2009, 09:15 PM #17

im still able to very easily kill ppl thru floors with thisnntested it on avalanche @ red room floor and apt floor above the window room at 1st flag

dodsynthetic
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03-05-2009, 03:19 AM #18

Try this and let me know how it works XD I made a change to the detection.

W webmaze
posted here
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04-22-2009, 11:08 PM #19

hi. it doesnt works yet.rnrnZeta

dodsynthetic
started this thread
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Joined: Mar 2007
07-13-2009, 03:47 AM #20

I've been gone too long. Possibly my detection method just isn't sufficient enough but I will be sure to continue working on it. :D

W webmaze
posted here
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Threads: 3
Joined: Apr 2008
07-20-2009, 12:55 PM #21

it would be awesome, let us know.rnrnZeta

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