dod_avalanche Nade Exploit fix
by dodsynthetic · 2008-07-21 · 48 replies · 22758 views · 60 downloads
From the first post
rn
rnThis plugin prevents players from jamming nades in various places on dod_avalanche that generate an abnormal damage radius.
rn
rn===========================
rnv1.7 Changes
rn===========================
rn- Spawn block is no longer an entity. There was no point in it being one any longer.
rn
rn===========================
rnv1.6 Changes
rn===========================
rn- Method used to block exploits is completely changed. Even though the last version was greatly
rn improved speed wise, I wasn't satisfied and now there is only one entity used for the Allied spawn
rn block. The new nade blocking is done by detecting if nades are in the location of the exploit area
rn and deflected in the opposite direction if they are. All in all, it is much faster and able to
rn provide a higher quality of blocking.
rn
rn===========================
rnv1.5 Changes
rn===========================
rn- Changed couch model to stock model. It would cause a server to crash without the original. Thanks Diamond-Optic for letting me know.
rn
rn===========================
rnv1.4 Changes
rn===========================
rn- Dramatically reduced CPU usage by using fewer small blocking entities in favor of larger ones covering more area.
rn
rn===========================
rnv1.3 Changes
rn===========================
rn- Fixed ramp up to Axis arch. Thanks Tank. XD
rn
rn===========================
rnv1.2 Changes
rn===========================
rn- Adjusted the following bouncy/sticky/nade leak spots: Stairs up to the red room, doorway leading to lower Axis apartments, stairs going up to blue room, the W crack ramp and surrounding area, path to Allied 2nd from Allied apartments, stairs all the way up to top of spiral, broken ledge from stairs to door at top of spiral, the broken ledge on the 2nd floor behind door to spiral and the crack that wipes out axis spawn. Thanks Tank and Diamond-Optic for poiting out problem spots.
rn
rn- Left in some functionality for tweaking/creating block spots. See notes for more information.
rn
rn===========================
rnv1.1 Changes
rn===========================
rn- Tweaked some blocking entities because you could still sneak nades past them. Thanks Diamond-Optic for letting me know. XD
rn
rn- Added 11 new exploit locations. Thanks again Diamond-Optic for the demo that showed some I didn't know about.
rn
rn- Added optional blocking so Axis cannot enter Allied spawn from the penquin room via the invisible ledge.
rn
rn- As much as I like seeing random bunnies throughout the map, the blocking entity models are now invisible so as to not teach players where these spots are and abuse them on servers not running the plugin. Yet again, thanks Diamond-Optic for that line of code I previously didn't know about for making models truly invisible.
rn
rn===========================
rnFeatures
rn===========================
rn- Prevents all players from abusing nade exploits on dod_avalanche.
rn
rn- Optional Axis blocking into Allied spawn from the penguin room.
rn
rn- Blocks a total of 30 nade exploit locations.
rn
rn===========================
rnNotes
rn===========================
rn- Did I miss an exploit? Let me know and I will gladly add it!
rn
rn===========================
rnCVARS
rn===========================
rnava_nade_fix | 0 = off | 1 = on
rn- Enables or disables the nade block protection. Requires restart to take effect. Default on.
rn
rnava_spawn_block | 0 = off | 1 = on
rn- Blocks Axis entry into Allied spawn by using invisible ledge in the penguin room. 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!
The thread
All 49 posts from 9 people on dod_avalanche Nade Exploit fix, kept as they were written.
Threads: 15
Joined: Mar 2007
Syn's Avalanche Nade Exploit Fix v1.7rnrnThis plugin prevents players from jamming nades in various places on dod_avalanche that generate an abnormal damage radius.rnrn===========================rnv1.7 Changesrn===========================rn- Spawn block is no longer an entity. There was no point in it being one any longer.rnrn===========================rnv1.6 Changesrn===========================rn- Method used to block exploits is completely changed. Even though the last version was greatlyrn improved speed wise, I wasn't satisfied and now there is only one entity used for the Allied spawnrn block. The new nade blocking is done by detecting if nades are in the location of the exploit arearn and deflected in the opposite direction if they are. All in all, it is much faster and able torn provide a higher quality of blocking.rnrn===========================rnv1.5 Changesrn===========================rn- Changed couch model to stock model. It would cause a server to crash without the original. Thanks Diamond-Optic for letting me know.rnrn===========================rnv1.4 Changesrn===========================rn- Dramatically reduced CPU usage by using fewer small blocking entities in favor of larger ones covering more area.rnrn===========================rnv1.3 Changesrn===========================rn- Fixed ramp up to Axis arch. Thanks Tank. XDrnrn===========================rnv1.2 Changesrn===========================rn- Adjusted the following bouncy/sticky/nade leak spots: Stairs up to the red room, doorway leading to lower Axis apartments, stairs going up to blue room, the W crack ramp and surrounding area, path to Allied 2nd from Allied apartments, stairs all the way up to top of spiral, broken ledge from stairs to door at top of spiral, the broken ledge on the 2nd floor behind door to spiral and the crack that wipes out axis spawn. Thanks Tank and Diamond-Optic for poiting out problem spots.rnrn- Left in some functionality for tweaking/creating block spots. See notes for more information.rnrn===========================rnv1.1 Changesrn===========================rn- Tweaked some blocking entities because you could still sneak nades past them. Thanks Diamond-Optic for letting me know. XDrnrn- Added 11 new exploit locations. Thanks again Diamond-Optic for the demo that showed some I didn't know about.rnrn- Added optional blocking so Axis cannot enter Allied spawn from the penquin room via the invisible ledge.rnrn- As much as I like seeing random bunnies throughout the map, the blocking entity models are now invisible so as to not teach players where these spots are and abuse them on servers not running the plugin. Yet again, thanks Diamond-Optic for that line of code I previously didn't know about for making models truly invisible.rnrn===========================rnFeaturesrn===========================rn- Prevents all players from abusing nade exploits on dod_avalanche.rnrn- Optional Axis blocking into Allied spawn from the penguin room.rnrn- Blocks a total of 30 nade exploit locations.rnrn===========================rnNotesrn===========================rn- Did I miss an exploit? Let me know and I will gladly add it!rnrn===========================rnCVARSrn===========================rnava_nade_fix | 0 = off | 1 = onrn- Enables or disables the nade block protection. Requires restart to take effect. Default on. rnrnava_spawn_block | 0 = off | 1 = onrn- Blocks Axis entry into Allied spawn by using invisible ledge in the penguin room. 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!
Threads: 103
Joined: May 2005
i wonder if it would be better to set the rendermode of the models to 0 so they are invisible and dont show players where nade exploits are for servers not running this..nnalso how many are blocked? i have a couple demos that someone sent me a few years ago of a ton of diff nade exploits & explanations of where they kill ppl (cant remember who sent it tho) that i could pass onto you if youd like *EDIT* ok nm it looks like you have quite the number of them blocked lolnnalso, would this method work to stop the rocket glitches thru the floor in the apt (when shooting into the window at the 1st flag) ..like a year ago i messed with it but never had time or the desire to work on it more.. I was basically going to take one of the rug models from the gcf (because they are large and flat and could go in/on the floor perfectly and see if they would block the damage thru the floor
Threads: 15
Joined: Mar 2007
I have 19 exploits blocked so far. I did think about setting the render amount to zero but I used that in a custom booster plugin I made for BAM and you can still see a ghostly figure on zero. I also tried to do this without setting a model but got nothing but crashes as soon as the model appeared in your FOV. I'm definitely open to any exploit locations I may have missed. As for the rockets, I believe this would work with something flat like a carpet model, even a custom large flat model since they will hit the model instead of the roof. I might have to test that out. :D
Threads: 75
Joined: Jun 2006
I would say we should add this into the dod_blockexploits and have it on a map by map basis. That way we could search them out and kill the exploits.
Threads: 47
Joined: Apr 2007
I would say we should add this into the dod_blockexploits and have it on a map by map basis. That way we could search them out and kill the exploits.rnrnAnd i would say thats good thinking and also nice work on your plugin here mate
Threads: 15
Joined: Mar 2007
Feel free to add it/ use it how you want. XD I'm just about finished adding those new spots and a few more I found along with adjustments to previously plugged ones.
Threads: 0
Joined: Dec 2005
i know of about 30 exploits on avalanche. so i think u have missed quite a lot, nice plugin though !
Threads: 59
Joined: Jan 2007
Well, I would say don't hold back on getting either Syn or me a demo with those nade glitches so we can add those coordinates.
Threads: 15
Joined: Mar 2007
I'm almost done with the new version and it will have exactly 30 exploits covered XD As it stands, there are only 4 left to cover but I've been doing some testing on other cracks/spots to see if they are exploitable as well. On top of all that, I'm going to put a block in so Axis can't get into the Allied apartments via that invisible ledge from the penguin room.
Threads: 59
Joined: Jan 2007
Would that block be cvar handled? As I think it's good that axis also can get into allied base.
Threads: 15
Joined: Mar 2007
Yeah, it would be set by a cvar.
Threads: 59
Joined: Jan 2007
Ok, I'll be honest and this is kinda lazy of me...I haven't tried the latest version out yet. But I have been testing your first one, where all the models were still visible.rnrnUhm, normally as people would ask this, I would just say, upload it and see for yourself but I will upload this in a day or so...I really don't feel like doing it right now, need a small break.rnrnTo the point tanky, is this the models with the vern (the big ass plant) and the bunny but then invisible? Cause if so, then we have a slight problem. At Axis first, you can jump on top of the vern and jump right into axis spawn. Idk if that is the case with the latest version?rnrnAlso, and please don't think im battering your plugin to the ground, by sticking in the vern at axis first, you also lose a nice camping spot. Im thinking real fast but I think the axis first nade exploit should contain a small model then the vern+bunny.
Threads: 103
Joined: May 2005
the spot at the bottom of the red room stairs (the little crack in the side of that hole thats in the wall) sticks out a bit and when coming down the stairs a lot of the time i hit it and it ruins my flow going thru the hole lol..nnthink maybe you could make it a little smaller, so it doesnt stick out from the wall so much?nn*edit*nnalso in the w crack.. if you stand infront of the opening looking out over the middle.. and you back up into the corner, you bounce up and down lol.. the stuff under the w crack must be poking thru a bit.. everyone is always wondering why they start shaking in the w crack lolnn*edit #2*nnwith the ramp going to the w crack.. im still able to easily get nades to go in there (like bouncing them off the slanted rock that goes up to the floor.. they go right in past/under the blockers)nn*edit #3 lol*nnalso in the spiral stairway room.. the same problem with the w crack exists by that tiny broken wall (that you go by when going from the stairs to the doorway that leads to the w crack)nnand also on the 2nd level, next to the stairs (if you walk against them) you get stucknnand another thing with the hole in the wall below the red room, ive been getting stuck coming thru the hole too (as well as while coming down the stairs)
Threads: 15
Joined: Mar 2007
Thanks for the info Diamond. XD I'll make the necessary tweaks.
Threads: 75
Joined: Nov 2007
Did the idea about putting this code into dod_blockexploits die? Or is it a part of dod_blockexploits now?
Threads: 103
Joined: May 2005
im probably not gonna add it.. nnno need to have that much extra code in it for just one map, i think its easier to just run this plugin in the map-specific plugin ini filennplus i dont think synthetic has updated this to fix the problems yet
Threads: 59
Joined: Jan 2007
Synthetic has been screwed over by his ISP. Has been offline for almost a month or perhaps 2. That is mainly the reason he hadn't had the chance to support anything atm.
Threads: 15
Joined: Mar 2007
Haha, sorry for the delay, I'm working on this now. Apart from a horrible ISP and being busy with other things, I haven't touched it since. If anyone else knows of more sticky or buggy spots, please post. I'd like to hammer them all out in this next release.
Threads: 11
Joined: Dec 2007
Thanks for the update.nnI know another bug/exploit.nnWhen you shot at the top of the room just uppon the first allied flag, you can killed in the room just upside.nnI think you can fix this by making a second ceiling (distanced from the original one to prevent the propagation)nnSorry for my english.
Threads: 15
Joined: Mar 2007
Ahh, yeah Diamond was playing around with the exact same idea of "second ceilings" to prevent the rocket blast through the floor syndrome. I'll see what I can come up with.
Threads: 15
Joined: Mar 2007
New version up. I hope I got everything this time. XD
Threads: 75
Joined: Nov 2007
Nice! Ill check it out right away!
Threads: 59
Joined: Jan 2007
I already informed you on this one, but I'll post here in case you forget and want to work on it one day.rnrnSecond level of the church, the ramp towards the Axis arch, has a model sticking out making people "sticky icky".rnrnFor the rest, no complains so far and a job well done.rnrnPs: Off-topic, I love this one....Just the fact when someone accuses a player out of the blue for nade glitching that I can say: Nope, you can't nadeglitch, try it...and a few seconds later you see a suicide nade death :D.
Threads: 103
Joined: May 2005
Second level of the church, the ramp towards the Axis arch, has a model sticking out making people "sticky icky".nnheheh yeah i was just gonna post about this one
Threads: 59
Joined: Jan 2007
Diamond, I think this especially goes for you. I was testing the abilities of BSP edit and made a wall blow up. The idea originially came from your server....rnrnOk, before I completely go offtopic, I dont know if you made the entrence of penguin room (the room containing the invisible ledge) func_breakable and you blow the wall up, you will get stuck by the floating cloaked bunny :DrnrnIdk if you made it blowable (that sounded bad) but might want to check it out.
Threads: 103
Joined: May 2005
yeah i know what youre talking about.. i havent really done anything about it yet tho, not really too concerned with my server all that much lol
Threads: 15
Joined: Mar 2007
Another update. Ramp to axis arch is now usable without having to step in that messy rabbit poo. XD
Threads: 59
Joined: Jan 2007
Syn knows what I'm talking about.rnrnI've been going through all the plugins, enabling one by one an to check the cpu usage on each and everyone of them.rnrnI noticed when I enabled the dod_avalanche_nade_exploit_fix :D it goes up to 50%. Could it be that something for testing purpose is still in this version?
Threads: 15
Joined: Mar 2007
It's all disabled. You shouldn't see any models or the box outlines over the blocking entities. I think it's the fact that it adds a large number of extra entities that is causing the drain on the CPU. I will look into reducing the number of entities but the problem I was having is the bounding box will block players at any point and with nades it's only a small region about half of the bb size. Ideally, one or two blocking entities would be perfect for each spot but not sure if it will work very well.
Threads: 15
Joined: Mar 2007
Another update! I didn't like the idea of leaving a resource eating beast out there so I got started on coming up with a way to reduce the amount of entities or use a different method. I messed around with some ideas and finally figured out an interesting thing when it comes to collisions. After testing with large bounding boxes and checking entity touch, I found out that collisions will happen differently dependent on move type. For players, they collide with the bounding box. For something like a grenade which has a different move type, it doesn't collide with the bounding box but a separate box that fits around the model and will only be as big as your bounding box if smaller than the model or the model size it's self if the bounding box is bigger. I wish I had figured this out before. :D Anyway, on my home server, CPU usage dropped from and average 90% to about 0-2%.
Threads: 59
Joined: Jan 2007
Really awesome stuff Syn. I'll try this one out later tonight (if im still somewhat sober) and otherwise tomorrow. Although I didn't understand much about your post and the changes you made but I'll keep you updated.
Threads: 103
Joined: May 2005
my server wont start up with this version now...
Threads: 15
Joined: Mar 2007
Uh oh lol. I would bet that it is because I used what I thought was a stock couch model and a server would crash if the model doesn't exist. I'm going to open my GCF and double check. If this is the case, I'll switch to a similar model that is stock as I'd rather not have players download a model.
Threads: 15
Joined: Mar 2007
That's exactly what it was. XD New version is up.
Threads: 15
Joined: Mar 2007
New version is available. I noticed that on my private home server the last update made cpu go to nothing but upon recently checking on my pub server, it still had a 20% base average with just me in the server. This is not cool so I have changed the whole way it blocks nades. I dropped all blocking entities in favor of just detecting if a nade was in range of an exploit area and if so, they are deflected in the opposite direction. There is only one blocking entity left and it is for blocking Axis getting into Allied spawn from the Penguin room. This change dropped my pub server cpu usage down to 0-2% where it should be. XD
Threads: 59
Joined: Jan 2007
Syn, in all honesty I discovered this a while ago on both my test server as main server. I didn't tell you as you have been so busy with the nade glitch fix on ava, so I was still thinking about leaving it out or putting it back in.rnrnI'm glad you fixed it though, I was waiting for that :D
Threads: 15
Joined: Mar 2007
Minor update to the spawn block. It's now uses the faster method as the nade exploits but instead of deflecting a nade, it deflects Axis players.
Threads: 37
Joined: Mar 2007
still has glitches. my main admin found a few more, ill get back to u on which it is but one that still is in tact is the spiral bottom.
Threads: 15
Joined: Mar 2007
Ahh, I might have accidentally removed them or didn't have them deflect in the right direction. Let me know of any others and I'll be putting the fixes in the new universal map exploit fix plugin which should hopefully done soon.
Threads: 37
Joined: Mar 2007
well the one under the W crack still glitches all in spiral and i donno if ANYONE knows of this glitch: the LEFT SIDE of the OUTSIDE OF THE W CRACK. lol anyone?
Threads: 75
Joined: Nov 2007
well the one under the W crack still glitches all in spiral and i donno if ANYONE knows of this glitch: the LEFT SIDE of the OUTSIDE OF THE W CRACK. lol anyone?rnrnScreenshots might help :)
Threads: 59
Joined: Jan 2007
Stan, this the one you meant?nnI found another issue with this plugin, the following picture shows a spot in the table room, however where the red square is placed that model is sticking it out, when you throw a nade from the point I took my screenshot into that room with the chairs, it will bounce back. Many people have been killed by their own nade because of it.nnPS: sorry bout the huge fing pics but don't have time to resize them, got quite some work waiting on me. Also sorry for sharing this info out in the public, once Syn responds I'll edit this page.
Threads: 15
Joined: Mar 2007
I should be able to work on this in the next few days, possibly tonight. Between work and learning assembly I haven't had allot of free time. XD
Threads: 75
Joined: Nov 2007
I got one more:rnrnrnrnIf u use windows XP there is a very handy tool "Image Resizer" u can find it here http://www.microsoft.com/windowsxp/Downloads/powertoys/Xppowertoys.mspxrnrnlook on your right side and scroll down...rnrnafter install just select the picture and right click on it an u have an option called "Resize Pictures"
Threads: 59
Joined: Jan 2007
[OFFTOPIC]Yeah Windows Power Tools, however the moment I use that one my menu speed goes down, even I increase menu speed in either tweak ui or registry i need a new pc[/OFFTOPIC]
Threads: 37
Joined: Mar 2007
Threads: 59
Joined: Jan 2007
I wasn't aware of that one, however carefull with using a too big of a model in there. I like that spot to get on top of there. That side where the arrow is at is the easiest spot to go onto
Threads: 15
Joined: Mar 2007
Interesting, I didn't know about that roof one. I'll be sure to add it in. I did find the problem with the last ava plug though and why it's so jacked up. One of my array's size wasn't fully declared and it shifted values to locations they shouldn't have been at. Probably because I missed some previous location entries. Regardless, I think it's time to retire AMXX-Studio for not catching my fail and use the new PawnStudio. As for an update to the new nade exploit plugin, it's almost there. Just working some minor things out and adding in the final functionality right now. It's completely universal for any map and saves easy to read definition files by map name. It also has an easy to use real time editor so you can create or customize your own nade and player blocks. The ava and purple nade fix plugins will be tossed down the porcelain throne in favor of this new one.nnOh Tank, I removed entity based blocks because of the horrible CPU eatery with a previous version so it no longer blocked players but it's block location data arrays are jacked up so better just to wait for this new hotness. XD
Threads: 15
Joined: Mar 2007
This plugin has now evolved into a universal nade exploit plugin which you can find here --> https://www.dodplugins.net/forums/showthread.php?t=1519



