Upvote Upvoted 66 Downvote Downvoted
1 2
[SM] Airshot trainer
posted in Projects
31
#31
0 Frags +

Any list of servers that will be running this plugin?

Any list of servers that will be running this plugin?
32
#32
1 Frags +
rezgarAny list of servers that will be running this plugin?

None. It's only good for local servers atm. They're not too hard to set up and they weigh in at around 5.3GB.

[quote=rezgar]Any list of servers that will be running this plugin?[/quote]

None. It's only good for local servers atm. They're not too hard to set up and they weigh in at around 5.3GB.
33
#33
7 Frags +

funny I saw this video just a few days ago, similar shit.

https://www.youtube.com/watch?v=CX_0Klx83bE&feature=youtu.be&t=21

funny I saw this video just a few days ago, similar shit.

[youtube]https://www.youtube.com/watch?v=CX_0Klx83bE&feature=youtu.be&t=21[/youtube]
34
#34
-14 Frags +
hooliwhy are you talking like people haven't already developed projectile cheats for tf2

so since cheats already exist its fine to make mods which make them more accesible or "legit" in this case?

you don't pour water into a sinking ship bro

[quote=hooli]why are you talking like people haven't already developed projectile cheats for tf2[/quote]

so since cheats already exist its fine to make mods which make them more accesible or "legit" in this case?

you don't pour water into a sinking ship bro
35
#35
1 Frags +
turtsmcgurtsfunny I saw this video just a few days ago, similar shit.

https://www.youtube.com/watch?v=CX_0Klx83bE&feature=youtu.be&t=21

Seems like his plugin has more features than mine. I think his is client-side. How do client-side plugins work? Do they only load if they're signed when you launch TF2 in secure (default) mode?

My plugin is not an aimbot, though, unlike his. That would defeat the point of training.

[quote=turtsmcgurts]funny I saw this video just a few days ago, similar shit.

[youtube]https://www.youtube.com/watch?v=CX_0Klx83bE&feature=youtu.be&t=21[/youtube][/quote]

Seems like his plugin has more features than mine. I think his is client-side. How do client-side plugins work? Do they only load if they're signed when you launch TF2 in secure (default) mode?

My plugin is not an aimbot, though, unlike his. That would defeat the point of training.
36
#36
1 Frags +
athairusturtsmcgurtsfunny I saw this video just a few days ago, similar shit.

https://www.youtube.com/watch?v=CX_0Klx83bE&feature=youtu.be&t=21

Seems like his plugin has more features than mine. I think his is client-side. How do client-side plugins work? Do they only load if they're signed when you launch TF2 in secure (default) mode?

My plugin is not an aimbot, though, unlike his. That would defeat the point of training.

https://www.youtube.com/watch?v=XGEbaXDcsWU

I looked through his other videos, and it appears that this is a server-side plugin

[quote=athairus][quote=turtsmcgurts]funny I saw this video just a few days ago, similar shit.

[youtube]https://www.youtube.com/watch?v=CX_0Klx83bE&feature=youtu.be&t=21[/youtube][/quote]

Seems like his plugin has more features than mine. I think his is client-side. How do client-side plugins work? Do they only load if they're signed when you launch TF2 in secure (default) mode?

My plugin is not an aimbot, though, unlike his. That would defeat the point of training.[/quote]

[youtube]https://www.youtube.com/watch?v=XGEbaXDcsWU[/youtube]
I looked through his other videos, and it appears that this is a server-side plugin
37
#37
2 Frags +

While I also can't think of a way off the top of my head to have the sprites interpolated while being player-specific, perhaps if you were ok with them being team-specific (for MGE, where you still only have 1 player per arena so don't need to worry about different projectile speeds) you might be able to use the material/entitiy that creates the team-specific blocks outside of spawn entrances: http://puu.sh/i4ay4/4b57ee1141.png

Here's assuming the fade distance for those are modifiable.

While I also can't think of a way off the top of my head to have the sprites interpolated while being player-specific, perhaps if you were ok with them being team-specific (for MGE, where you still only have 1 player per arena so don't need to worry about different projectile speeds) you might be able to use the material/entitiy that creates the team-specific blocks outside of spawn entrances: http://puu.sh/i4ay4/4b57ee1141.png

Here's assuming the fade distance for those are modifiable.
38
#38
0 Frags +
athairusSeems like his plugin has more features than mine. I think his is client-side. How do client-side plugins work? Do they only load if they're signed when you launch TF2 in secure (default) mode?

They work just like server-side plugins, but they hook into the client instead. And yes, they only load in secure mode if they're signed.

[quote=athairus]Seems like his plugin has more features than mine. I think his is client-side. How do client-side plugins work? Do they only load if they're signed when you launch TF2 in secure (default) mode?[/quote]

They work just like server-side plugins, but they hook into the client instead. And yes, they only load in secure mode if they're signed.
39
#39
6 Frags +
lucrativehooliwhy are you talking like people haven't already developed projectile cheats for tf2
so since cheats already exist its fine to make mods which make them more accesible or "legit" in this case?

you don't pour water into a sinking ship bro

All things aside, from someone in a comp sci degree, this kind of stuff is probably one of the most interesting experiments or projects you can toy around with, you practice your physics knowledge with projectiles velocity, acceleration, gravity, player strafe, etc, and you get to mod a game so you make something you can see in effect immediatly and can toy with. I never got to it but I figure it should be pretty fun to toy around with the game in this aspect assuming you don't release it to the public or have malicious intentions with it.

[quote=lucrative][quote=hooli]why are you talking like people haven't already developed projectile cheats for tf2[/quote]

so since cheats already exist its fine to make mods which make them more accesible or "legit" in this case?

you don't pour water into a sinking ship bro[/quote]
All things aside, from someone in a comp sci degree, this kind of stuff is probably one of the most interesting experiments or projects you can toy around with, you practice your physics knowledge with projectiles velocity, acceleration, gravity, player strafe, etc, and you get to mod a game so you make something you can see in effect immediatly and can toy with. I never got to it but I figure it should be pretty fun to toy around with the game in this aspect assuming you don't release it to the public or have malicious intentions with it.
40
#40
0 Frags +

There have been projectile aimbots for tf2 for like 5 yrs, I don't see how this is going to make it easier for people.

There have been projectile aimbots for tf2 for like 5 yrs, I don't see how this is going to make it easier for people.
41
#41
-1 Frags +

Very good!

If you ever get a client side version at some point, run your game with -insecure, how can you get a mge server without VAC/ make sure other cheats that can be used in MGE won't be used?

Very good!

If you ever get a client side version at some point, run your game with -insecure, how can you get a mge server without VAC/ make sure other cheats that can be used in MGE won't be used?
42
#42
2 Frags +
TwiggyIf you ever get a client side version at some point, run your game with -insecure, how can you get a mge server without VAC/ make sure other cheats that can be used in MGE won't be used?

You can't.

[quote=Twiggy]If you ever get a client side version at some point, run your game with -insecure, how can you get a mge server without VAC/ make sure other cheats that can be used in MGE won't be used?[/quote]

You can't.
43
#43
0 Frags +

I think the ideal way to get it working cilent-side and VAC friendly is to ask Valve to sign the plugin on the condition it'll only work for servers that have a tag like aimassist. Of course, they'll audit the source to make sure that's true, I just wonder who I'm supposed to contact and how would I sell this...

I think the ideal way to get it working cilent-side and VAC friendly is to ask Valve to sign the plugin on the condition it'll only work for servers that have a tag like aimassist. Of course, they'll audit the source to make sure that's true, I just wonder who I'm supposed to contact and how would I sell this...
44
#44
0 Frags +

If you want to try this locally you can just install metamod and sourcemod on your client then run the game with "-insecure" in launch options and load up a map.

If you want to try this locally you can just install metamod and sourcemod on your client then run the game with "-insecure" in launch options and load up a map.
45
#45
1 Frags +
konkeyIf you want to try this locally you can just install metamod and sourcemod on your client then run the game with "-insecure" in launch options and load up a map.

It worked in my testing, mostly, but the devs specifically told me listen servers are not supported.

[quote=konkey]If you want to try this locally you can just install metamod and sourcemod on your client then run the game with "-insecure" in launch options and load up a map.[/quote]

It worked in my testing, mostly, but the devs specifically told me listen servers are not supported.
46
#46
2 Frags +
athairusI think the ideal way to get it working cilent-side and VAC friendly is to ask Valve to sign the plugin on the condition it'll only work for servers that have a tag like aimassist. Of course, they'll audit the source to make sure that's true, I just wonder who I'm supposed to contact and how would I sell this...

AFAIK it would be a first in TF2, so good luck convincing valve :|

[quote=athairus]I think the ideal way to get it working cilent-side and VAC friendly is to ask Valve to sign the plugin on the condition it'll only work for servers that have a tag like aimassist. Of course, they'll audit the source to make sure that's true, I just wonder who I'm supposed to contact and how would I sell this...[/quote]

AFAIK it would be a first in TF2, so good luck convincing valve :|
47
#47
0 Frags +

IIRC, listen servers don't work well with sourcemod because you end up being entity 0, which is not a valid client on dedicated servers. Some functions seem to work on client 0, some do not.

hooli, you're having trouble compiling because the code for smlib uses an identifier "in" that is reserved as of sourcemod 1.7 and causes an error. While that could probably be fixed with a quick find-replace, this plugin does not actually use any smlib functions, so you can just remove the "#include <smlib>" line (line 8) and it will compile.

IIRC, listen servers don't work well with sourcemod because you end up being entity 0, which is not a valid client on dedicated servers. Some functions seem to work on client 0, some do not.

hooli, you're having trouble compiling because the code for smlib uses an identifier "in" that is [url=https://wiki.alliedmods.net/SourceMod_1.7.0_Release_Notes#Developer_Notes]reserved as of sourcemod 1.7[/url] and causes an error. While that could probably be fixed with a quick find-replace, this plugin does not actually use any smlib functions, so you can just remove the "#include <smlib>" line (line 8) and it will compile.
48
#48
0 Frags +

To the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?

To the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?
49
#49
-2 Frags +

So for the other people that go on a server with this rrunning, will they still see the crosshairs? They just won't be accurate?

So for the other people that go on a server with this rrunning, will they still see the crosshairs? They just won't be accurate?
50
#50
0 Frags +

Can someone post a link to the compiled (smx) version please?

Can someone post a link to the compiled (smx) version please?
51
#51
0 Frags +

https://raw.githubusercontent.com/athairus/airshot-trainer/master/addons/sourcemod/scripting/airshottrainer.sp
drop the code from up there into down here (remove/comment out line 8 [#include <smlib>] as it isn't needed and produces an error).
https://www.sourcemod.net/compiler.php

https://raw.githubusercontent.com/athairus/airshot-trainer/master/addons/sourcemod/scripting/airshottrainer.sp
drop the code from up there into down here (remove/comment out line 8 [[i]#include <smlib>[/i]] as it isn't needed and produces an error).
https://www.sourcemod.net/compiler.php
52
#52
1 Frags +

Hmm. I like this turtsmcgurts guy. Someone give him a cupcake.

Hmm. I like this turtsmcgurts guy. Someone give him a cupcake.
53
#53
0 Frags +

smlib isn't needed? I'll remove that, pronto. Thanks for the report turtsmcgurts.

smlib isn't needed? I'll remove that, pronto. Thanks for the report turtsmcgurts.
54
#54
0 Frags +

yeah as somebody else said in the thread it doesn't look like you use anything from it. oh and it only causes an error on the web compiler because that doesn't allow third party includes.

yeah as somebody else said in the thread it doesn't look like you use anything from it. oh and it only causes an error on the web compiler because that doesn't allow third party includes.
55
#55
2 Frags +

your crosshair is a nipple

your crosshair is a nipple
56
#56
9 Frags +

really late because i haven't been at my computer with the plugin until today, but figured i'll show it off because why not.

https://www.youtube.com/watch?v=h0C7ADydPNs&feature=youtu.be

tl;dw improved the aim and movement of the generic tf_bot soldier to see how well it would duel/bball

really late because i haven't been at my computer with the plugin until today, but figured i'll show it off because why not.

[youtube]https://www.youtube.com/watch?v=h0C7ADydPNs&feature=youtu.be[/youtube]

tl;dw improved the aim and movement of the generic tf_bot soldier to see how well it would duel/bball
57
#57
1 Frags +
AoshimaTo the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?

I'd say it helped a good amount. People have been saying "if you use this, it won't help because you'll be focusing on the cursor". To them I say... no?

You'll aim/flick at the cursor, but you're pretty focused on the enemy's position because that's where the cursor will be near. Honestly, it's all on the person doing the training to use this properly.

[quote=Aoshima]To the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?[/quote]

I'd say it helped a good amount. People have been saying "if you use this, it won't help because you'll be focusing on the cursor". To them I say... no?

You'll aim/flick at the cursor, but you're pretty focused on the enemy's position because that's where the cursor will be near. Honestly, it's all on the person doing the training to use this properly.
58
#58
0 Frags +
athairusAoshimaTo the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?
I'd say it helped a good amount. People have been saying "if you use this, it won't help because you'll be focusing on the cursor". To them I say... no?

You'll aim/flick at the cursor, but you're pretty focused on the enemy's position because that's where the cursor will be near. Honestly, it's all on the person doing the training to use this properly.

Sweet. Have you removed the smlib and compiled it so I can just download it since I'm computer retarded?

[quote=athairus][quote=Aoshima]To the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?[/quote]

I'd say it helped a good amount. People have been saying "if you use this, it won't help because you'll be focusing on the cursor". To them I say... no?

You'll aim/flick at the cursor, but you're pretty focused on the enemy's position because that's where the cursor will be near. Honestly, it's all on the person doing the training to use this properly.[/quote]

Sweet. Have you removed the smlib and compiled it so I can just download it since I'm computer retarded?
59
#59
0 Frags +
AoshimaathairusAoshimaTo the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?
I'd say it helped a good amount. People have been saying "if you use this, it won't help because you'll be focusing on the cursor". To them I say... no?

You'll aim/flick at the cursor, but you're pretty focused on the enemy's position because that's where the cursor will be near. Honestly, it's all on the person doing the training to use this properly.

Sweet. Have you removed the smlib and compiled it so I can just download it since I'm computer retarded?

Yeah. That's been removed. It's as simple as (on Windows) dragging the .sp file into compile.exe inside addons/sourcemod/scripting, then digging the .smx file out of the "compiled" folder and putting it where the plugins usually go.

[quote=Aoshima][quote=athairus][quote=Aoshima]To the creator of the mod: have you felt that you've gotten better at airshots because of using it? Or was it more of a curiosity project?[/quote]

I'd say it helped a good amount. People have been saying "if you use this, it won't help because you'll be focusing on the cursor". To them I say... no?

You'll aim/flick at the cursor, but you're pretty focused on the enemy's position because that's where the cursor will be near. Honestly, it's all on the person doing the training to use this properly.[/quote]

Sweet. Have you removed the smlib and compiled it so I can just download it since I'm computer retarded?[/quote]

Yeah. That's been removed. It's as simple as (on Windows) dragging the .sp file into compile.exe inside addons/sourcemod/scripting, then digging the .smx file out of the "compiled" folder and putting it where the plugins usually go.
1 2
Please sign in through STEAM to post a comment.