How about we ladies wait for the next Oxide release instead of wasting time. I am sure whatever you fix will be broke next update.
After recent update
Antidote
I won't be able to make a fix for this issue. The issue is on the Facepunch side. After the last update, OnProjectileAttack began to return an incorrect hitInfo.PointEnd value for entities that are mounted on moving entities. I submitted a request with this issue to Facepunch. Whether they want to fix it is a big question.
Not working, after new update oxide has been released :(
Guys quit using Arkan for now. Arkan stopped to be reliable after recoil update. Aimbot violations had false positives long time ago, but the cargo error is to the roof ;P
And it's not entirely plugin authors fault. Sometimes facepunch changes some code in game core that affects stuff like it did with cargo (not only, boats in general generate false positives).
Crying to plugin authors won't do much. This plugin wasn't content updated in years..
Dmitriy4991
It will not works on cargo.
I tried -
Anyway outside methods:
bool IsAnyEntityNearby(BasePlayer player, float radius, List<string> entityNames) //FixNew2Update { var colliders = Physics.OverlapSphere(player.transform.position, radius); foreach (var collider in colliders) { var entity = collider.GetComponent<BaseEntity>(); if (entity && entityNames.Any(name => entity.ShortPrefabName.Contains(name))) { return true; } } return false; }And after:aimvd.playerEyesPosition = fp.playerEyesPosition;
aimvd.attachments = fp.attachments;Remove:
if (PlayersViolations.Players.ContainsKey(attacker.userID)) aimvd.violationID = PlayersViolations.Players[attacker.userID].AIMViolations.Count + 1; else aimvd.violationID = 1; AddAIMViolationToPlayer(attacker, aimvd); int AIMViolationsCnt = PlayersViolations.Players[attacker.userID].AIMViolations.Count;And add:
List<string> nearbyEntities = new List<string> { "boat", "horse", "sedancar", "modular", "snowmobile", "minicopter", "ch47", "patrolheli" }; int AIMViolationsCnt = PlayersViolations.Players[attacker.userID].AIMViolations.Count; if ( (target.GetParentEntity() == null || !target.isInAir || !target.isMounted || !IsAnyEntityNearby(target, 1.5f, nearbyEntities)) && (attacker.GetParentEntity() == null || !attacker.isInAir || !attacker.isMounted || !IsAnyEntityNearby(attacker, 1.5f, nearbyEntities)) ) { if (PlayersViolations.Players.ContainsKey(attacker.userID)) aimvd.violationID = PlayersViolations.Players[attacker.userID].AIMViolations.Count + 1; else aimvd.violationID = 1; AddAIMViolationToPlayer(attacker, aimvd); }
did you add both your changes and Antidote changes or did you do just your changes and not Antidote changes?
or did your changes not work?
Unfortunately, the FP did not fix the issue with HitInfo.PointEnd. The last thing I heard from them was that the issue was on their radar. HitInfo.PointEnd comes from the client side of the game. Until the plugin gets the correct values for HitInfo.PointEnd, there is no way to calculate the trajectories in my AIMBOT detection script. Why the FP is not in a hurry to fix this problem is unknown to me. I can only say that the anti-cheat check that FPs do on the server side is compromised. Their scripts also use the HitInfo.PointEnd value to check for cheating.
For now, I can only suggest cutting down the functionality of my AIMBOT script for attackers and victims mounted on moving entities.
Difference from the previous fix in this topic, I added an exception for attackers. If the fix works for you, write here. Then I will post an update on the plugin page.
To fix it, you need to replace lines 1213-1232 with the following code.
if (entity.GetParentEntity() != null)
{
isTargetMount = true;
BaseEntity targetParentEntity1 = entity.GetParentEntity();
targetMountParentName = targetParentEntity1.ShortPrefabName;
}
else
if (entity.isMounted)
{
BaseMountable parentMount1 = entity.GetMounted();
if (parentMount1 != null)
{
BaseEntity _parentEntity1 = parentMount1.GetParentEntity();
if (_parentEntity1 != null)
{
isTargetMount = true;
targetMountParentName = _parentEntity1.ShortPrefabName;
}
}
}
if (isTargetMount) return;
if (isAttackerMount) return;I'm not sure that I will support working with the plugin in the future. I closed my Rust server in 2020 and no longer worked with the plugin.
working?
Antidote
Unfortunately, the FP did not fix the issue with HitInfo.PointEnd. The last thing I heard from them was that the issue was on their radar. HitInfo.PointEnd comes from the client side of the game. Until the plugin gets the correct values for HitInfo.PointEnd, there is no way to calculate the trajectories in my AIMBOT detection script. Why the FP is not in a hurry to fix this problem is unknown to me. I can only say that the anti-cheat check that FPs do on the server side is compromised. Their scripts also use the HitInfo.PointEnd value to check for cheating.
For now, I can only suggest cutting down the functionality of my AIMBOT script for attackers and victims mounted on moving entities.
Difference from the previous fix in this topic, I added an exception for attackers. If the fix works for you, write here. Then I will post an update on the plugin page.
To fix it, you need to replace lines 1213-1232 with the following code.if (entity.GetParentEntity() != null) { isTargetMount = true; BaseEntity targetParentEntity1 = entity.GetParentEntity(); targetMountParentName = targetParentEntity1.ShortPrefabName; } else if (entity.isMounted) { BaseMountable parentMount1 = entity.GetMounted(); if (parentMount1 != null) { BaseEntity _parentEntity1 = parentMount1.GetParentEntity(); if (_parentEntity1 != null) { isTargetMount = true; targetMountParentName = _parentEntity1.ShortPrefabName; } } } if (isTargetMount) return; if (isAttackerMount) return;
I'm not sure that I will support working with the plugin in the future. I closed my Rust server in 2020 and no longer worked with the plugin.
It seems to be working. I added your change around 10/9/23 and I have not gotten any AIMBOT alerts yet.
but looking at your message #22 it seems to be the same so I could have been using this change even longer.
Dmitriy4991
link is not working
please upload again
Hi, is it fixed?