Replies: 27 comments
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I guess the input pattern by snap-tap is pretty easy to detect. You might want to add random delay on the snap-tapping to it looks like a real person. However without knowing how they detect it, it might still be possible. @wasiejen What's you point of view on add feature that adds random delay to the snap-tap. |
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@guikaua12 Hey thanks for your feedback. Hard to say if they is a bypass - first we have to test out what causes it and then there might be a measure to circumvent it. Can you give more details?
What I like you to test out:
Will post more shortly. |
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@Daniel53245 Question is how it is detected. Reproducibility is the key here to test out some things. Implementing delays in itself is very easy. But is it the cause? Will put a list of possible causes online and solutions online shortly. |
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How to prevent Anti-Cheat from detection the script?General Question of how is the script detected?
Ingame input pattern is recognised because of:
Possible things to test out:in 1st cast:
in 2nd case:
in 3rd case:
in 4th case:
in 5th case:
in 6th case:
in 7th case:
in 8th case:
What can be done?:
Everyone is invited to discuss this :-) |
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You can test out Anticheat measures 5, 6 and 7 with the py file on the new branch "anticheat_measures". that is the actual implementation. will make a pre_release test build with an executable to test it out. |
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News from Valve:
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If i got it right nothing is not working from pre-release. |
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Thanks for testing this buggy pre-release xD
The bad performance of movement was due to the repeating key events from (6.1). Removed it entirely in V0.7.0 Flags are now used in V0.7.0. Worked so far great for me in cs2. :-) |
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-crossover=50 still got kicked from VAC server for input manipulation. |
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Crossover uses the same delay as defined by -delay. Maybe not the best implementation choice looking back. xD I tested both with 30 and no kick. But I must confess I was never kicked yet. :-D |
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So far, playing with -delay=50 and -crossover=50 seems fine, no kicks |
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I was kicked with crossover argument after 15 seconds of Dm. Whats value of delay could be fine with 240hz monitor? Any chance to implement "stopright..." alias by your application? |
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Would be interesting to see how close together the key events are allowed to be before a kick happens. :-) Based on the statement of valve they might just kick for multiple actions in a very short timeframe. And maybe that also needs to be very consistent. So they seem to just observe what the game is getting as input and not using background processes to identify the script. A minimal definable value might be also useful for the delay. |
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Right now always use delay and crossover together. Without delay the crossover will still happen at the same time. |
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The Hz measure was just an example, to get the most out of it the delay should of cause be as short as possible without being kicked. With a min delay maybe it gets more consistent. On line 362 you can change the min delay by hand if you want to try it out. (just replace the 0) My guess is that we might get lower delay in general with a higher minimum delay and a lower maximum delay. Min delay of 5 and max delay of 15 works for me with crossover active. Not kicked yet in dm. And what is this stopright alias? |
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min 0 and max 1 was definitely not working for me. yay first kick :-D min 2 and max 4 -> kicked for spamming snap tap So spamming is also a factor - how many key events in a timeframe are send out. |
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What do you think about external configuration file to bind some macros stuff? make configuration text file like: |
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I think this is possible. |
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If you will try to add this feature you can realize it however you want) |
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Have a look at the branch key-replacement-as-alias ;-) Just define key_groups with more then 2 keys. ALIAS_MIN_DELAY_IN_MS and ALIAS_MAX_DELAY_IN_MS can be changed if needed. have fun :-) |
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added
Added: , . - # + keys. :-) You can also use the menu with the option 7 to find the virtual key codes and just add them to your vk_code_dict and then can be used as plan text in the menu or directly in the txt file. you can do now things like:
some explanation:
This is only usable in key groups. not supported in tap_groups yet. |
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It's fckmg amazing! All jumpthrow binds working perfectly! |
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I guess you like it :-D Oh mouse button ... :-), no mouse events are not yet handled in Aliases - only in direct key replacements like Can you post some examples of what you are using? Would also like to try some :-D |
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Added mouse functionality to Aliases. Need a break. Have fun :-D |
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Do you know what? It working so perfectly! The same as native CS2 binds before last update! |
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Glad to here that it works. To only activate it when a game is in focus might be easier implementable than I thought 5 minutes ago. I imagine a start-argument with the name of the game is needed for it to work - it will then only work in that game. Or you just use the controls that are already implemented and toggle it by hand. Please create a new Discussion (Idea) with that - this it not really on topic here any more. :-D And at all: feel free to open other feature requests - lets get this repo a bit more lively :-D |
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Valve is detecting this and kicking from the match, any possible bypass?
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