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(Request) Auto-JumpBug #938
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need engine prediction for this btw ^^ |
you may need engine prediction, in theory you can trace a ray to the ground, check the distance beetwen the ground and you ,and when close to (i think) 7 units uncrouch |
altough this is a duplicate, it is of quality and has references. (are you from stack overflow?) |
Thank you for the reply, also what do you mean by stack overflow. It was just a request, I don't mind it not being accepted, although it may be a common asked thing. |
@notgoodusename close it ❤️ |
thats not the original poster nor repo owner so they can't close it. |
need some help fixing up this code. it doesnt work but it should be close |
@streamshark would be nice if you could help out |
what doesn't work with it? what happens when you try to use that |
I would guess this part and this should be |
@streamshark it just jump crouches |
I think theres a better code for this out there. A friend of mine sent source from void.to that I'm still trying to get to work but I'm learning atleast |
it's been updated to this
still doesnt work though |
pasting isn't learning; you have to right your own code to learn. |
what errors |
I'm learning to adapt it to my own script. Just cause I'm pasting doesn't mean that I'm not doing anything. I still get some kind of understanding how to use c++ |
no errors, it just doesnt function as expected in game |
Then I don't know what to do, So I will just leave it to others. good luck |
got it to work but needs even more work because it doesnt properly detect floors if they arent flat. we need circle detection.
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or if we can cast a really big ray that would probably also work |
if someone could tell me the size of the player feet collision box that would be really helpful |
on a seperate note im having trouble saving the keybind and checkbox of jumpbug |
If player is on air start a ray from player's abs origin to 4 units down |
I just got my email blasted. Also people has gotten this to work like 80%-100% of the times so I really don't think theres anything with Osiris thats limiting |
Effex the issue is the duck needs to be precisely timed so any unevenness in landing surface can throw off timing. Single ray method is unreliable |
just scan in a radius around the player, orthographically, of course. I don't know about cs but in tf2 the player collisions are cubes rather than capsules. |
if possible this is better than casting a bunch of rays in a pattern |
https://sm.alliedmods.net/new-api/sdktools_trace/TR_TraceHull if someone can hook tracehull we could use the player col box size to just trace the size of it downwards |
is SourceMod a thing all servers run or is it a plugin? it might be server side only. |
source sdk uses UTIL_TRACEHULL frequently but it looks like you can use the regular enginetrace function to trace a hull if you set it up right, here's what I found on unknowncheats:
hard to find definition of UTIL_TRACEHULL for source sdk on github so it might just do this |
mp\src\game\shared\util_shared.h
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what is this supposed to mean lol |
he was referring to trace hull, like cast a large ray that spans the width of player collision box instead of a bunch of small rays |
i did exactly that using nested while statements but its not good enough
…On Mon, 9 Mar 2020, 13:10 streamshark, ***@***.***> wrote:
or if we can cast a really big ray that would probably also work
what is this supposed to mean lol
he was referring to trace hull, like cast a large ray that spans the width
of player collision box instead of a bunch of small rays
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nested while statements is O(n^2)? |
it raycasts each position
…On Mon, 9 Mar 2020, 18:48 Akira, ***@***.***> wrote:
nested while statements is O(n^2)?
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would engine prediction be better or would tracerays be better in thie case |
engine prediction by far
…On Wed, 11 Mar 2020, 14:54 poopings, ***@***.***> wrote:
would engine prediction be better or would tracerays be better in thie case
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Hello,
This may be a overly requested feature/thing and I might be just digging a hole to myself, but if it is possible for to add an Auto-JumpBug feature would be greatly appreciated. I'm not much of a coder and am still trying to learn a lot of stuff, i did try to add this feature but.. well not knowing too much ended in me rage-quitting on trying to add it. I know a lot of you will be very triggered by this post and most will simply ignore it like rest of the other requests like this one.
I am really sorry but like I said I would love that feature being added to the cheat.
I apologise if this was a waste of time, as I do know many of you are busy people.
Thank you.
Here's some links to assist with code for this feature:
https://github.com/Matherunner/tastools/blob/master/injectlib/movement.cpp#L697
https://www.unknowncheats.me/forum/counterstrike-global-offensive/336573-jump-bug-stamina-bug.html (this one is a help kind of thing but it does have some code in it which could possibly help.)
https://hatebin.com/iqoihvrdbn
https://www.unknowncheats.me/forum/counterstrike-global-offensive/245186-jump-bug.html
I also have some lua files for coding this if someone is able to convert luas to code and add it.
Here's one if needed:
skeet_jumpbug_lua_v1.txt
PS. I am new to github and majority of the things so pls dont bully me.
I apologise for this trash post.
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