Any thing in your AA main folder? maps? mods? Don't think the patch will cause that.
Any thing in your AA main folder? maps? mods? Don't think the patch will cause that.
any way i will try to solve this problem with u guys
(SPEARHEAD)
in my cd mod i add folder anticham includes anticham.scr anticham1.scr showcham.scr
and in dmprecach
exec anticham/anticham.scr
exec anticham/anticham1.scr
exec anticham/showcham.scr
in server.cfg
set anticham 1
set anticham_startDelay 15
set anticham_periodWaittime 120
and still catch the clean players and colored the screens
also i dont have maps or anything in the cd mod
and my game its just pure game joining with it the testing server
also i removed any tools from my game
//**//
I removed these lines from the anticham.scr and its stop the colored screen for clean games and cheating games too lol
i mean this:
tested on Stock Spearhead Game no mods I installed the game and tested on a lan server.
In anticham.scr remove this:
//huddraw_virtualsize 52 1
//huddraw_alpha 52 1
//huddraw_rect 52 0 0 800 800
//huddraw_shader 52 "textures/models/weapons/F1_grenade.jpg"
in anticham1.scr remove this:
//huddraw_virtualsize 127 1
//huddraw_alpha 127 1
//huddraw_rect 127 0 0 800 800
//huddraw_shader 127 "textures/sprites/hrpuffnstuff_german.tga"
if you use showcham.scr remove this:
"textures/models/weapons/F1_grenade.jpg"
"textures/sprites/hrpuffnstuff_german.tga"
by easymeat
test it with no mods at all.in my cd mod i add folder anticham includes anticham.scr anticham1.scr showcham.scr
nothing in your mohaa/main folder? CD mod countdown? any huds in cd mod? the cd mod uses some of the same huds as anticham.scr that maybe what the problem is so try not loading the anticham.scr see if it works. If it does you need to change the huds in the hud.scr for cd mod. I know have 2 mods with the same hud draws don't work 1 will over write the other or just not work at all.
countdown hud scr
Anticham.scrCode:update_axis local.total: //axis huddraw_align 61 right top huddraw_font 61 facfont-20 huddraw_rect 61 -50 100 100 100 if(level.hudcolour["allies"] == 1) { huddraw_color 61 1 0 0 } else { if(level.hudyellow == "allies") { huddraw_color 61 1 1 0 } else { huddraw_color 61 1 1 1 } } huddraw_alpha 61 1.0 huddraw_string 61 (local.total) end update_allies local.total: //allies huddraw_align 63 right top huddraw_font 63 facfont-20 huddraw_rect 63 -50 80 100 100 if(level.hudcolour["axis"] == 1) { huddraw_color 63 1 0 0 } else { if(level.hudyellow == "axis") { huddraw_color 63 1 1 0 } else { huddraw_color 63 1 1 1 } } huddraw_alpha 63 1.0 huddraw_string 63 (local.total) end cd: //hehehe thread main "allies" thread main "axis" huddraw_align 60 right top huddraw_font 60 facfont-20 huddraw_rect 60 -80 55 80 20 huddraw_color 60 0.50 0.50 0.25 huddraw_alpha 60 1.0 huddraw_string 60 ("cdbb") huddraw_shader 64 ("textures/hud/allies") huddraw_align 64 right top huddraw_rect 64 -80 73 25 25 huddraw_color 64 1 1 1 huddraw_alpha 64 1.0 huddraw_shader 62 ("textures/hud/axis") huddraw_align 62 right top huddraw_rect 62 -80 98 25 25 huddraw_color 62 1 1 1 huddraw_alpha 62 1.0 end location local.location local.locate_time: //hehehe huddraw_align 65 left bottom huddraw_font 65 facfont-20 huddraw_rect 65 15 -110 100 100 huddraw_color 65 1 0 0 huddraw_string 65 local.location
Code:huddraw_virtualsize 60 1 huddraw_alpha 60 1 huddraw_rect 60 0 0 800 800 huddraw_shader 60 "textures/general_structure/test_1.tga" huddraw_virtualsize 61 1 huddraw_alpha 61 1 huddraw_rect 61 0 0 800 800 huddraw_shader 61 "textures/models/items/Allies1.tga" huddraw_virtualsize 62 1 huddraw_alpha 62 1 huddraw_rect 62 0 0 800 800 huddraw_shader 62 "textures/models/items/Allies2.tga" huddraw_virtualsize 63 1 huddraw_alpha 63 1 huddraw_rect 63 0 0 800 800 huddraw_shader 63 "textures/cham_textures/siren_Axis.tga" huddraw_virtualsize 64 1 huddraw_alpha 64 1 huddraw_rect 64 0 0 800 800 huddraw_shader 64 "textures/cham_textures/cham_health.tga" huddraw_virtualsize 65 1 huddraw_alpha 65 1 huddraw_rect 65 0 0 800 800 huddraw_shader 65 "textures/models/weapons/p_masher/steilhangrenate2.tga"
Last edited by easymeat; May 20th, 2018 at 07:49 AM.
the first thing the server is spearhead so my mod and whole the game working in mianta folder include the cd mod only.
-and the mian folder have nothing except original pak's files and the 4 .dll
-and yes sure i have hud file in the htr folder in the mod
-yes i see the same numbers starts 61 to 65 in hud and the anticham
are i must to change the numbers or what ?
-also yes i removed my cd mod from the server and add the zzzzzz anti-cham for easymeat
and still colored the clean and the cheat secrrens
Last edited by Old Fox; May 20th, 2018 at 05:24 PM.
yes I know it's a spearhead server but if you have bad files in mohaa/main it will pick up on them. Is it a lan server or rented server?the first thing the server is spearhead so my mod and whole the game working in mianta folder include the cd mod only.
remove the anticham script from pk3 amd see which script is causing it anticham.scr or anticham1.scr the you will know which it is so you have a place to start. the commect out each section 1 at a time until you find the ones that are catching you as bad.-yes i see the same numbers starts 61 to 65 in hud and the anticham
are i must to change the numbers or what ?
Last edited by easymeat; May 21st, 2018 at 03:31 AM.
this works on my spearhead server
ok easymeat thankx alot
I am running in my server Anti-Cham
also i add about 28 new skins in the anticham so my server is clean by 98%
also i share my anti files to some servers to add it and running well
and its running good but u know except Ghost-chams and open-GL
so is there any idea to block these hackx via the anticham ?
or in any another way ?
regards Old Fox
opengl chams/wallhacks can only be prevented by an AC (either clientside) or Reborn patch. Same thing with ghost chams.
Depending on how ogl chams are working. Some of them are coded to use a image resource, but it's compiled as part of the code. However if the color is generated using ogl functions to render the color then you need an AC.
Ghostchams can't be blocked using your traditional texture scr because ghostchams don't use textures. They use blendfunc add to make them semitransparent and then nodepthtest to make them visible through walls.