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Re: GM detection and banning chance reduction

Posted: Thu Jun 19, 2014 6:08 pm
by Braziliano
i was watching a gm , he'd transform into the creature i'd be killing , then he walks around checking me out
then he goes invis , and apears again in a changed form :lol:

Re: GM detection and banning chance reduction

Posted: Fri Jun 20, 2014 11:17 am
by Ego95
Yeah GMs can really do many things. Found this a few days ago: https://www.youtube.com/watch?v=rcgqT4tYBH4

Re: GM detection and banning chance reduction

Posted: Sat Jun 21, 2014 7:55 pm
by BlubBlab
Nice ... , so you can change all classes and your level. I'm a bit little curios about the buff "GM Hide" anyone found it in the DB?

Re: GM detection and banning chance reduction

Posted: Sat Jun 21, 2014 8:55 pm
by ZZZZZ
Do GM's appear as type "player" like any other character? If so you could check for player and if they have that GM buff or their class is GM you could use that to see if they are nearby?

A friend of mine that used to play said you can use cheat engine to find the address of the GM class. Takes ages to find it though.

Re: GM detection and banning chance reduction

Posted: Sat Jun 21, 2014 9:06 pm
by Ego95
I'm a bit little curios about the buff "GM Hide" anyone found it in the DB?
It was in the DB, I am sure. Found it in Item Preview one day. I just looked for it but they removed it.

Edit: Just found "GMHide" ID:500990
But it isn't marked as buff
Do GM's appear as type "player" like any other character? If so you could check for player and if they have that GM buff or their class is GM you could use that to see if they are nearby?

A friend of mine that used to play said you can use cheat engine to find the address of the GM class. Takes ages to find it though.
I don't know and I don't know how I would start to look for this. I do not know much about scripting and I can't really work with cheat engine. Maybe basic things but not more ^.^

Re: GM detection and banning chance reduction

Posted: Sun Jun 22, 2014 2:08 am
by BlubBlab
What rushing through my mind is maybe they alter class, level and name while hiding this way the GMmonitor don't find them in the memory. If I could find a reliable way to identify the buff I could close of this possibility.

Re: GM detection and banning chance reduction

Posted: Sun Jun 22, 2014 2:13 am
by ZZZZZ
Found GMHide ID = 500990

Don't think that's the buff though, most likely the skill seeing as its from IP

LOL nvm this post, only just read the edit on previous posts xD

Re: GM detection and banning chance reduction

Posted: Sun Jun 22, 2014 5:53 am
by lisa
ZZZZZ wrote: Do GM's appear as type "player" like any other character?
yes
ZZZZZ wrote:If so you could check for player and if they have that GM buff or their class is GM you could use that to see if they are nearby?
GM monitor checks the class and always has.

Re: GM detection and banning chance reduction

Posted: Sun Jun 22, 2014 6:48 am
by ZZZZZ
lisa wrote:
ZZZZZ wrote:If so you could check for player and if they have that GM buff or their class is GM you could use that to see if they are nearby?
GM monitor checks the class and always has.
ah ok. Wasn't sure if it checked the actual player class or just checked for "GM" when inquiring the player, I haven't actually used gm detect myself.

Re: GM detection and banning chance reduction

Posted: Wed Jun 25, 2014 4:45 am
by Agrozet
Hi,

GM may have two names as: John John
He whispered to me

Re: GM detection and banning chance reduction

Posted: Thu Jun 26, 2014 1:45 am
by dx876234
I can confirm GMHide buff as id 500990.

-dx

Re: GM detection and banning chance reduction

Posted: Thu Jun 26, 2014 11:27 am
by BlubBlab
Okay I added the buff and a new function

Code: Select all

GMDetectNoPlayers(boolean)
If you set it true all players around you count as GM.(false turn it off again)
I think I hit with this the limit what can be done with sane effort.(If you are really paranoid, you could add the ID's from all the mobs you kill and make a whitelist mode but hell....too much work)

Re: GM detection and banning chance reduction

Posted: Thu Jun 26, 2014 4:34 pm
by Ego95
But where is the sense of counting each player as gm? I think I didn't understand something :shock:

And wouldn't it be more logical if GmDetectNoPlayers(true) would NOT detect all other players and false would detect them? :D

Re: GM detection and banning chance reduction

Posted: Fri Jun 27, 2014 2:47 am
by BlubBlab
Ego95 wrote:But where is the sense of counting each player as gm? I think I didn't understand something :shock:
It is for e.g when you are in KS so no other players should be around you. In case there is a player even it should be impossible its very very likely it is a GM. Remember the GM can change there class, level and maybe even name and the GMHide buff they can also click away.
Ego95 wrote: And wouldn't it be more logical if GmDetectNoPlayers(true) would NOT detect all other players and false would detect them? :D
[/quote]
Depends on whether you using positive or negative logic it is meant this way GmDetect-> no players are allowed in the near true or false?

Cannot get log event for monitor 'GMdetect'

Posted: Sun Jul 27, 2014 7:35 am
by Rickster
Hello,

I get the following error, statet as a system message in the client:
Cannot get log event for monitor 'GMdetect'. No such monitor name exists.
I have a WP chain, every WP-File calls "startGMDetect()".

Example:

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WPFile1: startGMDetect(); do something; load WPFile2
WPFile2: startGMDetect(); do something; load WPFile3
WPFile3: startGMDetect(); LoginNextChar(); load WPFile1
Everything works fine, but after changing char, the above error occures. In the example it would change char as exspected, then states "player adress changed" in MM window. And while ingame messages repeatedly states the above error message, nothing else happens in the MM window until I restart WPFile3, which then tells in the MM window that GMDetect was loaded and continues to load the next WPFile.

I already tried to use no startGMDetect() in WPFile3, which ended up in the same error after the next char was loaded.
I already tired

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WPFile3: startGMDetect(); LoginNextChar(); startGMDetect(); load WPFile1
which ended up in the same error.

Do you have any ideas to solve this?

Re: GM detection and banning chance reduction

Posted: Sun Jul 27, 2014 8:02 am
by rock5
I believe GM monitor uses the in-game event monitors to monitor certain events. These monitors do not survive the changing of characters. Try restarting Gm monitor after you change character.

Re: Cannot get log event for monitor 'GMdetect'

Posted: Sun Jul 27, 2014 9:53 am
by Rickster
rock5 wrote:These monitors do not survive the changing of characters. Try restarting Gm monitor after you change character.
Thats what I already did, but got the same error.
Rickster wrote: I already tired

Code: Select all

WPFile3: startGMDetect(); LoginNextChar(); startGMDetect(); load WPFile1
which ended up in the same error.
[edit] I now tried to use no startGMDetect in the last WP File where the char is changed, but somehow the monitor survived from an previous WP file and I also get the error.

Re: GM detection and banning chance reduction

Posted: Sun Jul 27, 2014 10:57 am
by rock5
I'm not sure why you get the same error if you restart the gm detection after changing character. Maybe you are doing some other code before restarting the monitor. Even a yrest before the startGMDetect() might cause a problem.

When you try to not use gmdetect on the last file it's possible that even though the game has forgotten the monitor after you changed character, the bot has not. It will still try to use the monitor which no longer exists. Try stopping the gmdetect before changing character with

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stopGMDetect()

Re: GM detection and banning chance reduction

Posted: Mon Jul 28, 2014 3:01 am
by lisa
don't think there is a function to stop it added into the file.

before changing chars do

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unregisterTimer("GMdetection")

Re: GM detection and banning chance reduction

Posted: Mon Jul 28, 2014 3:24 am
by BlubBlab
I did add one ^^
Also I added

Code: Select all

restartGMDetect()