GM detection and banning chance reduction

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Rickster
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Re: GM detection and banning chance reduction

#481 Post by Rickster » Sun Aug 03, 2014 5:40 pm

I got the message:

"Had a detection but the characters dont match up, probably a bug, ignoring it."

Can you make it to print out the characters name?

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lisa
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Re: GM detection and banning chance reduction

#482 Post by lisa » Sun Aug 03, 2014 6:14 pm

that means that the name had a character not in the list.

Code: Select all

	'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',
	'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
	'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
	'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
	'Ä', 'ä', 'Ç', 'ç', 'Ü', 'ü', 'Ö', 'ö', 'ë', 'ÿ',  'ñ',
So it is saying that the section of memory where the name should be was all messed up and so it ignored it.

If you really want MM to try and print the messed up characters then change this line

Code: Select all

printf("Had a detection but the characters dont match up, probably a bug, ignoring it.\n")
to

Code: Select all

printf("Had a detection but the characters dont match up, probably a bug, ignoring it "..name.."\n")
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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Ego95
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Re: GM detection and banning chance reduction

#483 Post by Ego95 » Fri Aug 08, 2014 7:30 am

Is it possible, to run GMDetect in the background while playing manual? If I start it with Commandline it does not seem to work

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rock5
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Re: GM detection and banning chance reduction

#484 Post by rock5 » Fri Aug 08, 2014 9:21 am

I believe it would require whatever is running to yield to it. The commandline doesn't yield. You could do some thing crude like like this with the commandline. It might work.

Code: Select all

GMDetect() repeat yrest(1000) until false
Another option might be to use RBAssist but that will automate some of your actions.
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lisa
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Re: GM detection and banning chance reduction

#485 Post by lisa » Fri Aug 08, 2014 5:35 pm

you could just do a WP that starts gmdetect and then enters a loop, pretty much what the code rock posted does.
Remember no matter you do in life to always have a little fun while you are at it ;)

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Rickster
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Re: GM detection and banning chance reduction

#486 Post by Rickster » Sun Aug 10, 2014 10:58 am

Lately I had some GMs visiting some servers. You can add them to the userfunction if you want to:

Code: Select all

"Reylyn","Mephriel","Salodeu","Eleandro",

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Ego95
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Re: GM detection and banning chance reduction

#487 Post by Ego95 » Sun Aug 10, 2014 3:53 pm

Rocks solution is working perfectly. Thanks :-)

The last weeks I'm experimenting with the userfunction but it really seems gm's are not detectible anymore. I wanted to run it in the background to test if they are detectable in Hide. If they are next to you and visible, then the userfunction is working. But when they are in GMHide there's nothing to do I think. It's much more than a rogue hide, more like a permanent invisible potion. So the last update with checking for the gmhide buff seems useless when you can't find the gm in memory.

What I've also noticed is, that if a gm is in gmhide and writes in say chat, you cannot see a speech bubble. You only see it in the chat window. I believe when using an invisible potion people will see a speech bubble if you write something. So it's also much more than a permanent invisible potion. Really annoying that you can't do anything about it -.- People like us, who are botting just want to have fun with that game like other players too. I have to say, the more the game goes down because of less players and the more expensive the game gets the more I am trying to bot something -.-

If anyone has some ideas how they could be detectable, please pm me. I've got also an idea but I don't know if it could work. Ideas I have had many. A few didn't work a few I cannot really try out because I am missing a lot of scripting skills. If you are german you can also pm me in german :D

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rock5
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Re: GM detection and banning chance reduction

#488 Post by rock5 » Mon Aug 11, 2014 12:27 am

It seems logical to me that any legitimate invisibility options available to players would not remove you from memory.

It seems equally logical that it would be a simple matter to have the server not send gm info to user clients, so they would not be in memory and so would not be detectable. I can't see any way of getting around that.
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Desmond
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Re: GM detection and banning chance reduction

#489 Post by Desmond » Sat Oct 11, 2014 5:32 pm

what should I do to reduce GM

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buchaneer
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Re: GM detection and banning chance reduction

#490 Post by buchaneer » Thu Oct 16, 2014 4:55 am

Hi Lisa,

Where is the file..I cannot see it on the 1st page?
Tradition and Dogma are the killers of Innovation. challenge them and change them!

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lisa
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Re: GM detection and banning chance reduction

#491 Post by lisa » Thu Oct 16, 2014 6:02 am

buchaneer wrote:Hi Lisa,

Where is the file..I cannot see it on the 1st page?
you are right, seems first post has been edited, I'll look at it when I get home.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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lisa
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Re: GM detection and banning chance reduction

#492 Post by lisa » Tue Oct 21, 2014 11:40 pm

Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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buchaneer
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Re: GM detection and banning chance reduction

#493 Post by buchaneer » Wed Oct 22, 2014 7:32 am

Many thanks Lisa :D
Tradition and Dogma are the killers of Innovation. challenge them and change them!

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Lamkefyned
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Re: GM detection and banning chance reduction

#494 Post by Lamkefyned » Sun Nov 09, 2014 10:47 am

hello, how I can make a gm is detected when I unplug and spend 15 minutes to connect me again?

-- EDIT --

Since I got it xD
If you think something is right just because everyone else believes,you're not thinking.

little_Fan
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Re: GM detection and banning chance reduction

#495 Post by little_Fan » Mon Aug 24, 2015 9:17 am

the bot detects now every player as a gm, how can i turn it off?

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lisa
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Re: GM detection and banning chance reduction

#496 Post by lisa » Tue Aug 25, 2015 4:02 am

little_Fan wrote:the bot detects now every player as a gm, how can i turn it off?
topic was started 4 years ago and the last post was 9 months ago, pretty good chance this no longer works as intended.
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

little_Fan
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Re: GM detection and banning chance reduction

#497 Post by little_Fan » Tue Aug 25, 2015 11:46 am

yeah but would you take a look and help to get it work again? ;)

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Ego95
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Re: GM detection and banning chance reduction

#498 Post by Ego95 » Tue Aug 25, 2015 12:25 pm

I am sure it detects each player as GM because of the Level. On the official servers, actually level is capped at 92.

Just change it to 93:

Code: Select all

local gmMinLevel = 93;

little_Fan
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Re: GM detection and banning chance reduction

#499 Post by little_Fan » Tue Aug 25, 2015 2:02 pm

oooh yeah that seems legit, didn´t think about that, thank you ;)

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lisa
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Re: GM detection and banning chance reduction

#500 Post by lisa » Tue Aug 25, 2015 7:00 pm

This userfunction doesn't work as it used to because they have changed how they do things, locking topic.
If blubblab wants to continue he can make up a new topic for it.
His latest file posted is here
http://www.solarstrike.net/phpBB3/viewt ... 549#p58549
Remember no matter you do in life to always have a little fun while you are at it ;)

wiki here http://www.solarstrike.net/wiki/index.php?title=Manual

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