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#1 2017-03-13 01:43:00

Slabdrill
Formerly 12345678908642
From: canada
Joined: 2015-08-15
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get position without moving

if there's a request for your position (bots, maybe a command) your position on server updates to position on client.

...it has uses.


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#2 2017-03-13 02:50:46

hummerz5
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From: wait I'm not a secret mod huh
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Posts: 5,853

Re: get position without moving

arguably more efficient to be able to replicate what the client does with movement information

not as easy

but someone would inevitably make a program to constantly ride the server

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#3 2017-04-04 22:44:05, last edited by Koya (2017-04-05 15:25:02)

Koya
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From: The island with those Brits
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Posts: 6,310

Re: get position without moving

hummerz5 wrote:

arguably more efficient to be able to replicate what the client does with movement information

not as easy

but someone would inevitably make a program to constantly ride the server

Captain9 has already done it https://github.com/cap9/EEPhysics (Jesse updates it)


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#4 2017-04-04 23:47:38

Tomahawk
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From: UK
Joined: 2015-02-18
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Re: get position without moving

EEPhysics is a tad overkill, and due to latency issues it's a little behind in locating a moving player. Also it's not 100% accurate with portals.

hummerz5 wrote:

but someone would inevitably make a program to constantly ride the server

Eh, they just removed the message limit. Idk if spamming this position update would be more intensive than processing huge amounts of block data, but it doesn't seem like they're too worried.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#5 2017-04-05 11:00:29

LukeM
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From: England
Joined: 2016-06-03
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Re: get position without moving

I agree that this would be really good, but I'm not sure there would be an easy way to add it server-side, as I don't think that the server currently keeps track of your position

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#6 2017-04-05 12:11:58

Tomahawk
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Re: get position without moving

I suppose a command could be written that pulled a player's position directly from his client.


One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.

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#7 2017-04-05 12:41:58

LukeM
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From: England
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Re: get position without moving

Tomahawk wrote:

I suppose a command could be written that pulled a player's position directly from his client.

Then you wouldn't be able to use it for bots though (the main use as far as I can tell)

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#8 2017-04-05 15:33:18

Jesse
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From: Antartica?
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Re: get position without moving

Tomahawk wrote:

EEPhysics is a tad overkill.
Also it's not 100% accurate with portals.
I suppose a command could be written that pulled a player's position directly from his client.

Sadly there is no other way of getting the exact location of a player without simulating physics.

The reason portals aren't 100% accurate is because the client decides which portal you should go to, not the server.

The command '/getpos username' does grab their exact position, however this is clientsided, not serversided. We won't make this command serversided because that means we would need to simulate physics in the server which isn't smart at all.


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#9 2017-04-05 17:35:56, last edited by Swarth100 (2017-04-05 17:36:18)

Swarth100
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Joined: 2015-07-18
Posts: 305

Re: get position without moving

Jesse wrote:

Sadly there is no other way of getting the exact location of a player without simulating physics.

The reason portals aren't 100% accurate is because the client decides which portal you should go to, not the server.

The command '/getpos username' does grab their exact position, however this is clientsided, not serversided. We won't make this command serversided because that means we would need to simulate physics in the server which isn't smart at all.

Does the anti-cheat tool in use for campaigns, not take into consideration player positions/EE physics?

Edit: typos

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#10 2017-04-05 18:43:58

LukeM
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From: England
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Re: get position without moving

Swarth100: I've never tested it myself, but I think the campaign system is very simple, but hard-coded in for each campaign world to check for the most likely things hackers will do

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