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Questions About Megalo Capabilities

Open Sopitive opened this issue 3 years ago • 2 comments

  1. Is it currently possible to set the physics of an item using megalo script? I am trying to spawn in hill markers, 4 each on either side of the player and I need the physics to be set to normal. The reason I am using hill markers is because they are invisible during gameplay. The idea is to prevent fly hacking by reading the speed of 4 items placed on all sides of the player (front, back, left, right) and if the speed of all 4 items is above a certain threshold, the player is airborne. It is 4 items because you can get a false positive if the player is standing on a ledge and the item falls off said ledge. If they are airborne for too long, they are flying and I can handle them (e.g. kill them, take their weapons etc). In order for it to be practical, I need the objects not to be visible. In writing this, I realize I can set the scale of an item so small it is not visible, but nonetheless it might be useful in the future in case I need to modify item physics at all.

  2. Is it possible to get the angle the player is looking relative to another player? What I wish to accomplish with this is to detect and handle the use of aimbots. According to the wiki, the two function calls I saw for this that I thought I might use were get_orientation and get_crosshair_target. If I used get_crosshair_target then it would trigger the detection if they killed the player but their crosshair was not red, so I would rather it be based on the angle that the player is facing/looking. In reading get_orientation, I can see that it always indicates which "face" is facing upward, but if I called that function on a player biped, it would always return the same result (top is up) unless the player biped was dead and I was checking all bipeds in the game.

  3. Is it possible to detect and react to awarded medals? I absolutely hate yoinkers and I would like to be able to subtract score from those players and add score to the person performing the assassination instead if they yoink an assassination and possibly do other things to them also. The tags I saw were assisted_kill_of (to detect the assist) and the ability to actually send the incident "yoink". The first function would detect ALL assists, which is not what I want and the second one simply is able to send the yoink medal.

  4. Is there any other way to detect the death of a spartan biped other than using the on object death event? The idea is that I want to create an in game "menu" that spawns in spartans with various weapons and on their death, will change some aspect of the game (such as setting player scale or applying traits) based on the weapon they were wielding. It would be very useful to change some of the settings in game without having to return to the main menu and setup the game again. If it will be too complex, I will probably just end up spawning objects in forge with shapes that you can stand in to select various options.

  5. Is it possible to detect a specific gamertag? The idea is to initially only allow me to do certain things from within the game variant, such as the menu thing until I can get things tweaked correctly. I will create another issue about the following, but basically if you type in the script "if current_player == "DutifulLake" then the entire program will crash if you attempt to compile the code. Detecting specific gamertags might be useful in a few other situations too, such as using the "menu" feature to apply traits to a specific player whose gamertag matches a specific value (to apply traits/do stuff to players who quit and rejoin).

  6. Is it possible to detect who the host of a match is? Again, the "menu" feature should only allow the host of a match to change settings. It would be pure chaos if everyone in game could just change settings willy nilly. Detecting the host would be extremely useful in various applications such as this.

At the end of it all, I wish to be able to create a game variant that can handle speed hacks, fly hacks, and aimbots, handle afk players, and allows the host to change settings in game. Currently, I have a game variant that is able to detect speed hacks and kills the player biped if they go too fast, and will also detect afk players and set their scale and traits to make them invisible to other players. Flying is what I will be working on next, and if I can reduce false positives, I might possibly incorporate an assassination minigame of sorts where I teleport all players to a central location with the hacker in the middle for somebody to assassinate them until they rage quit.

Sopitive avatar Jul 29 '21 17:07 Sopitive

It will not be added

https://github.com/syaringan357/iOS-MobileFaceNet-MTCNN-FaceAntiSpoofing/issues/1#issuecomment-588766333

peterlazar1993 avatar May 29 '21 14:05 peterlazar1993