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XRay_Detector Extended!

Open LPMZ opened this issue 2 years ago • 1 comments

hi, Can it be extended to this option (Kick and Ban)? like "Flying_Detector" and to be able to configure the Flags. This would be good for those who use bugs in passing through land and blocks. Disconnecting the game accommodates its position.

LPMZ avatar May 25 '22 21:05 LPMZ

Flags were not given to admin control due to the sensitivity of the tool. If it is not fast enough it is worthless and if too fast, it will fire off as you pass too close to a terrain wall or lag misreading your location as inside the block for a quick second. For the same reason, kick and ban were never offered as you can get false positives. No matter how well you go about it in this game. Logically you would assume the shape of the block matches the colliders but they do not. An archway for example has a square collider that matches a full cube. I would need to use a different collider for detection due to this. In Unity programming you want to avoid certain types of colliders as they are demanding on the engine and cpu. There are simple colliders and complex ones. This game suffers from cpu overhead and thread issues so dumping more on it is a big frown face. That is also why I avoid threads whenever possible and use thread pooling instead.

After I redo the xray tool, it should be more accurate and also protect partially against vehicle abuse while also improving the response time of it. I learned how to form unity bounds and extensions so that I can properly detect head placement and third party camera location. Unity bounds are extremely fast to work with but they are a vector triangulation, not a direct collision application as you would have with a complex collider. That means I need to form bounds from the blocks rapidly and compare them to the camera point or try an overlapping bounds method to see if they share vector points in the likely camera zone.

Takes a lot of work basically... but I will redo it

ObsComp avatar Oct 14 '22 14:10 ObsComp