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DavidJCobb avatar DavidJCobb commented on August 21, 2024

Apologies for the delayed response. I tend to pay more attention to the tool's NexusMods page.

  1. No, you cannot directly influence physics that way. Spawning a small object that naturally has Normal physics is the approach I'd go with. If you use a weapon, you can change its pickup permissions to disallow all players from picking it up; not sure if that allows it to be picked up as spare ammo, however, though using something like a skull or flag eliminates that concern.

  2. No, you can't get a player's looking angle directly. You might be able to fuzz it by spawning Hill Markers relative to them (i.e. a Hill Marker five units in front of each player) and checking the positions, or something along those lines, but you'd basically have to implement trigonometric functions by hand using only integers, and with a position precision of 0.1 Forge units. Ultimately, I don't think Megalo in Reach is capable of handling your desired use case of detecting aimbots.

  3. You can't detect incidents (including medals) in Reach. I believe Halo 4 added that as an extension to the Megalo engine, but my tools don't work for Halo 4.

  4. No, the only way to detect biped deaths is through the object death event or, if it's a player biped, by detecting when that player no longer has a biped. I'll note that you can spawn hill markers with Forge labels on them, though not with spawn sequence values (an object.number variable should be a suitable replacement however), so that may be a Forge-free way to implement a menu.

  5. No, you can't detect a player's gamertag through script.

  6. Not to my knowledge. The on local event can be used to run code locally on each player's machine, so there could possibly be some clever workaround based on that, but I wouldn't know offhand. Alternatively, I think player.get_crosshair_target may be local-only i.e. host-only, but I'm not sure on the details.

from reachvarianteditor.

Gamergotten avatar Gamergotten commented on August 21, 2024

scrolling through the github and came across this, think i may beable to contribute to some of your (or for anyone else who comes across this's) questions, if they're still relevant,

  1. no and yes but mostly no, you could run a player.get_crosshair_target with an on local: do trigger but the point of aimbots is to make the crosshair red, in order to get that aim assist boost. however if you were able to see that the player isn't looking at the player they just killed that frame, you could do a local player based action to message the host eg. current_player.push_upward() and since this action can only really take effect on client, you could execute this code on every client (on local) and even the host and they will not beable to affect the location of that player, only the client themself can. although this would need testing as im not absolutely sure this is the case

  2. alternatively you could check the health status of an object, so long as it doesn't delete itself upon death you would beable to read if its "dead"

  3. i have a very unrefined script for this that i used in my backpack mode; in order to display different strings for different players. since you cannot just store hud_player you must use a client based condition or action to determine which player in your local game is the local player and then see if this local player is actually the host. but if you mean the current CGB session leader, then no, i do not think there is a way to do that. since the host of a CGB session is actually the server.

do
global.number[0] = 1 -- this is declared as local, so only the host can read this as '1'
end

on local: do
for each player do
if current_player.number[1] == 1 then
--
-- we search through all of the players in our local session to see which we have stored a local value for
-- then when we find the one we said was our local player (we get to that in a sec),
-- we branch execution of code based on whether or not they are the host of this session
--
if global.number[0] == 0 then
--
end
if global.number[0] == 1 then
--
end
end
end
if global.number[1] == 0 then
for each object with label 0 do
if current_object.object[0] != no_object then
--
-- here we stick a biped irritatingly infront of the player to force them to look at it
--
end
end
for each player do
global.object[0] = no_object
global.object[0] = current_player.get_crosshair_target()
if global.object[0] != no_object then
current_player.number[1] = 1 -- there we go, we found the local player based on the fact that it returned an object
global.number[1] = 1 -- and here we swap our code from looking for a target to executing local code
end
end
end
end

that of course, being the code to find the local player (or at least my method), have a great one guys

from reachvarianteditor.

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