TheLazySquid / GimkitCheat

Scripts to cheat in various Gimkit gamemodes
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Tag/capture the extra reach #22

Closed RONAKPATELLLLLLL closed 1 year ago

RONAKPATELLLLLLL commented 1 year ago

What feature would you like added? In the tag gamemode you can have extra reach to tag other people How difficult do you think it would be to implement? IDK, kinda difficult

VillainsRule commented 1 year ago

this feels like an impossible cheat to me, this kinda fits into the teleportation category then again gimkit's security aint worth a jack

RONAKPATELLLLLLL commented 1 year ago

ok

TheLazySquid commented 1 year ago

this feels like an impossible cheat to me, this kinda fits into the teleportation category

then again gimkit's security aint worth a jack

Yeah, just like with most interactions tagging is purely server side (which is why Gimkit gets janky with high ping)

VillainsRule commented 1 year ago

this feels like an impossible cheat to me, this kinda fits into the teleportation category then again gimkit's security aint worth a jack

Yeah, just like with most interactions tagging is purely server side (which is why Gimkit gets janky with high ping)

so i assume this means that movement is also server side and teleportation/speed is impossible? this also explains gimkit's inability to have good detection of tagging lol

TheLazySquid commented 1 year ago

Yep, same deal. I wonder if it's possible to walk through walls?

VillainsRule commented 1 year ago

Yep, same deal. I wonder if it's possible to walk through walls?

if movement is server sided, probably not. then again, i've seen a glitch where you can partially walk onto upgrades and tables where you cannot be tagged, which is a large bug on gimkit's end. reproducing this 100% of the time would be legendary. walking through walls would also be nice as you could walk through barriers without needing to unlock them (which takes ~5 seconds you dont have while being chased).

TheLazySquid commented 1 year ago

I've managed to forcefully disable client-side collision, but the server sends out this packet which puts you back inbounds. image This does let you walk through thin walls, but there aren't many of those.

CalebHacks commented 1 year ago

Thats great

CalebHacks commented 1 year ago

That would be so cool

VillainsRule commented 1 year ago

I've managed to forcefully disable client-side collision, but the server sends out this packet which puts you back inbounds. image This does let you walk through thin walls, but there aren't many of those.

is there a possible packet bypass? also what defines 'thin'

TheLazySquid commented 1 year ago

One practical application is being able to clip into and use these teleporters sometimes image but the wall really does have to be very thin, such as these basketballs (you can't walk through them otherwise) image

if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.

VillainsRule commented 1 year ago

One practical application is being able to clip into and use these teleporters sometimes image but the wall really does have to be very thin, such as these basketballs (you can't walk through them otherwise) image

if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.

makes sense. could you slip through a barrier, or too thick?

PierceMichael commented 1 year ago

if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.

So could you maybe have the player desync with a keybind and move to where they want and resync?

VillainsRule commented 1 year ago

if you do disregard the packets, you just get desynced from the server and remain stationary for everyone else.

So could you maybe have the player desync with a keybind and move to where they want and resync?

no, this would likely move them back to the original position. if movement is based on the server, the server chooses the position. moreover, this is a bad idea as you could be tagged.