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Re: Fake Lag
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  (#11)
DreamLord34
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Default Re: Fake Lag - 28-02-2004

I enabled cheats as I said before but it doesn't work on a ded server.
  
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Re: Fake Lag
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  (#12)
V or 'Tex
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Default Re: Fake Lag - 28-02-2004

I've never known a dedicated server to be able to set sv_cheats 1, its always ignored. Even in listenservers, if sv_cheats 1 is on, god, noclip, etc dont work. I believe it was disabled in 1.6 to prevent admins from abusing it? Not that it matters, AMXmod plugins can enable it.
  
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Re: Fake Lag
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  (#13)
DreamLord34
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Default Re: Fake Lag - 28-02-2004

] sv_cheats 1
L 02/28/2004 - 14:09:49: Server cvar "sv_cheats" = "1"
There ya go. Mind you it does take a couple tries but does get enabled.
  
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Re: Fake Lag
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  (#14)
V or 'Tex
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Default Re: Fake Lag - 28-02-2004

Even then, can a client use God? Or Fakelag? Or Noclip?

Why, if your going to turn on sv_cheats use a listenserver, otherwise your opening up your dedicated server to people that could use the cheats.
  
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Re: Fake Lag
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  (#15)
DreamLord34
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Default Re: Fake Lag - 28-02-2004

This isn't about whether or not the clients can use the fakelag but if we can set the bots that way. I'm not worried about cheaters on my server as I use VAC, HLG & CSBLD for the cs server & VAC & HLG for the tfc server.
  
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Re: Fake Lag
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  (#16)
V or 'Tex
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Default Re: Fake Lag - 29-02-2004

Oh, you want bots to have fake lag?

Well, for one, VAC and other cheat detection wont stop people from using God/Noclip inside your server. That means that if they check for sv_cheats upon joining, they could start killing everybody else and there is nothing VAC can do about it. Your server would have cheats enabled and VAC only catches dll/exe interface programs which hook onto the client and cause superficial effects. And even then, VAC fails to get many hacks which alter OpenGL and/or DirectDraw coding in order to force objects rendered to translucent, providing a wallhack without ever editing the half life code or applying hacks to it.

Second, all bots have a preset reaction time you can edit in their ini files. If you get the personality manager, you can create your own bots with unique reaction times.

Third, realbot is not currently a useful implementation to provide competition on a small server. The bots detection code, audial and visual, is lackluster at best. The current WIP completely fails to find unlayed and layed bombs, detect that due to elevation change they cannot reach an objective (bots trying to jump up onto the bridge in Aztec from the water), and other problems.

Right now, I'd write off bots for use on dedicated servers. The next WIP should be useful competition... as is you can find a useful spot to camp at and kill half the team. Heck, even when an ally is killed right next to one of the bots, they ignore it and keep their knife out. I've literally managed to sneak up and knife one to death.
  
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