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#1
Posted 24 March 2018 - 02:07

#2
Posted 24 March 2018 - 03:14

i think useless
#3
Posted 24 March 2018 - 03:26

its more if you get reported and they check the game data and see every time you get in a fight you click 250ms exactly every click. I think better would be randomized range 150-350. A challenger cannot click 250ms for entire game each fight. It would be random. But what does this in api for random ranges? Math.random?i think useless
#4
Posted 24 March 2018 - 03:36

its more if you get reported and they check the game data and see every time you get in a fight you click 250ms exactly every click. I think better would be randomized range 150-350. A challenger cannot click 250ms for entire game each fight. It would be random. But what does this in api for random ranges? Math.random?
Hmm,it is right.
#5
Posted 24 March 2018 - 03:59

its more if you get reported and they check the game data and see every time you get in a fight you click 250ms exactly every click. I think better would be randomized range 150-350. A challenger cannot click 250ms for entire game each fight. It would be random. But what does this in api for random ranges? Math.random?
As long as the actual 'attack order' is not affected by the humanizer (orbwalkers need to take that into account, else the calculations get messed up), this is pretty much a must-have in orbwalkers for the mentioned reasons you gave.
#6
Posted 24 March 2018 - 04:36

yet none currently have this afaikAs long as the actual 'attack order' is not affected by the humanizer (orbwalkers need to take that into account, else the calculations get messed up), this is pretty much a must-have in orbwalkers for the mentioned reasons you gave.
#7
Posted 21 May 2018 - 06:54

I think, this is very easy to implement. Just replace the delay value of the time bewtween clicks in your favourite orbwalker with:
math.random(lower, upper)
--> so the new delay is the time in ms bewtween lower and upper
to make it really random you pass the os time as seed just once at the start of the script like this:
math.randomseed(os.time())
I am using this in my scripts and it seems to work fine. I am new to lua tho, so if any dev can tell me if this method can be done in a faster way or if it is good like that I would appreciate it
#8
Posted 21 May 2018 - 09:07

I think, this is very easy to implement. Just replace the delay value of the time bewtween clicks in your favourite orbwalker with:
math.random(lower, upper)
--> so the new delay is the time in ms bewtween lower and upper
to make it really random you pass the os time as seed just once at the start of the script like this:
math.randomseed(os.time())
I am using this in my scripts and it seems to work fine. I am new to lua tho, so if any dev can tell me if this method can be done in a faster way or if it is good like that I would appreciate it
U think we can use that in IC's orb ?
In fact, imo, its a really good think to random movement delay to be more undetectable
I change this value every game.
#9
Posted 21 May 2018 - 09:18

U think we can use that in IC's orb ?
In fact, imo, its a really good think to random movement delay to be more undetectable
I change this value every game.
For IC's just change this:
if CurrentTime - self.LastMovementSent <= self.Menu.General.MovementDelay:Value() * 0.001 then
to this:
if CurrentTime - self.LastMovementSent <= math.random(lower, upper) * 0.001 then
#10
Posted 21 May 2018 - 10:09

Done lets try
#11
Posted 21 May 2018 - 11:01

saulkes, any luck with changing line? does it now randomize the clicks on IC?
#12
Posted 21 May 2018 - 12:06

saulkes, any luck with changing line? does it now randomize the clicks on IC?
You can test it yourself by setting the upper number to 5000 or something like that. If the delay is too short, you might not be able to notice the randomness
#13
Posted 21 May 2018 - 12:09

You can test it yourself by setting the upper number to 5000 or something like that. If the delay is too short, you might not be able to notice the randomness
Do i need to change any more values on my orbwalker? currently using about 170 cps.
do i just replace my code with
"if CurrentTime - self.LastMovementSent <= math.random(lower, 5000) * 0.001 then ?
#14
Posted 21 May 2018 - 12:15

Do i need to change any more values on my orbwalker? currently using about 170 cps.
do i just replace my code with"if CurrentTime - self.LastMovementSent <= math.random(lower, 5000) * 0.001 then ?
You replace the correct line in your code with this:
if CurrentTime - self.LastMovementSent <= math.random(1000, 5000) * 0.001
This will make the delay random between 1 and 5 seconds. So you can make sure it works. After you want to lower the numbers to something like 150 & 250
#15
Posted 21 May 2018 - 12:44

I used the line and put 122 - 253 randomly. It was nice with Vayne WR (KDA 19-9-12). It works but in fact i didnt verified.
I'll try 1000 - 5000 tonight
#16
Posted 21 May 2018 - 12:55

I used the line and put 122 - 253 randomly. It was nice with Vayne WR (KDA 19-9-12). It works but in fact i didnt verified.
I'll try 1000 - 5000 tonight
I did the 1000 - 5000 thing and it definitely works! already changed to own values. great simple and effective solution, thank you farmer123!
#17
Posted 22 May 2018 - 01:00

You guys dont really need this with EXT, as Fere said.
If it made the platform even 1% safer Devs would've implemented it already, so just enjoy
#18
Posted 22 May 2018 - 04:56

If it doesnt change our playstyle, why not ?
imo, if i'm a Rioter and i effectivly watch a guy with perfect 175ms in teamfight, that could be a ban.
#19
Posted 23 May 2018 - 02:29

If it doesnt change our playstyle, why not ?
imo, if i'm a Rioter and i effectivly watch a guy with perfect 175ms in teamfight, that could be a ban.
First, you're assuming Riot has a log of all issued orders (with timestamp) for every game with miliseconds precision. This is wrong.
Imagine tracking actions every 1ms for 10 players per match:
10 players * 1 log entry per ms * 40 mins match (2.4*10^6ms) = 2.4 * 10^7 (24000000 logs per 40 min match) Riot reports say they have 27 million players daily so thats 2.7*10^6 matches (roughly) every day. 2.4 * 10^7[logs per match] * 2.7*10^6[matches per day] = 6.48 * 10^13 logs per day
Conclusion: Too many logs for the server to analyze without any purpose.
Second, you didnt take into consideration the processor delay and cycles(afterall it has to "understand" what you're trying to do before sending a request to riot's servers), packet loss or your ping (those oscillate) so the server isnt gonna get every request your pc sends with the exact same interval between them.
Conclusion: You couldnt make the server receive packets with a 1ms precision fixed interval even if you wanted too, there are too many variables that are out of scope.
Third, EXT has a builtin "randomizer" so orders arent passed right away.
----------
Humanizers have always been a joke and most Devs know it (Even those who started all this bull**** back at b_o_l assumed it), just dont give it away too much and you should fine.
Also to answer your question: Why doesnt everyone shake water before drinking it? (It doesnt change anything either)
Hope I clarified some stuff!
#20
Posted 23 May 2018 - 06:31

Thanks for the clarification RMAN!
Also tagged with one or more of these keywords: Ban, ext, safety, humanizer, randomizer
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