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How could sa-mp solve /q issues - Printable Version

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Re: How could sa-mp solve /q issues - Calgon - 28.05.2012

Quote:
Originally Posted by 3ventic
View Post
It IS possible to keep a player's account on a server (idle, but interactable) for a few seconds after /q, isn't it? The client itself will close when /q is used, and the server disconnects the client, but keeps a 'fake' player on the server, at the same position for a few seconds, before deleting it. The fake player would go through all callbacks etc normally.
That's what I was thinking. The player would eventually leave after the quit delay, and all functions would still report correctly to the server (i.e. health if they were damaged during the quit delay window), but the client would exit normally at the normal time.


Re: How could sa-mp solve /q issues - Revo - 28.05.2012

I believe it's pretty easy to detect death evades by making a simple check for OnPlayerTakeDamage/ShootPlayer and checking whether he quits within 5 seconds.

Simply make the script give the kill and the leaver be punished? not too hard o.o


Re: How could sa-mp solve /q issues - Potassium - 28.05.2012

As does SACNR, though with arrests not kills.


Re: How could sa-mp solve /q issues - Calgon - 28.05.2012

Good idea. Thanks!