Re: SetDisabledWeapons() -
beckzy - 06.09.2009
Well I just said what Kye said.
Re: SetDisabledWeapons() -
Calgon - 06.09.2009
Quote:
Originally Posted by Seif_ [adream-rp.com
]
Quote:
Originally Posted by Calgon
I really think it was a useful function, so do many others. It saved us a lot of code and time, now we're going to have to work around it.
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Actually I'll release an include having SetDisabledWeapons and SetPlayerDisabledWeapons, but I just need to remember how I can use an existent callback inside an include. I did it before, I just forgot now.
EDIT: Nvm, figured it out now.
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Thank you, this will be of great use.
Re: SetDisabledWeapons() -
Misiek - 06.09.2009
The difference between disabling player's weapons and totally desynchronizing him in OnPlayerUpdate is that he could have (for example) the camera given and still be seen by other players moving. Now everyone is going to see him standing still when he's using a forbidden weapon. It's kinda sad, I can't implement few things I planned to.
Re: SetDisabledWeapons() -
Balon - 06.09.2009
True. It'd be nice if we could at least decide what player data should be updated, through returned value in OnPlayerUpdate. For example: 0 - no update, 1 - full update, 2 - partial update: everything except weapon data.
It won't be difficult to implement for devs.
Re: SetDisabledWeapons() -
Jay_ - 06.09.2009
I just thought I would mention that using OnPlayerUpdate
will not have the same effect as SetDisabledWeapons.
SetDisabledWeapons desyncs the weapons specified.
If you use OnPlayerUpdate to check the players armed weapon and return 0, it won't desync the weapon, but the player as well, which isn't good.
Re: SetDisabledWeapons() -
Balon - 06.09.2009
Jay_, Wicko has already said that..
Re: SetDisabledWeapons() -
Sergei - 06.09.2009
Pretty abusable. You get disabled weapon in active wepaon slot. OnPlayerUpdate returns 0 and desync you. You then run away and when you reach your destrination you scroll disabled weapon away and voila, free teleport.
Re: SetDisabledWeapons() -
Calgon - 06.09.2009
Yeah, we really need SetDisabledWeapons() back, it was useful.
Re: SetDisabledWeapons() -
Przemcio - 06.09.2009
@UP
I used SetDisabledWeapons only for fix Nightvision bug, but your script don't fix it (I now, it's impossible for now), therefore it's useless.
Quote:
Originally Posted by Calgon
Yeah, we really need SetDisabledWeapons() back, it was useful.
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Yes! Bring it back!
Re: SetDisabledWeapons() -
beckzy - 06.09.2009
Nightvision is fixed for 0.3
Re: SetDisabledWeapons() -
Daem - 06.09.2009
SetDisabledWeapons are de-sync weapons, it's cool because players shooting and can't harm someone, i believe
it was stupid idea to remove it. WHY?!?!?!?! because those weapons are not synced
Re: SetDisabledWeapons() -
Calgon - 06.09.2009
Quote:
Originally Posted by BeckzyBoi
Nightvision is fixed for 0.3
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Good to hear, but the thing about desyncing weapons was good. If you want to talk about useless/stupid then SendClientMessageToPlayer() is kind of useless, I'm sure I could find a bunch more of useless things, that's just like making a public to just simply return a playerid.. like:
pawn Код:
public PlayerId(playerid)
{
return playerid;
}
See what I mean by useless? A lot of us loved the power to desync weapons without desyncing the player.
Re: SetDisabledWeapons() -
Calgon - 06.09.2009
Quote:
Originally Posted by ssǝן‾ʎ
SendClientMessageForPlayer is useful for writing chat systems as you can control exactly who gets what message.
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And really a waste of code, honestly you could make something that does the same, the code is sending two client messages, anyone can do that.. And it's a waste of code IMO.
Re: SetDisabledWeapons() -
[eLg]Timmy - 06.09.2009
Quote:
Originally Posted by Calgon
Quote:
Originally Posted by ssǝן‾ʎ
SendClientMessageForPlayer is useful for writing chat systems as you can control exactly who gets what message.
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And really a waste of code, honestly you could make something that does the same, the code is sending two client messages, anyone can do that.. And it's a waste of code IMO.
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It's not a waste...you can easily make a ignore system with it...and it wont send 2 messages when you change the return 1 to return 0 (OnPlayerText)...
Re: SetDisabledWeapons() -
ded - 06.09.2009
The SetDisabledWeapons function will be missed for sure.
Re: SetDisabledWeapons() -
Przemcio - 06.09.2009
Quote:
Originally Posted by BeckzyBoi
Nightvision is fixed for 0.3
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No, I tested it 1 minute ago, bug is still exist.
Re: SetDisabledWeapons() -
mini_tomo_2 - 06.09.2009
Quote:
Originally Posted by Przemcio
Quote:
Originally Posted by BeckzyBoi
Nightvision is fixed for 0.3
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No, I tested it 1 minute ago, bug is still exist.
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It's fixed in the full version, apparently.
Re: SetDisabledWeapons() -
Correlli - 06.09.2009
Rest in Peace SetDisabledWeapons & SetPlayerDisabledWeapons (which wasn't working anyway). I can't get it why people are so angry because of this function.
Re: SetDisabledWeapons() -
ded - 06.09.2009
Quote:
Originally Posted by Don Correlli
Rest in Peace SetDisabledWeapons & SetPlayerDisabledWeapons (which wasn't working anyway). I can't get it why people are so angry because of this function.
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Because now server ownser have no option to desync bad weapons, thus enabling cheaters to use rockets/miniguns which are synchronized -.-
Re: SetDisabledWeapons() -
Correlli - 06.09.2009
Just remove their weapon if you detect a bad weapon. You can easily script that.