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[FilterScript] Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Printable Version

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+--- Thread: [FilterScript] Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) (/showthread.php?tid=417368)

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Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Matz - 20.02.2013

Info

• Version: 0.1

• As most people know that this script allows you to hit players via shooting on their skin/image. But different side of this script is damages are synced with animations. For preview, watch following video;

https://www.youtube.com/watch?v=fT6JTOF9Nmo

Download

http://www.solidfiles.com/d/41c4e5bf33/

Known Bugs

• Damaged player stuck problem (I think will fix this in next version)

_



Respuesta: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Dex007HLH - 20.02.2013

Sweet, I'll test it out


Re : Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Ultrascipter - 21.02.2013

It is not possible with OnplayerGiveDammage


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Pottus - 21.02.2013

Hmmm, from my experience writing anti-lag systems this is not a good way to write it. It's actually better to make your own OnPlayerDeath() callback usually OnPlayerDeathEx() or whatever you want to call it then calculate damage through OnPlayerTakeDamage() and manually set health/armor there so you know when the player dies then make the call to OnPlayerDeathEx(). In this way OnPlayerGiveDamage() would actually call OnPlayerTakeDamage() to issue a hit you can also do some other stuff with this system such as removing the need to set all players to the same team so lead aim and anti-lag can be combined (requires waiting to see if OnPlayerTakeDamage() is called to prevent double hitting).

One more suggestion instead of doing this....

lasthit[playerid] = -1;

Do this to improve readability

lasthit[playerid] = INVALID_PLAYER_ID;


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - PabloDiCostanzo - 21.02.2013

Quote:
Originally Posted by [uL]Pottus
View Post
Hmmm, from my experience writing anti-lag systems this is not a good way to write it. It's actually better to make your own OnPlayerDeath() callback usually OnPlayerDeathEx() or whatever you want to call it then calculate damage through OnPlayerTakeDamage() and manually set health/armor there so you know when the player dies then make the call to OnPlayerDeathEx(). In this way OnPlayerGiveDamage() would actually call OnPlayerTakeDamage() to issue a hit you can also do some other stuff with this system such as removing the need to set all players to the same team so lead aim and anti-lag can be combined (requires waiting to see if OnPlayerTakeDamage() is called to prevent double hitting).

One more suggestion instead of doing this....

lasthit[playerid] = -1;

Do this to improve readability

lasthit[playerid] = INVALID_PLAYER_ID;
+1 Maybe trying thi would be better


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Kar - 21.02.2013

pastebin


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Pottus - 21.02.2013

Sure here is an example of the method I'm talking about combines Anti-Lag and Lag shooting with a bit more work it's also possible to make modified damages (won't work properly with health under 51) .

http://pastebin.com/gYhpgBz9


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - tandytanz - 21.02.2013

you can make anti cheat invulnerability too bro ...


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Edvin - 21.02.2013

Lawl, this is nice. Good job man


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - doreto - 21.02.2013

nvm i was wrong and i'm sorry for that


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - QuaTTrO - 21.02.2013

Thats really impresive filterscript.


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Pottus - 21.02.2013

Quote:
Originally Posted by doreto
View Post
You use function "IsPlayerPaused" were you haven't define it anywere your script !
It's commented out, that is just so you can kill players while they are paused if you want all you need to do is get a IsPlayerPaused() function which is not very hard to make.


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - doreto - 21.02.2013

Quote:
Originally Posted by [uL]Pottus
View Post
It's commented out, that is just so you can kill players while they are paused if you want all you need to do is get a IsPlayerPaused() function which is not very hard to make.
you are right, i did not pay attention on code correct and for that i'm really sorry


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - xDaidal0S - 22.02.2013

You did a splendid job doing this FS .When are you going to release the next version ?


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Matz - 23.02.2013

Quote:
Originally Posted by xDaidal0S
View Post
You did a splendid job doing this FS .When are you going to release the next version ?
I have no idea


Re : Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - luopifr - 02.01.2014

Good Job Man Nice (y)


Re : Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - med01 - 12.01.2014

link dont work for me! anyone can upload it plz


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Sting. - 23.01.2014

Why is the video private now? I kinda saw it that day but I can't see it now. Why Matz?


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - CoaPsyFactor - 23.01.2014

video is private -.-'


Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) - Exhibit - 26.05.2018

Why are you using SetPlayerTeam? Can you explain the purpose ? thanks