Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced) -
Matz - 20.02.2013
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
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;
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+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
You use function "IsPlayerPaused" were you haven't define it anywere your script !
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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
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.
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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
You did a splendid job doing this FS .When are you going to release the next version ?
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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