Headshot + lagcomp off + SetPlayerTeam = killed -
Jefff - 22.02.2014
If i set all players team for example 1 i can kill my team?! well done! what is a point of this? please fix this, OnPlayerGive/TakeDamage should not be called when players are in same team
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
Pottus - 22.02.2014
Quote:
Originally Posted by Jefff
If i set all players team for example 1 i can kill my team?! well done! what is a point of this? please fix this, OnPlayerGive/TakeDamage should not be called when players are in same team
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Yes it should be called, and it is good that it is for creating advanced damage systems you just need to plan around it.
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
Jefff - 22.02.2014
and if i have many attractions i must add
&& !IsPlayerOnTDM && !IsPlayerOnGW and millions other ?
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
CyNiC - 22.02.2014
What about GetPlayerTeam inside OnPlayerTakeDamage?
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
Jefff - 22.02.2014
Nothing, what about NO_TEAM ? and next i got "oneshot one kill" and teams are the same ( my own anti lag system ). Too much security for one stupid headshot
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
Kyra - 22.02.2014
Don't use NO_TEAM, i test lagcomp off + headshot + setplayerteam and i don't have this bug
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
admantis - 22.02.2014
pawn Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if(hittype == 1 && IsPlayerConnected(hitid)) if(GetPlayerTeam(playerid) == GetPlayerTeam(hitid)) return 0;
return 1;
}
FIXED PRO PAWN SCR1PT3R
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
Jefff - 23.02.2014
Quote:
Originally Posted by admantis
pawn Код:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) { if(hittype == 1 && IsPlayerConnected(hitid)) if(GetPlayerTeam(playerid) == GetPlayerTeam(hitid)) return 0; return 1; }
FIXED PRO PAWN SCR1PT3R
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That callback is not called when lagcomp is off pr0...
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
Scenario - 23.02.2014
EDIT: Whoops, can't read- sorry.
Surely you could use OnPlayerTakeDamage and just add their health back!
Re: Headshot + lagcomp off + SetPlayerTeam = killed, congratz kalcor :) -
Lordzy - 23.02.2014
Quote:
Originally Posted by RealCop228
EDIT: Whoops, can't read- sorry.
Surely you could use OnPlayerTakeDamage and just add their health back!
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And what if the HP was like 1% and then the player faces death, couldn't it be? I haven't seen such issues with 3z, maybe because I haven't tried lagcompmode off on 3z( I just play on 3x for that). If you're using a self-damaging system, why not determine the team and then set the damage? If not, I doubt that it'd be a problem with the current release.