Problem with OnPlayerWeaponShot -
Midzi - 22.07.2015
Hello, how can I protect object before the shoot?
Код:
new myobject = CreateObject(...
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ)
{
if(hittype == BULLET_HIT_TYPE_OBJECT)
{
if(hitid == myobject)
{
return 0; // Protect?
}
}
return 1;
}
And next question. It's only work for CreateObject or CreateDynamicObject too?
Re: Problem with OnPlayerWeaponShot -
JaydenJason - 22.07.2015
Protect? AFAIK doing this to an object that can be moved/destroyed (barrel/tied cop) this won't work, instead you can re-set object position or perhaps attach an object to that object and make it invisible.
Could you elaborate with what you mean with protect?
Re: Problem with OnPlayerWeaponShot -
nezo2001 - 22.07.2015
I think he means to prevent the bullet from making damage to object
Re: Problem with OnPlayerWeaponShot -
Midzi - 22.07.2015
@UP, exactly.
But.. I have done it by other way..
Код:
public OnPlayerShootDynamicObject(playerid, ...)
{
if(objectid == myobject)
{
// recreate object
}
return 1;
}
Re: Problem with OnPlayerWeaponShot -
Toxik - 22.07.2015
You shall use something like this
pawn Код:
public OnPlayerWeaponShot
( playerid, weaponid, hittype, hitid,
Float:fX,
Float:fY,
Float:fZ
){ if( hittype
!= BULLET_HIT_TYPE_NONE
) // Bullet Crashing uses just this hittype { if( !( -1000.0 <= fX
<= 1000.0 ) ||
!( -1000.0 <= fY
<= 1000.0 ) ||
!( -1000.0 <= fZ
<= 1000.0 ) ) // a valid offset, it's impossible that a offset bigger than 1000 is legit (also less than -1000.0 is impossible, not used by this hack, but still, let's check for it, just for the future, who knows what hacks will appear). The object with biggest offset is having ~700-800 radius. { Ban
(playerid
);
SendClientMessage
(playerid,COLOR_YELLOW,
"[ANTICHEAT]: You got Banned form server . post appeal on http://www.goofycrew.proboards.com ");
SendClientMessage
(playerid,COLOR_RED,
"****[INFO]pres F8 and upload your pic on imgur.com****");
return 0;
// let's desynchronize that bullet, so players won't crash } } return 1;
}
Re: Problem with OnPlayerWeaponShot -
Crystallize - 22.07.2015
Quote:
Originally Posted by Toxik
You shall use something like this
pawn Код:
public OnPlayerWeaponShot ( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ ){ if( hittype != BULLET_HIT_TYPE_NONE ) // Bullet Crashing uses just this hittype { if( !( -1000.0 <= fX <= 1000.0 ) || !( -1000.0 <= fY <= 1000.0 ) || !( -1000.0 <= fZ <= 1000.0 ) ) // a valid offset, it's impossible that a offset bigger than 1000 is legit (also less than -1000.0 is impossible, not used by this hack, but still, let's check for it, just for the future, who knows what hacks will appear). The object with biggest offset is having ~700-800 radius. { Ban (playerid ); SendClientMessage (playerid,COLOR_YELLOW, "[ANTICHEAT]: You got Banned form server . post appeal on http://www.goofycrew.proboards.com "); SendClientMessage (playerid,COLOR_RED, "****[INFO]pres F8 and upload your pic on imgur.com****"); return 0; // let's desynchronize that bullet, so players won't crash } } return 1; }
|
Not sure if retarded or what
I have no idea if you've read the topic properly , he wants to desynchronize the bullet that shoots the object not the unknown bullet hit type (A.K.A anticrasher)
Re: Problem with OnPlayerWeaponShot -
Toxik - 22.07.2015
Quote:
Originally Posted by Wizzard2H
Not sure if retarded or what
I have no idea if you've read the topic properly , he wants to desynchronize the bullet that shoots the object not the unknown bullet hit type (A.K.A anticrasher)
|
woops my wrong i was sleeply let me think so i can help him