Anti Fake Kill - Please Help Me! - Printable Version
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+---- Thread: Anti Fake Kill - Please Help Me! (
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Anti Fake Kill - Please Help Me! -
-Davee- - 23.01.2009
Hy!
Would somebody be able to help to stop the fake kill?
Sorry my bad English
Re: Anti Fake Kill - Please Help Me! -
Mikep - 23.01.2009
GetPlayerHealth of playerid OnPlayerDeath? If its more than 0, ban?
Re: Anti Fake Kill - Please Help Me! -
-Davee- - 23.01.2009
Not work ... I use /kill and I have ban:/
Re: Anti Fake Kill - Please Help Me! -
Mikep - 23.01.2009
/Kill will kill the player though..
Re: Anti Fake Kill - Please Help Me! -
Mikep - 23.01.2009
He can sniper from miles away.
What happens is, player stays alive, pretends someone kills him, but he doesnt die, so if this is the case, ban.
Re: Anti Fake Kill - Please Help Me! -
-Davee- - 23.01.2009
Thank you for everyone
Now it's works!
Re: Anti Fake Kill - Please Help Me! -
Lazarus - 24.01.2009
You could always check if the "killer" is actually carrying the weapon they supposedly killed with.
pawn Code:
//OnPlayerDeath
if(GetPlayerWeapon(killerid) != reason) //if the weapon "killerid" has is not the weapon used to kill "playerid"
{
//"playerid" used a fake kill
}
Re: Anti Fake Kill - Please Help Me! -
Joe Staff - 24.01.2009
Well distance wouldn't be good if the cheater got close, but it would be good for when they're not, there is a max distance the sniper rifle can do damage. just experiement with the distance using pointtopoint(x,y,x2,y2); to get the exact measurement. Checking if the killer actually owns the weapon is a good way, but also make sure to check if the player has ammo for it (weapon hangs around even if player has 0 ammo). Also make sure to excuse the killer if the player uses /kill /suicide. Also make sure when doing weapon check to clear collision as a weapon (case player jumps off a building)
Re: Anti Fake Kill - Please Help Me! -
Mikep - 24.01.2009
Or do what I said.
Re: Anti Fake Kill - Please Help Me! -
-Davee- - 24.01.2009
Lazarus thank you!
It's works perfect!