OnPlayerGiveDamage or 0.3z?
#1

I test today an problem i think "skin abuse", because i see certainly scripter talk it's better for them OnPlayerGiveDamage skin shot system.

On 0.3x it's possible to use an mod for "desactive" and "active" an skin pikachu example and with this mod you can dont get banned and cheat for don't take damage weapon. (with system basic not with skin shot)

But system 0.3z BULLET/DAMAGE it's better for me than OnPlayerGiveDamage system skin shot for me Why?

Beacause if an player use a FAT skin on other player, this player can abuse with this skin for give the damage on other player, with an fat skin it's very easy to HIT/DAMAGE. > With OnPlayerGiveDamage

BUT on 0.3z no , i hit an player with skin pikachu "very very small" but me i see the skin original, i hit the head and he don't take the damage, it's good the system DAMAGE on 0.3z it's better i think beacause skin cheated it's possible to active and desactive with an mod and the skin don't change for other player.

But the negative i think on 0.3z is just the SYNC, example i move behind a wall if other player see me not behind he can't hit me but it's not an problem we can't have a perfect SYNC.

For me i think 0.3z it's the best for skin damage , on 0.3x without OnPlayerGiveDamage skin shot system we have lot of cheat "bullet proof" and other for don't take the damage very difficult to detect it, the cheaters are not stupid they know how don't get banned.
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#2

You can use a serverside damage system in this case with OnPlayerGiveDamage.
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#3

The main advantage I find in using OnPlayerGiveDamage is that I can use joypad autoaim and therefore have a gaming experience similar to that of single player mode, which is not possible (at least without hacks) in 0.3z if I use its new lag compensation mode. This is why I adamantly defend legacy mode despite I don't like lagshooting.
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