Posts: 26
Threads: 3
Joined: Dec 2007
Reputation:
0
Just curious since it's a subject that comes up a lot within our own community.
It's been half a year since 0.3z was released. Many gamemodes have evolved to utilise this new functionality; many have avoided it and stuck with the old anim-based aim system. If you did move to lagcomp, what was your reasoning, and is there anything interesting that you use it for within your script? If you didn't, why not?
Posts: 1,696
Threads: 6
Joined: Dec 2008
Moved to it.
Provides a realistic shooting environment.
The new system allows to calculate headshots, torso and other parts of the body.
Posts: 6,242
Threads: 8
Joined: Jun 2008
Scripters =/= Developers...
Posts: 718
Threads: 4
Joined: Jun 2006
Reputation:
0
We do, (Jernejl, myself - same server) and have done since it's introduction. Not sure about the rest of the guys but I suspect they all do. Why wouldn't you?
Posts: 6,242
Threads: 8
Joined: Jun 2008
Quote:
Originally Posted by Sasino97
WTF are you saying
Every scripter is contributing to develop SA-MP
|
Nope, you're mistaken as all heck...
Devs may be Scripters, Scripters aren't necessarily Devs.
It's like saying that you drive, so therefore you are a tester for the car manufacturer... It doesn't work like that.
Posts: 251
Threads: 3
Joined: Jul 2011
Reputation:
0
Personally, I finally turned lag compensation on (about a week ago). The reason I left it off for such a long time was in fact due to aimbots, amplifiers, etc. The aimbots were the hardest thing to combat (especially if there weren't any admins online). Aimbots are more likely to be detected now (just get their hit ratio and compare it to a value set in the script, if an admin is online, it will send them an AC warning, if there isn't one, it goes by a variable based system, 5 warnings = Kick, the variable starts over again (the good aimbots barely miss a single shot)). Sure there are expert shooters, but even those experts can't hit the amount defined in the script. As for the amplifier I tested, when used, the player gets kicked from the server for going above the ackslimit set in place. As for the damage mods (as I don't know why people would use them with lagcomp considering they're very noticeable), I use OnPlayerTakeDamage and OnPlayerGiveDamage to detect that, if the amount of damage given doesn't match the amount of damage taken, the AC will send a message to the online admins and add a variable to the playerid, 5 warnings = Kick. I also use SetPlayerChatBubble above the damaged player's head under OnPlayerTakeDamage for players to detect damage mods.
But long story short, it's not as bad as I thought it would be.