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I found out that if a player does enter a vehicle (while doing it there's a chance of 0,2%) that a player will spawn a random weapon.
Version: 0.3d R2 Server&Client
I hope this will be fixed in the next update.
Regards
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Never saw that. Test with multiple scripts, maybe it is some scripting issue.
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Well no it's actually not a scripting issue :/
I use an anti cheat which detects what kind of weapons does a player spawn after player update and so I was able to see what and where the weapon has been spawned (This have detected on me even I didn't use any kind of mods/cheats/hacks)
This was detectable with GetPlayerWeapon and GetPlayerWeaponData
(I guess it must be a client side issue or the server just desyncs while a player does enter a vehicle)
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Mind showing the exact code to check it?
I am curious about this.
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Where you can get the include:
https://sampforum.blast.hk/showthread.php?tid=280549
I won't show lines of my whole weapon anti cheat, but I can show you a callback which does get called after almost every player update (only in case of weapon update)
pawn Code:
public OnPlayerWeaponDataChange(playerid, slot, oldweapon, newweapon)
{
printf("Player ID %d spawned weapon ID %d on slot %d. Old: %d", playerid, newweapon, slot, oldweapon);
return 1;
}
From the logs:
Code:
...
In Vehicle: Enforcer(8)
Player Vehicle Health: 998.41
AC Vehicle Health 1000.00
...
Holding Weapon: Tec9(1000)
Player Weapons:
N/A(0), Deagle(100), Tec9(1000)
AC Weapons:
N/A(0), Deagle(100), MP5(1000)
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I ve seen this. May this help you:
A guy had MP5 with 1000 ammo. He has a low ping. He spend on server about 5 minutes before.
Ok, so he entered my truck with G and then the truck strangly moved forward without me as driver doing anything.
I haven't seen that 'truck lag move' before on 0.3a b or c
Does this bug spawns a weapon with 0 ammo?
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I'm not using any filterscripts for my server. It's just an include which helps me to filter out player side changes.
I just set/check a simple PVar if a player does spawn/has been spawned.
This callback won't get called if somebody has joined the server (also while being in class selection)
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I don't know but if it has been fixed in 0.3e but this bug is really annoying in 0.3d.
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It has to be a scripting issue