05.08.2013, 06:07
It is possible to fix, but you need to use the OnPlayerGiveDamage callback and with a bit of math, you can accomplish it (but it'll be a bit buggy). I played on a server that removed lag shooting before.
And must I remind you, there is no "perfect synchronization" in any game. A lot of games have this problem, you just have to shoot at their lag spot which is sometimes difficult to determine.
This isn't MTA, this is SA-MP. MTA has too much GUI and advanced shit that nobody needs, which is why there are more players in SA-MP because people enjoy the vanilla GTA:SA better (without any fancy ass graphics) and it's EASIER to install and log onto servers with SA-MP. I personally enjoy lag shooting because if there was no lag shooting, players would be easier to kill and DM would be difficult and boring.
And must I remind you, there is no "perfect synchronization" in any game. A lot of games have this problem, you just have to shoot at their lag spot which is sometimes difficult to determine.
This isn't MTA, this is SA-MP. MTA has too much GUI and advanced shit that nobody needs, which is why there are more players in SA-MP because people enjoy the vanilla GTA:SA better (without any fancy ass graphics) and it's EASIER to install and log onto servers with SA-MP. I personally enjoy lag shooting because if there was no lag shooting, players would be easier to kill and DM would be difficult and boring.