OnPlayerDeath and Carmods
#9

Quote:
Originally Posted by Konstantinos
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You're right.

I was looking some tests I have done in the past and it seems that using your on OnPlayerDeath(Ex) callback with OnPlayerTakeDamage's help and a custom SetPlayerHealth(Ex) to control whether you kill the player, you can pass the killerid as an INVALID_PLAYER_ID.
I think this could be solved easily in the SA-MP server/client (don't know where it is managed of-course, and
I don't know how the source looks of-course) But i think it would be relative easily by just (re)setting the
killer/IssuerID to INVALID_PLAYER_ID when the callback SetPlayerHealth is used.

Yeah I do understand that there are MINIMAL chances that when someone shoots someone EXACTLY before
a SetPlayerHealth, it would not count as a kill for that player. But those chances are minimal and causing less
inconvenience than the current situation.

Thanks again for confirming my solution
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Messages In This Thread
OnPlayerDeath and Carmods - by VenomXNL - 25.11.2013, 23:28
Re: OnPlayerDeath and Carmods - by Akira297 - 26.11.2013, 07:02
Re: OnPlayerDeath and Carmods - by VenomXNL - 26.11.2013, 10:00
Re: OnPlayerDeath and Carmods - by cessil - 27.11.2013, 23:49
Re: OnPlayerDeath and Carmods - by VenomXNL - 28.11.2013, 00:22
Re: OnPlayerDeath and Carmods - by Konstantinos - 28.11.2013, 10:46
Re: OnPlayerDeath and Carmods - by VenomXNL - 28.11.2013, 14:44
Re: OnPlayerDeath and Carmods - by Konstantinos - 28.11.2013, 14:52
Re: OnPlayerDeath and Carmods - by VenomXNL - 28.11.2013, 15:05

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