Quote:
Originally Posted by Lordz™
I suggest you to check once more in regarding fists getting called on OnPlayerWeaponShot. A small snippet for debugging?
pawn Code:
public OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ) { if(weaponid == 0) printf("WEAPON ID 0 HAS BEEN CALLED!"); return 1; }
Because melee weapons aren't being called under it as it's "WeaponShot" callback. If 0 gets called, I'm really amazed! About PVars - it's generally slow. And here, PVars aren't required. PVars are only needed if you're using it on other scripts too, like global player-variables.
This is a small suggestion, I haven't tried it tho. From the video, it seems like there's no animation while shots are going on. So, how about checking the animations? That might get worked.
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The animations are there on the players perspective so that would not work. If the client doesn't have the hack installed then no your code wont get called but I have a code in my script that warns the admins when a level has a gun. When I set myself as level one in game and use the hack with no gun in my hand it spams the fuck out of my screen thats how i found out its called with the hack installed. Regardless of what gun is in your hand its creating bullets from your player wich means it definately is being called.
I will look into the hooking, and make a more accurate one when I wake up thanks for the tips with pvars.