Developers of SA:MP, do you use lagcomp, and why?
#10

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.
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