Problem with OnPlayerWeaponShot
#6

Quote:
Originally Posted by Toxik
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You shall use something like this
pawn Код:
public OnPlayerWeaponShot( playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ )
{
    if( hittype != BULLET_HIT_TYPE_NONE ) // Bullet Crashing uses just this hittype
    {
        if( !( -1000.0 <= fX <= 1000.0 ) || !( -1000.0 <= fY <= 1000.0 ) || !( -1000.0 <= fZ <= 1000.0 ) ) // a valid offset, it's impossible that a offset bigger than 1000 is legit (also less than -1000.0 is impossible, not used by this hack, but still, let's check for it, just for the future, who knows what hacks will appear). The object with biggest offset is having ~700-800 radius.
        {

            Ban(playerid);
            SendClientMessage(playerid,COLOR_YELLOW,"[ANTICHEAT]: You got Banned form server . post appeal on http://www.goofycrew.proboards.com ");
            SendClientMessage(playerid,COLOR_RED,"****[INFO]pres F8 and upload your pic on imgur.com****");
            return 0; // let's desynchronize that bullet, so players won't crash
        }
    }
    return 1;
}
Not sure if retarded or what
I have no idea if you've read the topic properly , he wants to desynchronize the bullet that shoots the object not the unknown bullet hit type (A.K.A anticrasher)
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Messages In This Thread
Problem with OnPlayerWeaponShot - by Midzi - 22.07.2015, 11:47
Re: Problem with OnPlayerWeaponShot - by JaydenJason - 22.07.2015, 12:31
Re: Problem with OnPlayerWeaponShot - by nezo2001 - 22.07.2015, 12:50
Re: Problem with OnPlayerWeaponShot - by Midzi - 22.07.2015, 12:53
Re: Problem with OnPlayerWeaponShot - by Toxik - 22.07.2015, 13:07
Re: Problem with OnPlayerWeaponShot - by Crystallize - 22.07.2015, 13:27
Re: Problem with OnPlayerWeaponShot - by Toxik - 22.07.2015, 13:31

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