12.01.2017, 14:33
Quote:
Getting desynced is one among them. Another reason, I'd say is caused due to latency. I've experienced situations where OPS fails when OPD is called twice in a row, this is a rare case though. Others, like I stated, there are fake spawns and fake kills that can bypass, but it's always up to the developer to have safeguard. PLAYER_STATE_WASTED would be pretty much fine to check.
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After playing SA-MP for a long time, and running a server that specifically uses a variable, OPS was always called except when a player gets desynced (which is even better since that will prevent players from performing certain actions as the server doesn't mark them as spawned, they can't be killed, etc., etc.).