[Include] Damage Mod Detection
#5

Quote:
Originally Posted by RogueDrifter
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Not sure if this is going to return false positives on several cases depending on range/lag and whatnot but overall, shouldn't this:
Код:
OnPlayerDamageModding(playerid, weaponid, amount);
Have damagedid instead? since you said an i quote:

So the cheater is the one taking damage not giving damage, no?
The cheater is the one giving the damage. OPGD's amount returns the damage the shooter would've taken with the same shot .

As far as range, lag, and what not are concerned, weapons in GTA don't differ damages by distance and stuff. A body hit with a deagle will always give 46.2___ so on and forth.

Quote:
Originally Posted by Kar
Cool cool, weapon-config kinda does this.

Doesn't seem like you considered different weapon skills tho s:
It's something I made a while back that I never considered releasing. If I get the time, I'll mess around with the skill levels and such and see what I can come of it.
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Messages In This Thread
Damage Mod Detection - by Banana_Ghost - 26.05.2018, 01:22
Re: Damage Mod Detection - by RogueDrifter - 26.05.2018, 02:05
Re: Damage Mod Detection - by Kar - 26.05.2018, 04:07
Re: Damage Mod Detection - by tungki - 26.05.2018, 04:15
Re: Damage Mod Detection - by Banana_Ghost - 26.05.2018, 04:42
Re: Damage Mod Detection - by Banana_Ghost - 29.05.2018, 14:00
Re: Damage Mod Detection - by RogueDrifter - 29.05.2018, 15:43
Re: Damage Mod Detection - by Banana_Ghost - 29.05.2018, 16:22

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