Anti Fake Kill Discussion (0.3d)
#1

no OnPlayerTakeDamage called, and someone fake killed = detect?

/Discuss, dugi said that it would work, anyone willing to attempt it?
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#2

Maybe someone did and will post here but the best way to know is: Many tests in all possible situations.
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#3

I don't think there's any way to simulate a "fake kill" beacause it's an animation with like 1HP remaining.
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#4

bump

@Dark734 since when the player has 1hp remaining?
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#5

I'm not 100% sure which way fake-kill works. Is it the cheater fakes his own death? I assume it's that.

Perhaps OnPlayerUpdate could be used?
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#6

pawn Code:
OnPlayerDeath(playerid, killerid, reason)
{
         if(GetPlayerWeapon(killerid) != reason) { /*Fake kill?*/ }
}
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#7

Quote:
Originally Posted by Dark_Kostas
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pawn Code:
OnPlayerDeath(playerid, killerid, reason)
{
         if(GetPlayerWeapon(killerid) != reason) { /*Fake kill?*/ }
}
^That would make no sense in the script
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#8

why can't you use GetPlayerWeapon or IsPlayerInRangeOfPoint or even GetPlayerAmmo

OnPlayerTakeDamage will be called when they do the fake kill...?
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#9

Hehe, yup. Acutally where is a method to simulate kill by any ped (if streamed) by any weapon IsPlayerInRange is unuseful, killer ped must be streamed, so this will be ever true. OnPlayerTakeDamage just making a new vulns, because the same method allow you to send information that any streamed ped taked any damage.
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#10

Quote:
Originally Posted by sim_sima
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^That would make no sense in the script
Fake Kill is when a player dies but with a fake reason right? Right. So if the reason he sent to the server is not the same with the weapon his killer is holding, then obviously is a fake kill. What's wrong with it?
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