11.07.2015, 19:25
Quote:
What is SetDisableSyncBugs doing? |
Quote:
I am looking to figure out how SetCustomFallDamage works. |
About the spawn-get-skin, you should report that on the github.
What is SetDisableSyncBugs doing? |
I am looking to figure out how SetCustomFallDamage works. |
This is to fix certain sync bugs (pretty self explanatory, ehh), such as the 'knifed' sync.This is like the most complicated part of the include. Slice still hasn't got it 100% figured out, but it does work. Refer to the github readme for this stuff.
About the spawn-get-skin, you should report that on the github. |
SetWeaponDamage(31, DAMAGE_TYPE_STATIC, 11.90);
Edit3: Since health is server sided, both health and armour can't be hacked anymore, right?
Edit4: If you have a list of SetWeaponShootRate(weaponid, max_rate); for weapons you can c-bug, can you send it?/QUOTE] @3: True. Neither can be hacked. @4: I don't have a list, but I could make one. However, if you are trying to prevent C-Bug, it's think already being done by default. To test it put some debug messages in OnRejectedHit and try to C-Bug. |
SetWeaponDamage(
WEAPON_SNIPER,
DAMAGE_TYPE_RANGE,
45.0,
4.0, 35.0,
90.0, 30.0
);
SetWeaponDamage(
WEAPON_RIFLE,
DAMAGE_TYPE_RANGE,
37.5,
4.0, 30.0
);
SetWeaponDamage(
WEAPON_DEAGLE,
DAMAGE_TYPE_RANGE,
35.0,
25.0, 25.0
);
SetWeaponDamage(
WEAPON_SILENCED,
DAMAGE_TYPE_STATIC,
15.0
);
SetWeaponDamage(
WEAPON_PISTOLWHIP,
DAMAGE_TYPE_STATIC,
10.0
);
SetWeaponDamage(
WEAPON_M4,
DAMAGE_TYPE_STATIC,
8.0
);
SetWeaponDamage(
WEAPON_AK47,
DAMAGE_TYPE_STATIC,
11.5
);
SetVehiclePassengerDamage(true);
SetDamageSounds(1190, 17802);
SetWeaponMaxRange(WEAPON_RIFLE, 140.0);
SetWeaponMaxRange(WEAPON_M4, 100.0);
SetWeaponMaxRange(WEAPON_DEAGLE, 40.0);
SetWeaponMaxRange(WEAPON_SHOTGUN,50.0);
SetWeaponMaxRange(WEAPON_AK47, 100.0);
SetCustomFallDamage(true, 40.0, -0.75);
SetDamageFeed(true);
SetDisableSyncBugs(true);
SetCustomVendingMachines(false);
if (weapon == WEAPON_CARPARK || weapon == WEAPON_HELIBLADES)
{
return 0;
}
if (weapon == WEAPON_COLLISION && amount <= 5.0)
{
return 0;
}
new avg_rate = AverageShootRate(issuerid, 2);
// Lower rapid fire damage
if (avg_rate != -1) {
if (weapon == WEAPON_DEAGLE && avg_rate < 500) {
amount /= 1.4;
} else if (weapon == WEAPON_SHOTGSPA && avg_rate < 250) {
amount /= 1.4;
}
}
// Silencer headshot
if (weapon == WEAPON_SILENCED && bodypart == 9) {
amount = 30.0;
}
// Rifle headshot
if (weapon == WEAPON_RIFLE && bodypart == 9)
{
amount /= 0.75;
}
// Sniper headshot
if (weapon == WEAPON_SNIPER && bodypart == 9) {
if (amount == 30.0) {
amount = 40.0;
} else if (amount == 35.0) {
amount = 40.0;
} else if (amount == 45.0) {
amount = 50.0;
}
}
new avg_rate = AverageShootRate(issuerid, 2); // Lower rapid fire damage if (avg_rate != -1) { if (weapon == WEAPON_DEAGLE && avg_rate < 500) { amount /= 1.4; } else if (weapon == WEAPON_SHOTGSPA && avg_rate < 250) { amount /= 1.4; } }