How could sa-mp solve /q issues
#1

Instead of having an instant quit! how about

pawn Code:
SetQuitDelay(time); //ms, max 5000, do a check if the player sets it over 5 seconds to reset it or w/e

forward OnClientCommand(playerid, command[]);//return 0 would NOT refuse the command obviously, just there to tell you they used it, not really needed much though
I'm sure these would help alot
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#2

I don't like the idea of a quitdelay, and I almost guarantee it would not even be considered, sorry.
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#3

Lol did you get this idea from when Si|ent said it on IRC like 2 days ago?
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#4

+1 for OnClientCommand
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#5

Quote:
Originally Posted by Potassium
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Lol did you get this idea from when Si|ent said it on IRC like 2 days ago?
Actually no, what did he say?
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#6

Quote:
Originally Posted by Kar
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Actually no, what did he say?
Pretty much that exact thing, lol

[22:40:15] <+Si|ent> jatoch: simple, a delay on /q, like every other multiplayer game has. so you cant exit immidiately to evade death. i told him it woudld be the biggest issue in the last and this release
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#7

40 min delay so no one will be able to leave the server
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#8

Quote:
Originally Posted by Saurik
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40 min delay so no one will be able to leave the server
Esc.
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#9

Delaying /q in order to evade death or capture is rather extreme, besides there is more than one way to force quit the game bypassing any /q delay anyways. What you're asking for and hope to achieve with it should be done by the script itself anyways. For example, you could check to see if a player is nearby when somebody quits to help decide if that someone is evading death. Of course you'll have to really think it out to come up with the most accurate system such as adding in if the quitting player has lost health or if the players around him at the time were armed or done the quitter damage etc. Then just save this information to the IP and wait for that IP (Quitter) to return and take whatever pentalty you set for them... Somewhere along those lines

However, in general, delaying /q isn't recommended since most players (Including myself) use /q to shut down the game as quick as possible, not having to wait to leave all the time and whatnot
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#10

If i want to avoid death, i simply stick my internet usb out and my internet connection is lost...

Thats not usefull at all
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#11

Quote:
Originally Posted by Dripac
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If i want to avoid death, i simply stick my internet usb out and my internet connection is lost...

Thats not usefull at all
Most death evaders tend to be noobs and just use /q .

Quote:
Originally Posted by XGh0stz
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Delaying /q in order to evade death or capture is rather extreme, besides there is more than one way to force quit the game bypassing any /q delay anyways. What you're asking for and hope to achieve with it should be done by the script itself anyways. For example, you could check to see if a player is nearby when somebody quits to help decide if that someone is evading death. Of course you'll have to really think it out to come up with the most accurate system such as adding in if the quitting player has lost health or if the players around him at the time were armed or done the quitter damage etc. Then just save this information to the IP and wait for that IP (Quitter) to return and take whatever pentalty you set for them... Somewhere along those lines

However, in general, delaying /q isn't recommended since most players (Including myself) use /q to shut down the game as quick as possible, not having to wait to leave all the time and whatnot
If you delay it for 100ms, you hardly notice it.
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#12

Quote:
Originally Posted by Dripac
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If i want to avoid death, i simply stick my internet usb out and my internet connection is lost...

Thats not usefull at all
Actually the issue is still /q

If you lose connection, you disconnect, but to other players / server, your still there for a while

Lost connection and timeout already have a delay if you actually look at it. /q just needs one

and to trolls talking about 40 mins and what not, just get out -_-

I guess this can be scrapped anyway, /q is really meant for quick leaving as fast as possible
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#13

Quote:
Originally Posted by Kar
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Actually the issue is still /q

If you lose connection, you disconnect, but to other players / server, your still there for a while

Lost connection and timeout already have a delay if you actually look at it. /q just needs one

and to trolls talking about 40 mins and what not, just get out -_-

I guess this can be scrapped anyway, /q is really meant for quick leaving as fast as possible
ESC -> Quit game can't be delayed and it works the same as /q.

Of course leaving could have a delay where the player stays on the server standing idle for a few seconds after the client itself has been closed. This would solve all problems with death evaders and shouldn't bring up anything new.
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#14

No support, besides most quitting to avoid deaths i have seen time out.
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#15

There will always be a way to quit any game at any time quickly;

- All games have a Exit/Quit game in their menu
- Task Manager, just exit the process (in processes tab it will force quit it, in Program tab it tries to save data if any)
- You can keybind to quit a process quickly
- If you really must quit the game.. just pull the powerplug xD

So it wouldn't make a difference adding that delay to SA:MP.

+1 for OnClientCommand though
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#16

Bunch of lamers nowadays /q /q /q all the time.
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#17

Quote:
Originally Posted by 3ventic
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ESC -> Quit game can't be delayed and it works the same as /q.

Of course leaving could have a delay where the player stays on the server standing idle for a few seconds after the client itself has been closed. This would solve all problems with death evaders and shouldn't bring up anything new.
Now this makes much more sense to me, keeping the character an extra minute or so in game after the user shuts down thier game client (As done in Ultima Online for example).

But I still don't understand at all why you would want to delay /q even if only for 100ms. What is the purpose and what could possibly be done within those 100ms that can't be done instantly...? If any longer than 1000ms, players must wait to quit? Not a solid idea there... (No Offense)

Either way, players can get around it as liquor stated, so it makes little diffirence
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#18

Quote:
Originally Posted by Dripac
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If i want to avoid death, i simply stick my internet usb out and my internet connection is lost...

Thats not usefull at all
Now you've just gave me an idea for when I am losing on a server xD
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#19

Quote:
Originally Posted by Saurik
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40 min delay so no one will be able to leave the server
YES & disable Esc button.
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#20

It IS possible to keep a player's account on a server (idle, but interactable) for a few seconds after /q, isn't it? The client itself will close when /q is used, and the server disconnects the client, but keeps a 'fake' player on the server, at the same position for a few seconds, before deleting it. The fake player would go through all callbacks etc normally.
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