NPC's and new shooting sync
#1

Due to new sync while shooting (OnPlayerWeaponShoot) NPC's can't cast damage (shooting animation works, but there are no bullets, thereby no damage, even if NPC shooting right in you).
I know that nobody cares about NPC's, and most likely there will be no fix for that (except turning off shooting sync), but it is a bug.
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#2

Many people care about NPCs and theres even a fix for this (partially) Some plugins offer a SendBulletData function that allows sending bullets manually. You can use that to make NPCs damage players. You just wont be able not make NPCs damage other NPCs that way, but this never worked.
Would still be nice to see NPC being excluded from the lagcomp mode.
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#3

Use YSF Plugin to send bullet data.
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#4

MyU's plugin provides SendBullet and SendBulletToAll.
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#5

Quote:
Originally Posted by Mauzen
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Many people care about NPCs and theres even a fix for this (partially) Some plugins offer a SendBulletData function that allows sending bullets manually. You can use that to make NPCs damage players. You just wont be able not make NPCs damage other NPCs that way, but this never worked.
Would still be nice to see NPC being excluded from the lagcomp mode.
Technically you could damage other NPCs actually since it would be known an NPC is shooting another NPC but you are correct that there is no direction detection. I would also like to add using SendBulletData() will almost always hit the player being shot unless there is some kind of obstruction.

This is not really a bug to be honest it's a missing feature.
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#6

Quote:
Originally Posted by Pottus
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Technically you could damage other NPCs actually since it would be known an NPC is shooting another NPC but you are correct that there is no direction detection. I would also like to add using SendBulletData() will almost always hit the player being shot unless there is some kind of obstruction.

This is not really a bug to be honest it's a missing feature.
Yep the bullet data just is the straight data without any client-sided inaccuracies. You would have to add a random factor to it to make it more GTA-like. Also the bullet data is pretty ping-dependant. Afaik the client of the player who got the data assigned will report hits. But as it needs a while until the player receives and handles the bullet data from the client, the target might already have moved, so to get 100% exact hits you would even have to do serversided lagshooting with this, theoretically creating a pre-0.3z aimbot on your server
Wouldnt be different if NPCs could shoot again, as that data would still have some lag to the clients, but you wouldnt have to care about the random factor as the shots would be randomized by each client.
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