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Old 07/11/2016, 07:37 PM   #11
AndySedeyn
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Default Re: OnPlayerWeaponShot bug

Quote:
Originally Posted by SickAttack View Post
They can also hold the botton down.
That can be detected too... Hammering on obvious details isn't helping to "fix" this.
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Old 07/11/2016, 07:40 PM   #12
SickAttack
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Default Re: OnPlayerWeaponShot bug

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Originally Posted by AndySedeyn View Post
That can be detected too... Hammering on obvious details isn't helping to "fix" this.
Then get to work. If you can detect the animation, then all of this ColAndreas, math stuff isn't needed.

By they can also hold it down. I'm referring to ammo hack going through. They just stand by a wall, shoot the hell out of others, and then they can keep their ammo to 1 value lower or so.

Time based calculations won't be as accurate, but you can get a number to base off (with an if-then) and prevent that with GetPlayerAmmo.

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Edit: You don't even need to detect the animation, it can be done by just using OnPlayerKeyStateChange.

Last edited by SickAttack; 07/11/2016 at 08:38 PM.
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Old 08/11/2016, 06:50 PM   #13
aprender123
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Default Re: OnPlayerWeaponShot bug

Can you help me save admins data I do not know how to do that
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Old 10/11/2016, 01:11 AM   #14
DTV
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Default Re: OnPlayerWeaponShot bug

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Originally Posted by aprender123 View Post
Can you help me save admins data I do not know how to do that


Ask for help in the Scripting Help section.
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