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Old 20/02/2013, 10:42 PM   #1
Matz
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Thumbs up Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

Info

Version: 0.1

As most people know that this script allows you to hit players via shooting on their skin/image. But different side of this script is damages are synced with animations. For preview, watch following video;

https://www.youtube.com/watch?v=fT6JTOF9Nmo

Download

http://www.solidfiles.com/d/41c4e5bf33/

Known Bugs

Damaged player stuck problem (I think will fix this in next version)

_

Last edited by Matz; 28/10/2013 at 10:10 PM.
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Old 20/02/2013, 11:16 PM   #2
Dex007HLH
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Default Respuesta: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

Sweet, I'll test it out
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Old 21/02/2013, 12:04 AM   #3
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Default Re : Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

It is not possible with OnplayerGiveDammage
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Old 21/02/2013, 01:18 AM   #4
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Default Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

Hmmm, from my experience writing anti-lag systems this is not a good way to write it. It's actually better to make your own OnPlayerDeath() callback usually OnPlayerDeathEx() or whatever you want to call it then calculate damage through OnPlayerTakeDamage() and manually set health/armor there so you know when the player dies then make the call to OnPlayerDeathEx(). In this way OnPlayerGiveDamage() would actually call OnPlayerTakeDamage() to issue a hit you can also do some other stuff with this system such as removing the need to set all players to the same team so lead aim and anti-lag can be combined (requires waiting to see if OnPlayerTakeDamage() is called to prevent double hitting).

One more suggestion instead of doing this....

lasthit[playerid] = -1;

Do this to improve readability

lasthit[playerid] = INVALID_PLAYER_ID;
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Old 21/02/2013, 01:59 AM   #5
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Default Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

Quote:
Originally Posted by [uL]Pottus View Post
Hmmm, from my experience writing anti-lag systems this is not a good way to write it. It's actually better to make your own OnPlayerDeath() callback usually OnPlayerDeathEx() or whatever you want to call it then calculate damage through OnPlayerTakeDamage() and manually set health/armor there so you know when the player dies then make the call to OnPlayerDeathEx(). In this way OnPlayerGiveDamage() would actually call OnPlayerTakeDamage() to issue a hit you can also do some other stuff with this system such as removing the need to set all players to the same team so lead aim and anti-lag can be combined (requires waiting to see if OnPlayerTakeDamage() is called to prevent double hitting).

One more suggestion instead of doing this....

lasthit[playerid] = -1;

Do this to improve readability

lasthit[playerid] = INVALID_PLAYER_ID;
+1 Maybe trying thi would be better
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Old 21/02/2013, 02:06 AM   #6
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Default Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

pastebin
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Old 21/02/2013, 02:31 AM   #7
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Default Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

Sure here is an example of the method I'm talking about combines Anti-Lag and Lag shooting with a bit more work it's also possible to make modified damages (won't work properly with health under 51) .

http://pastebin.com/gYhpgBz9
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Old 21/02/2013, 04:44 AM   #8
tandytanz
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Default Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

you can make anti cheat invulnerability too bro ...
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Old 21/02/2013, 01:14 PM   #9
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Default Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

Lawl, this is nice. Good job man
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Old 21/02/2013, 01:32 PM   #10
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Default Re: Anti-Lag/Anti-Lead/MTA-Bullet Hit Sync System v0.1 (Weapon Damages Synced)

nvm i was wrong and i'm sorry for that
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Last edited by doreto; 21/02/2013 at 04:33 PM.
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