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Re: Syncronisation design
[quote author=Houstin link=topic=151.msg1277#msg1277 date=1314408659]
Last time I played SA:MP, in Crazybob's CnR, all you had to do is rob a store to get enough money to buy a gun. Then once you had a gun, you could simply enable infinite ammo and godmode and cheat until an admin notices and bans. I wouldn't doubt it that infinite ammo is becoming easier to detect, but godmode and teleportation will never be completely detectable.
[/quote]
sorry if offtopic but in sa-mp you could detect it using onplayerkeystatechange, getweaponstate and getweapondata. (it won't work if a player shoots with ctrl though ;\ secondary fire key)
maybe if recycler plans those functions, you could try it here too.
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Senior Member
Re: Syncronisation design
[quote author=Kar link=topic=151.msg1614#msg1614 date=1314763112]
[quote author=Houstin link=topic=151.msg1277#msg1277 date=1314408659]
Last time I played SA:MP, in Crazybob's CnR, all you had to do is rob a store to get enough money to buy a gun. Then once you had a gun, you could simply enable infinite ammo and godmode and cheat until an admin notices and bans. I wouldn't doubt it that infinite ammo is becoming easier to detect, but godmode and teleportation will never be completely detectable.
[/quote]
sorry if offtopic but in sa-mp you could detect it using onplayerkeystatechange, getweaponstate and getweapondata. (it won't work if a player shoots with ctrl though ;\ secondary fire key)
maybe if recycler plans those functions, you could try it here too.
[/quote]
I am sure that is possible with mods.
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