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Thread: Syncronisation design

  1. #11

    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.

  2. #12
    Senior Member Volumed's Avatar
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    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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