ECNR Forums

ECNR Requests => ECNR Suggestions => Topic started by: Ratzu on August 18, 2012, 10:55:40 pm

Title: Anti Lag Shoot
Post by: Ratzu on August 18, 2012, 10:55:40 pm
Well, a few days ago, I read in the SAMP forum that there was a function (OnPlayerGiveDamage) that could eliminate the need for lag shooting, it seemed to good to be true, but today I found that it is true, and it is used in many DM servers.

It determines whether the player damages a player (makes them bleed) on their client, this could be used to determine the damage given by the player and translate it over to the player who was shot.

Problem with this is that the player who was shot will see the bullet passing by them, but I think it's better this way.

EDIT: This could also be used to auto-ban for health hacks.
Title: Re: Anti Lag Shoot
Post by: Matt on August 18, 2012, 10:57:21 pm
Well, a few days ago, I read in the SAMP forum that there was a function (OnPlayerGiveDamage) that could eliminate the need for lag shooting, it seemed to good to be true, but today I found that it is true, and it is used in many DM servers.

It determines whether the player damages a player (makes them bleed) on their client, this could be used to determine the damage given by the player and translate it over to the player who was shot.

Problem with this is that the player who was shot will see the bullet passing by them, but I think it's better this way.

Nope! It is worst... Less skill and might aswell use Joypad then to Aim faster and to kill people faster? No point... You should use skill!

Title: Re: Anti Lag Shoot
Post by: Ratzu on August 18, 2012, 11:00:14 pm
Shooting someone does take skill, certainly more than praying while you spray the air next to the person.
Title: Re: Anti Lag Shoot
Post by: Matt on August 18, 2012, 11:03:28 pm
Shooting someone does take skill, certainly more than praying while you spray the air next to the person.
Shooting a Person takes less skill than Lag Shooting...
It is fun learning to lag shoot...
Keep the Lag Shooting Fool! :D
Title: Re: Anti Lag Shoot
Post by: Ratzu on August 18, 2012, 11:14:09 pm
Not lag shooting is a lot funner. :<
Title: Re: Anti Lag Shoot
Post by: Sylar on August 19, 2012, 05:00:31 am
I think it'd be great not to have to lag shoot anymore! We won't hear the haters hate the laggers (Sylar :() anymore. On the other hand, I also think lag shooting takes skill and should be kept!

I'll go with removing the need for lag shooting anyway. :)
Title: Re: Anti Lag Shoot
Post by: spiderpig on August 19, 2012, 09:22:33 am
Lag shooting is part of the game. And give u skills of using weapons. Also usefull for other shooters hehe. But i think it should be kept as now. I have no problems with lag shooting hehe
Title: Re: Anti Lag Shoot
Post by: suicide on August 19, 2012, 10:40:44 am
I already played in a server that no need lag shooting, I know that DM servers uses it, but you need to have a good host too (Fuck ya Volt host and pass to a better host).

Once we have a good host we only need a good Sync. But what's bad in it that any nawb player will now can kill you (It will support Deathmatching) :/

My point is keep lagshooting and if a player has more than 300ping you will not need to lag shoot him. Easy as that.
Title: Re: Anti Lag Shoot
Post by: OldMan on August 19, 2012, 11:11:23 am
Well, a few days ago, I read in the SAMP forum that there was a function (OnPlayerGiveDamage) that could eliminate the need for lag shooting, it seemed to good to be true, but today I found that it is true, and it is used in many DM servers.

It determines whether the player damages a player (makes them bleed) on their client, this could be used to determine the damage given by the player and translate it over to the player who was shot.

Problem with this is that the player who was shot will see the bullet passing by them, but I think it's better this way.

Nope! It is worst... Less skill and might aswell use Joypad then to Aim faster and to kill people faster? No point... You should use skill!
^^ I'm pretty sure that is considered hacking.
Besides lag shootings a lot easier in a joypad (right click and aim left/right a bit)

Lag shooting is part of the game. And give u skills of using weapons. Also usefull for other shooters hehe. But i think it should be kept as now. I have no problems with lag shooting hehe
The problem is within people with high ping. Many classify us as "unkillable" and such.

Shooting someone does take skill, certainly more than praying while you spray the air next to the person.
Shooting a Person takes less skill than Lag Shooting...
It is fun learning to lag shoot...
Keep the Lag Shooting Fool! :D

Like I said before, we keep it = increase of raging Western players.

But what's bad in it that any nawb player will now can kill you (It will support Deathmatching) :/
What, having guns already promote deathmatch and we would certainly not remove guns eh?


Conclusion, put it! SA-MP's main problem is lag shot and if we have a solution to fix it, then do it!
Title: Re: Anti Lag Shoot
Post by: Ratzu on August 19, 2012, 04:03:51 pm
I find it baffling that you guys don't want to fix the main problem with SAMP.
If the SAMP Team fixes it in the next version you'll all be like "omg look at the sync" and praise the work of the samp team, because they fixed a problem in their game.
Now we have a solution at hand to put an end to the problem, and you guys reject it because shooting the air rather than the player is fun.
Title: Re: Anti Lag Shoot
Post by: Littleman on August 19, 2012, 09:35:26 pm
I find it baffling that you guys don't want to fix the main problem with SAMP.
If the SAMP Team fixes it in the next version you'll all be like "omg look at the sync" and praise the work of the samp team, because they fixed a problem in their game.
Now we have a solution at hand to put an end to the problem, and you guys reject it because shooting the air rather than the player is fun.
agree with rats. Some people Internet is shit like mine.  I like the idea
Title: Re: Anti Lag Shoot
Post by: Ratzu on August 19, 2012, 10:46:41 pm
Also, when you're playing Call of Duty or something of the sort, you don't think "Man, I wish sync was bad so I couldn't shoot the player directly."
And people go all crazy when hitboxes are fucked up, so seriously, you cannot prefer bad sync over an accurate hit system.

EDIT: Holy shit. This could be used to put an end to db on foot. It can be used to determine whether the player who dealt damage was in a vehicle, and prevent the damage from being translated to the player. It could be used to end deathmatching as a whole (if you wanted to go crazy about it). You could determine whether the player who shot was raped, robbed, kidnapped, etc in the time limit, if he was not, the other player simply does not take any damage. Same with cops, if the player is white/yellow, no damage is taken.
Title: Re: Anti Lag Shoot
Post by: Matt on August 20, 2012, 10:12:05 am
EDIT: Holy shit. This could be used to put an end to db on foot. It can be used to determine whether the player who dealt damage was in a vehicle, and prevent the damage from being translated to the player. It could be used to end deathmatching as a whole (if you wanted to go crazy about it). You could determine whether the player who shot was raped, robbed, kidnapped, etc in the time limit, if he was not, the other player simply does not take any damage. Same with cops, if the player is white/yellow, no damage is taken.

So I want to go ingame and mess around with Suicide and Nicky like I did before... Ooh right:| Damnit I can't no more... I haven't raped/robbed them and we are all Civilians...
Fun!
Title: Re: Anti Lag Shoot
Post by: Sylar on August 20, 2012, 02:56:50 pm
EDIT: Holy shit. This could be used to put an end to db on foot. It can be used to determine whether the player who dealt damage was in a vehicle, and prevent the damage from being translated to the player. It could be used to end deathmatching as a whole (if you wanted to go crazy about it). You could determine whether the player who shot was raped, robbed, kidnapped, etc in the time limit, if he was not, the other player simply does not take any damage. Same with cops, if the player is white/yellow, no damage is taken.

So I want to go ingame and mess around with Suicide and Nicky like I did before... Ooh right:| Damnit I can't no more... I haven't raped/robbed them and we are all Civilians...
Fun!

It was just a side idea, clearly. Less than that can be done, like just making so to the Drive-By detection.
Title: Re: Anti Lag Shoot
Post by: Ratzu on August 20, 2012, 08:11:06 pm
EDIT: Holy shit. This could be used to put an end to db on foot. It can be used to determine whether the player who dealt damage was in a vehicle, and prevent the damage from being translated to the player. It could be used to end deathmatching as a whole (if you wanted to go crazy about it). You could determine whether the player who shot was raped, robbed, kidnapped, etc in the time limit, if he was not, the other player simply does not take any damage. Same with cops, if the player is white/yellow, no damage is taken.

So I want to go ingame and mess around with Suicide and Nicky like I did before... Ooh right:| Damnit I can't no more... I haven't raped/robbed them and we are all Civilians...
Fun!

It was just a side idea, clearly. Less than that can be done, like just making so to the Drive-By detection.
Yeah, it was a side idea, I was just trying to say that much more could be done with OnPlayerGiveDamage than what I initially suggested.
You could just send a notice to admins that a player is deathmatching, but the db on foot is definitely a good idea.
Title: Re: Anti Lag Shoot
Post by: OldMan on October 07, 2012, 10:43:52 am
-bump (fuck me in the anus for being a badass)
I actually tried one of the systems to get rid of lag shooting. I have to say that it will literally change the way you play the game.
Although it's glad to shoot the player and actually kill him, you are more vulnerable to shots as it can actually lead to people complaining (ermehgerd, I died although i my screen, I didn't get hit)
However, I still support this idea but I just wanted you all to know how it works c: