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 New vote! Jallu

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evan111
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PostSubject: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 6:42 pm

I just wanted to ask for new vote. (0.3x and 0.3z)
I'm pretty sure that many of the players would like to change their mind.
I first liked it but now I noticed that there is a lot of aimbotters that doesn't get banned
and it's impossible to get 50 killing sprees. It sucks to get killed so fast Razz
Could someone put up a new vote? Thanks! Very Happy
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https://www.youtube.com/channel/UCfQJnx_iG9rUNfEaZ8-uolw
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 6:45 pm

good idea , i still think new version sucks.. Very Happy
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 7:49 pm

0.3x
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 8:05 pm

Yeah totally agree! Aimbots everywhere i hate 0.3z  Mad  0.3x all the way :p


Last edited by TriniboiiRyan on Sat Feb 22, 2014 8:16 pm; edited 1 time in total
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 8:21 pm

My joypad is not active in 3z so i can fight for nothing , but those changes are not so easy as they seem.
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 8:57 pm

You're right Jallu. I can't even kill one guy.
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 10:46 pm

quoted
''There is a serious problem with this update!

As you may be aware, setting your SA-MP controller configuration to "JOYPAD" allows a player to lock on to someone. You don't require a Joypad to test this for yourself. Even when using a mouse, facing the general direction of another player whilst right clicking will cause you to lock on. As of 0.3z, the joypad auto aim provides a near perfect aimbot!

This is obviously a severe advantage and I would imagine players who do not play in Joypad mode will be rather pissed off, to say the least! We will have an internal discussion regarding this. Your opinions are a very important deciding factor in how we will approach this, please reply with your views!

It wouldn't be too hard to kick players who have joypad mode enabled, are on foot and are firing a weapon. (Perhaps issuing a few warnings first)''

But my joypad wont work so don't bother . This means that the settings of our server will save your ass from similar problems xD . I will keep looking for loopholes .

<%ECNR2> [ADMINISTRATION] WatakiWatako(2) has been kicked for the following reason: Joypad Mode Abuse

New vote! Jallu Sa_mp_10

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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 11:00 pm

I will make it as short as possible, 0.3z is like a big pile of dog shit, compiled together to form the worst update ever made by SAMP in the history of GAMING. Save us, save yourselves, 0.3x4lyfe.
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSat Feb 22, 2014 11:54 pm

[ET]Blossom wrote:
I will make it as short as possible, 0.3z is like a big pile of dog shit, compiled together to form the worst update ever made by SAMP in the history of GAMING. Save us, save yourselves, 0.3x4lyfe.

There is always answers , so i showing u a script that i found around the forums ''Aimbot Detection''

Quoted

NOTE: the hit / miss ratio can be edited by changing the total2 value in each of the three weapon classes.
ex: for handguns, shotguns, snipers.
- "if(hitsA[issuerid] == 12)" is the amount of hits that it takes before the shots the player has fired are calculated.
- "if(total1A[issuerid] - total2A[issuerid] < 15)" is the amount of shots the player has taken.
- so that means that if the player hits the target 12 out of 14 shots he fails the test and the message is sent.
- if you change the number 15 to let's say 18, then if the player hits the target 12 out of 17 shots he fails the test.
- I noticed that on servers with no lag shooting a good player's accuracy will often be as good or better than aimbot
- I suggest using this on lag shooting servers, but do as you wish

UPDATE: added sniper and country rifle (I didn't know that you can aimbot with sniper )

LAG SHOOTING SERVERS
Code:
//This script is designed to help admins to detect when a player is using aimbot NOTE: also works on joypad users
//When aimbot users are detected a message will be sent to admins to spectate that player
//It is possible to get false positives (but rare) ex: player runs away in a straight line (LOL) and gets shot by another player that never misses
//I do not advise using kick or ban instead of the message, you don't want to punish good players do you?
//Use this script on any 0.3d or higher servers that have lag shooting

#include <a_samp>
#include <foreach>

#define red 0xFF0000AA
//#define TEST_MOVEMENT //uncomment this line to use debug, this will send a message to all players OnPlayerUpdate if they are "IN MOTION" or "STOPPED" (returns "STOPPED" in a vehicle)

new ammo1,
   ammo2,
   ammo3,
   ammo4,
   ammo5,
   ammo6,
   ammo7,
   ammo8,
   ammo9,
   ammo10,
   ammo11,
   weapon,
   total1A[MAX_PLAYERS],
   total2A[MAX_PLAYERS],
   total1B[MAX_PLAYERS],
   total2B[MAX_PLAYERS],
   total1C[MAX_PLAYERS],
   total2C[MAX_PLAYERS],
   hitsA[MAX_PLAYERS],
   hitsB[MAX_PLAYERS],
   hitsC[MAX_PLAYERS];

public OnPlayerConnect(playerid)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDisconnect(playerid, reason)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerSpawn(playerid)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerUpdate(playerid)
{
   #if defined TEST_MOVEMENT
   IsPlayerMoving(playerid);
   #endif
   return 1;
}

public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
   if(!IsPlayerConnected(issuerid)) return 0;
   if(IsPlayerMoving(playerid) && hitsA[issuerid] == 0 && GetPlayerWeapon(issuerid) > 15 && GetPlayerWeapon(issuerid) < 28
   || IsPlayerMoving(playerid) && hitsA[issuerid] == 0 && GetPlayerWeapon(issuerid) > 32 && GetPlayerWeapon(issuerid) < 35) //handguns, shotguns, snipers
   {
       total1A[issuerid] = GetPlayerTotalAmmo(issuerid);
       hitsA[issuerid] ++;
   }
   if(IsPlayerMoving(playerid) && hitsA[issuerid] > 0 && hitsA[issuerid] < 12 && GetPlayerWeapon(issuerid) > 15 && GetPlayerWeapon(issuerid) < 28)
   {
       hitsA[issuerid] ++;
   }
   if(hitsA[issuerid] == 12)
   {
       total2A[issuerid] = GetPlayerTotalAmmo(issuerid);
       if(total1A[issuerid] - total2A[issuerid] < 15 && total1A[issuerid] - total2A[issuerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(issuerid,name,sizeof(name));
           hitsA[issuerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, issuerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsA[issuerid] = 0;
       }
   }
   if(IsPlayerMoving(playerid) && hitsB[issuerid] == 0 && GetPlayerWeapon(issuerid) == 28
   || IsPlayerMoving(playerid) && hitsB[issuerid] == 0 && GetPlayerWeapon(issuerid) == 32) //tec 9 and uzi
   {
       total1B[issuerid] = GetPlayerTotalAmmo(issuerid);
       hitsB[issuerid] ++;
   }
   if(IsPlayerMoving(playerid) && hitsB[issuerid] > 0 && hitsB[issuerid] < 26 && GetPlayerWeapon(issuerid) == 28
   || IsPlayerMoving(playerid) && hitsB[issuerid] > 0 && hitsB[issuerid] < 26 && GetPlayerWeapon(issuerid) == 32)
   {
       hitsB[issuerid] ++;
   }
   if(hitsB[issuerid] == 26)
   {
       total2B[issuerid] = GetPlayerTotalAmmo(issuerid);
       if(total1B[issuerid] - total2B[issuerid] < 30 && total1B[issuerid] - total2B[issuerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(issuerid,name,sizeof(name));
           hitsB[issuerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, issuerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsB[issuerid] = 0;
       }
   }
   if(IsPlayerMoving(playerid) && hitsC[issuerid] == 0 && GetPlayerWeapon(issuerid) > 28 && GetPlayerWeapon(issuerid) < 32) //MP5, AK47, M4
   {
       total1C[issuerid] = GetPlayerTotalAmmo(issuerid);
       hitsC[issuerid] ++;
   }
   if(IsPlayerMoving(playerid) && hitsC[issuerid] > 0 && hitsC[issuerid] < 20 && GetPlayerWeapon(issuerid) > 28 && GetPlayerWeapon(issuerid) < 32)
   {
       hitsC[issuerid] ++;
   }
   if(hitsC[issuerid] == 20)
   {
       total2C[issuerid] = GetPlayerTotalAmmo(issuerid);
       if(total1C[issuerid] - total2C[issuerid] < 23 && total1C[issuerid] - total2C[issuerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(issuerid,name,sizeof(name));
           hitsC[issuerid] = 0;
              format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, issuerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsC[issuerid] = 0;
       }
   }
   return 1;
}

stock IsPlayerMoving(playerid)
{
   new Float:Velocity[3];
   GetPlayerVelocity(playerid, Velocity[0], Velocity[1], Velocity[2]);
   if(Velocity[0] >= 0.02
   || Velocity[1] >= 0.02
   || Velocity[2] >= 0.02
   || Velocity[0] <= -0.02
   || Velocity[1] <= -0.02 //set at 0.02 and -0.02 will detect any on foot movement faster than standing on an escalator
   || Velocity[2] <= -0.02) //set at 0.07 and -0.07 will detect any on foot movement faster than walking or strafing (running)
    {
        #if defined TEST_MOVEMENT
        SendClientMessage(playerid, -1, "IN MOTION");
        #endif
        return true;
   }
   else
   {
       #if defined TEST_MOVEMENT
       SendClientMessage(playerid, red, "STOPPED");
       #endif
       return false;
   }
}

stock GetPlayerTotalAmmo(playerid) //fist and melee weaps excluded
{
   new totalammo;
   GetPlayerWeaponData(playerid, 2, weapon, ammo1);
   GetPlayerWeaponData(playerid, 3, weapon, ammo2);
   GetPlayerWeaponData(playerid, 4, weapon, ammo3);
   GetPlayerWeaponData(playerid, 5, weapon, ammo4);
   GetPlayerWeaponData(playerid, 6, weapon, ammo5);
   GetPlayerWeaponData(playerid, 7, weapon, ammo6);
   GetPlayerWeaponData(playerid, 8, weapon, ammo7);
   GetPlayerWeaponData(playerid, 9, weapon, ammo8);
   GetPlayerWeaponData(playerid, 11, weapon, ammo9);
   GetPlayerWeaponData(playerid, 12, weapon, ammo10);
   GetPlayerWeaponData(playerid, 13, weapon, ammo11);
   totalammo = ammo1+ammo2+ammo3+ammo4+ammo5+ammo6+ammo7+ammo8+ammo9+ammo10+ammo11;
   return totalammo;
}  



NON-LAG SHOOTING SERVERS
Code:
//This script is designed to help admins to detect when a player is using aimbot NOTE: also works on joypad users
//When aimbot users are detected a message will be sent to admins to spectate that player
//It is possible to get false positives (but rare) ex: player runs away in a straight line (LOL) and gets shot by another player that never misses
//I do not advise using kick or ban instead of the message, you don't want to punish good players do you?
//Use this script on 0.3z servers or any servers 0.3d or higher that have no lag shooting
//Remember to add "bodypart" to OnPlayerGiveDamage for 0.3z servers

#include <a_samp>
#include <foreach>

#define red 0xFF0000AA
//#define TEST_MOVEMENT //uncomment this line to use debug, this will send a message to all players OnPlayerUpdate if they are "IN MOTION" or "STOPPED" (returns "STOPPED" in a vehicle)

new ammo1,
   ammo2,
   ammo3,
   ammo4,
   ammo5,
   ammo6,
   ammo7,
   ammo8,
   ammo9,
   ammo10,
   ammo11,
   weapon,
   total1A[MAX_PLAYERS],
   total2A[MAX_PLAYERS],
   total1B[MAX_PLAYERS],
   total2B[MAX_PLAYERS],
   total1C[MAX_PLAYERS],
   total2C[MAX_PLAYERS],
   hitsA[MAX_PLAYERS],
   hitsB[MAX_PLAYERS],
   hitsC[MAX_PLAYERS];

public OnPlayerConnect(playerid)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDisconnect(playerid, reason)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerSpawn(playerid)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerUpdate(playerid)
{
   #if defined TEST_MOVEMENT
   IsPlayerMoving(playerid);
   #endif
   return 1;
}

public OnPlayerGiveDamage(playerid, damagedid, Float: amount, weaponid)
{
   if(!IsPlayerConnected(playerid)) return 0;
   if(IsPlayerMoving(damagedid) && hitsA[playerid] == 0 && GetPlayerWeapon(playerid) > 15 && GetPlayerWeapon(playerid) < 28
   || IsPlayerMoving(damagedid) && hitsA[playerid] == 0 && GetPlayerWeapon(playerid) > 32 && GetPlayerWeapon(playerid) < 35) //handguns, shotguns, snipers
   {
       total1A[playerid] = GetPlayerTotalAmmo(playerid);
       hitsA[playerid] ++;
   }
   if(IsPlayerMoving(damagedid) && hitsA[playerid] > 0 && hitsA[playerid] < 12 && GetPlayerWeapon(playerid) > 15 && GetPlayerWeapon(playerid) < 28)
   {
       hitsA[playerid] ++;
   }
   if(hitsA[playerid] == 12)
   {
       total2A[playerid] = GetPlayerTotalAmmo(playerid);
       if(total1A[playerid] - total2A[playerid] < 15 && total1A[playerid] - total2A[playerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(playerid,name,sizeof(name));
           hitsA[playerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, playerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsA[playerid] = 0;
       }
   }
   if(IsPlayerMoving(damagedid) && hitsB[playerid] == 0 && GetPlayerWeapon(playerid) == 28
   || IsPlayerMoving(damagedid) && hitsB[playerid] == 0 && GetPlayerWeapon(playerid) == 32) //tec 9 and uzi
   {
       total1B[playerid] = GetPlayerTotalAmmo(playerid);
       hitsB[playerid] ++;
   }
   if(IsPlayerMoving(damagedid) && hitsB[playerid] > 0 && hitsB[playerid] < 26 && GetPlayerWeapon(playerid) == 28
   || IsPlayerMoving(damagedid) && hitsB[playerid] > 0 && hitsB[playerid] < 26 && GetPlayerWeapon(playerid) == 32)
   {
       hitsB[playerid] ++;
   }
   if(hitsB[playerid] == 26)
   {
       total2B[playerid] = GetPlayerTotalAmmo(playerid);
       if(total1B[playerid] - total2B[playerid] < 30 && total1B[playerid] - total2B[playerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(playerid,name,sizeof(name));
           hitsB[playerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, playerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsB[playerid] = 0;
       }
   }
   if(IsPlayerMoving(damagedid) && hitsC[playerid] == 0 && GetPlayerWeapon(playerid) > 28 && GetPlayerWeapon(playerid) < 32) //MP5, AK47, M4
   {
       total1C[playerid] = GetPlayerTotalAmmo(playerid);
       hitsC[playerid] ++;
   }
   if(IsPlayerMoving(damagedid) && hitsC[playerid] > 0 && hitsC[playerid] < 20 && GetPlayerWeapon(playerid) > 28 && GetPlayerWeapon(playerid) < 32)
   {
       hitsC[playerid] ++;
   }
   if(hitsC[playerid] == 20)
   {
       total2C[playerid] = GetPlayerTotalAmmo(playerid);
       if(total1C[playerid] - total2C[playerid] < 23 && total1C[playerid] - total2C[playerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(playerid,name,sizeof(name));
           hitsC[playerid] = 0;
              format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, playerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsC[playerid] = 0;
       }
   }
   return 1;
}

stock IsPlayerMoving(playerid)
{
   new Float:Velocity[3];
   GetPlayerVelocity(playerid, Velocity[0], Velocity[1], Velocity[2]);
   if(Velocity[0] >= 0.02
   || Velocity[1] >= 0.02
   || Velocity[2] >= 0.02
   || Velocity[0] <= -0.02
   || Velocity[1] <= -0.02 //set at 0.02 and -0.02 will detect any on foot movement faster than standing on an escalator
   || Velocity[2] <= -0.02) //set at 0.07 and -0.07 will detect any on foot movement faster than walking or strafing (running)
    {
        #if defined TEST_MOVEMENT
        SendClientMessage(playerid, -1, "IN MOTION");
        #endif
        return true;
   }
   else
   {
       #if defined TEST_MOVEMENT
       SendClientMessage(playerid, red, "STOPPED");
       #endif
       return false;
   }
}

stock GetPlayerTotalAmmo(playerid) //fist and melee weaps excluded
{
   new totalammo;
   GetPlayerWeaponData(playerid, 2, weapon, ammo1);
   GetPlayerWeaponData(playerid, 3, weapon, ammo2);
   GetPlayerWeaponData(playerid, 4, weapon, ammo3);
   GetPlayerWeaponData(playerid, 5, weapon, ammo4);
   GetPlayerWeaponData(playerid, 6, weapon, ammo5);
   GetPlayerWeaponData(playerid, 7, weapon, ammo6);
   GetPlayerWeaponData(playerid, 8, weapon, ammo7);
   GetPlayerWeaponData(playerid, 9, weapon, ammo8);
   GetPlayerWeaponData(playerid, 11, weapon, ammo9);
   GetPlayerWeaponData(playerid, 12, weapon, ammo10);
   GetPlayerWeaponData(playerid, 13, weapon, ammo11);
   totalammo = ammo1+ammo2+ammo3+ammo4+ammo5+ammo6+ammo7+ammo8+ammo9+ammo10+ammo11;
   return totalammo;
}

All results are positive and btw the joypad settings from 3z RC2 are totaly removed so behave niggas xD . ''The autoaim will be hacked back into the game within a week of 0.3z's release anyway.''  cheers 
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Bear
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Bear


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Age : 24
Location : Madafaqin Finland<3
In-game username : Jallu[nL]

New vote! Jallu Empty
PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSun Feb 23, 2014 12:05 am

If we get 0.3x back, you always can ad a little arena where you can fight with lagcomp ON
Or if you duel someone, you could choose lagcomp mode(ONorOFF). Well I just want 0.3x back. Very Happy
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https://www.youtube.com/channel/UCfQJnx_iG9rUNfEaZ8-uolw
[BR]Yahya__
GFX Designer
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New vote! Jallu Empty
PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSun Feb 23, 2014 3:08 am

No, there is no need to downgrade.
You can just vote to turn off the lagcomp mode and the lagshoot will back like in 0.3x
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SmokinAce
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New vote! Jallu Empty
PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSun Feb 23, 2014 6:51 am

Yes we can play with lagcomp off no need to get x
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[BR]ShopenZ
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New vote! Jallu Empty
PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSun Feb 23, 2014 3:33 pm

old topics got spammed......
BUMP other ideas? , but make sum kind of suggestions .



[BR]Angel wrote:
[ET]Blossom wrote:
I will make it as short as possible, 0.3z is like a big pile of dog shit, compiled together to form the worst update ever made by SAMP in the history of GAMING. Save us, save yourselves, 0.3x4lyfe.

There is always answers , so i showing u a script that i found around the forums ''Aimbot Detection''

Quoted

NOTE: the hit / miss ratio can be edited by changing the total2 value in each of the three weapon classes.
ex: for handguns, shotguns, snipers.
- "if(hitsA[issuerid] == 12)" is the amount of hits that it takes before the shots the player has fired are calculated.
- "if(total1A[issuerid] - total2A[issuerid] < 15)" is the amount of shots the player has taken.
- so that means that if the player hits the target 12 out of 14 shots he fails the test and the message is sent.
- if you change the number 15 to let's say 18, then if the player hits the target 12 out of 17 shots he fails the test.
- I noticed that on servers with no lag shooting a good player's accuracy will often be as good or better than aimbot
- I suggest using this on lag shooting servers, but do as you wish

UPDATE: added sniper and country rifle (I didn't know that you can aimbot with sniper )

LAG SHOOTING SERVERS
Code:
//This script is designed to help admins to detect when a player is using aimbot NOTE: also works on joypad users
//When aimbot users are detected a message will be sent to admins to spectate that player
//It is possible to get false positives (but rare) ex: player runs away in a straight line (LOL) and gets shot by another player that never misses
//I do not advise using kick or ban instead of the message, you don't want to punish good players do you?
//Use this script on any 0.3d or higher servers that have lag shooting

#include <a_samp>
#include <foreach>

#define red 0xFF0000AA
//#define TEST_MOVEMENT //uncomment this line to use debug, this will send a message to all players OnPlayerUpdate if they are "IN MOTION" or "STOPPED" (returns "STOPPED" in a vehicle)

new ammo1,
   ammo2,
   ammo3,
   ammo4,
   ammo5,
   ammo6,
   ammo7,
   ammo8,
   ammo9,
   ammo10,
   ammo11,
   weapon,
   total1A[MAX_PLAYERS],
   total2A[MAX_PLAYERS],
   total1B[MAX_PLAYERS],
   total2B[MAX_PLAYERS],
   total1C[MAX_PLAYERS],
   total2C[MAX_PLAYERS],
   hitsA[MAX_PLAYERS],
   hitsB[MAX_PLAYERS],
   hitsC[MAX_PLAYERS];

public OnPlayerConnect(playerid)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDisconnect(playerid, reason)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerSpawn(playerid)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerUpdate(playerid)
{
   #if defined TEST_MOVEMENT
   IsPlayerMoving(playerid);
   #endif
   return 1;
}

public OnPlayerTakeDamage(playerid, issuerid, Float: amount, weaponid)
{
   if(!IsPlayerConnected(issuerid)) return 0;
   if(IsPlayerMoving(playerid) && hitsA[issuerid] == 0 && GetPlayerWeapon(issuerid) > 15 && GetPlayerWeapon(issuerid) < 28
   || IsPlayerMoving(playerid) && hitsA[issuerid] == 0 && GetPlayerWeapon(issuerid) > 32 && GetPlayerWeapon(issuerid) < 35) //handguns, shotguns, snipers
   {
       total1A[issuerid] = GetPlayerTotalAmmo(issuerid);
       hitsA[issuerid] ++;
   }
   if(IsPlayerMoving(playerid) && hitsA[issuerid] > 0 && hitsA[issuerid] < 12 && GetPlayerWeapon(issuerid) > 15 && GetPlayerWeapon(issuerid) < 28)
   {
       hitsA[issuerid] ++;
   }
   if(hitsA[issuerid] == 12)
   {
       total2A[issuerid] = GetPlayerTotalAmmo(issuerid);
       if(total1A[issuerid] - total2A[issuerid] < 15 && total1A[issuerid] - total2A[issuerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(issuerid,name,sizeof(name));
           hitsA[issuerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, issuerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsA[issuerid] = 0;
       }
   }
   if(IsPlayerMoving(playerid) && hitsB[issuerid] == 0 && GetPlayerWeapon(issuerid) == 28
   || IsPlayerMoving(playerid) && hitsB[issuerid] == 0 && GetPlayerWeapon(issuerid) == 32) //tec 9 and uzi
   {
       total1B[issuerid] = GetPlayerTotalAmmo(issuerid);
       hitsB[issuerid] ++;
   }
   if(IsPlayerMoving(playerid) && hitsB[issuerid] > 0 && hitsB[issuerid] < 26 && GetPlayerWeapon(issuerid) == 28
   || IsPlayerMoving(playerid) && hitsB[issuerid] > 0 && hitsB[issuerid] < 26 && GetPlayerWeapon(issuerid) == 32)
   {
       hitsB[issuerid] ++;
   }
   if(hitsB[issuerid] == 26)
   {
       total2B[issuerid] = GetPlayerTotalAmmo(issuerid);
       if(total1B[issuerid] - total2B[issuerid] < 30 && total1B[issuerid] - total2B[issuerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(issuerid,name,sizeof(name));
           hitsB[issuerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, issuerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsB[issuerid] = 0;
       }
   }
   if(IsPlayerMoving(playerid) && hitsC[issuerid] == 0 && GetPlayerWeapon(issuerid) > 28 && GetPlayerWeapon(issuerid) < 32) //MP5, AK47, M4
   {
       total1C[issuerid] = GetPlayerTotalAmmo(issuerid);
       hitsC[issuerid] ++;
   }
   if(IsPlayerMoving(playerid) && hitsC[issuerid] > 0 && hitsC[issuerid] < 20 && GetPlayerWeapon(issuerid) > 28 && GetPlayerWeapon(issuerid) < 32)
   {
       hitsC[issuerid] ++;
   }
   if(hitsC[issuerid] == 20)
   {
       total2C[issuerid] = GetPlayerTotalAmmo(issuerid);
       if(total1C[issuerid] - total2C[issuerid] < 23 && total1C[issuerid] - total2C[issuerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(issuerid,name,sizeof(name));
           hitsC[issuerid] = 0;
              format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, issuerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsC[issuerid] = 0;
       }
   }
   return 1;
}

stock IsPlayerMoving(playerid)
{
   new Float:Velocity[3];
   GetPlayerVelocity(playerid, Velocity[0], Velocity[1], Velocity[2]);
   if(Velocity[0] >= 0.02
   || Velocity[1] >= 0.02
   || Velocity[2] >= 0.02
   || Velocity[0] <= -0.02
   || Velocity[1] <= -0.02 //set at 0.02 and -0.02 will detect any on foot movement faster than standing on an escalator
   || Velocity[2] <= -0.02) //set at 0.07 and -0.07 will detect any on foot movement faster than walking or strafing (running)
    {
        #if defined TEST_MOVEMENT
        SendClientMessage(playerid, -1, "IN MOTION");
        #endif
        return true;
   }
   else
   {
       #if defined TEST_MOVEMENT
       SendClientMessage(playerid, red, "STOPPED");
       #endif
       return false;
   }
}

stock GetPlayerTotalAmmo(playerid) //fist and melee weaps excluded
{
   new totalammo;
   GetPlayerWeaponData(playerid, 2, weapon, ammo1);
   GetPlayerWeaponData(playerid, 3, weapon, ammo2);
   GetPlayerWeaponData(playerid, 4, weapon, ammo3);
   GetPlayerWeaponData(playerid, 5, weapon, ammo4);
   GetPlayerWeaponData(playerid, 6, weapon, ammo5);
   GetPlayerWeaponData(playerid, 7, weapon, ammo6);
   GetPlayerWeaponData(playerid, 8, weapon, ammo7);
   GetPlayerWeaponData(playerid, 9, weapon, ammo8);
   GetPlayerWeaponData(playerid, 11, weapon, ammo9);
   GetPlayerWeaponData(playerid, 12, weapon, ammo10);
   GetPlayerWeaponData(playerid, 13, weapon, ammo11);
   totalammo = ammo1+ammo2+ammo3+ammo4+ammo5+ammo6+ammo7+ammo8+ammo9+ammo10+ammo11;
   return totalammo;
}  



NON-LAG SHOOTING SERVERS
Code:
//This script is designed to help admins to detect when a player is using aimbot NOTE: also works on joypad users
//When aimbot users are detected a message will be sent to admins to spectate that player
//It is possible to get false positives (but rare) ex: player runs away in a straight line (LOL) and gets shot by another player that never misses
//I do not advise using kick or ban instead of the message, you don't want to punish good players do you?
//Use this script on 0.3z servers or any servers 0.3d or higher that have no lag shooting
//Remember to add "bodypart" to OnPlayerGiveDamage for 0.3z servers

#include <a_samp>
#include <foreach>

#define red 0xFF0000AA
//#define TEST_MOVEMENT //uncomment this line to use debug, this will send a message to all players OnPlayerUpdate if they are "IN MOTION" or "STOPPED" (returns "STOPPED" in a vehicle)

new ammo1,
   ammo2,
   ammo3,
   ammo4,
   ammo5,
   ammo6,
   ammo7,
   ammo8,
   ammo9,
   ammo10,
   ammo11,
   weapon,
   total1A[MAX_PLAYERS],
   total2A[MAX_PLAYERS],
   total1B[MAX_PLAYERS],
   total2B[MAX_PLAYERS],
   total1C[MAX_PLAYERS],
   total2C[MAX_PLAYERS],
   hitsA[MAX_PLAYERS],
   hitsB[MAX_PLAYERS],
   hitsC[MAX_PLAYERS];

public OnPlayerConnect(playerid)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDisconnect(playerid, reason)
{
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerSpawn(playerid)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerDeath(playerid, killerid, reason)
{
   if(!IsPlayerConnected(playerid)) return 0;
   hitsA[playerid] = 0;
   hitsB[playerid] = 0;
   hitsC[playerid] = 0;
   total1A[playerid] = 0;
   total2A[playerid] = 0;
   total1B[playerid] = 0;
   total2B[playerid] = 0;
   total1C[playerid] = 0;
   total2C[playerid] = 0;
   return 1;
}

public OnPlayerUpdate(playerid)
{
   #if defined TEST_MOVEMENT
   IsPlayerMoving(playerid);
   #endif
   return 1;
}

public OnPlayerGiveDamage(playerid, damagedid, Float: amount, weaponid)
{
   if(!IsPlayerConnected(playerid)) return 0;
   if(IsPlayerMoving(damagedid) && hitsA[playerid] == 0 && GetPlayerWeapon(playerid) > 15 && GetPlayerWeapon(playerid) < 28
   || IsPlayerMoving(damagedid) && hitsA[playerid] == 0 && GetPlayerWeapon(playerid) > 32 && GetPlayerWeapon(playerid) < 35) //handguns, shotguns, snipers
   {
       total1A[playerid] = GetPlayerTotalAmmo(playerid);
       hitsA[playerid] ++;
   }
   if(IsPlayerMoving(damagedid) && hitsA[playerid] > 0 && hitsA[playerid] < 12 && GetPlayerWeapon(playerid) > 15 && GetPlayerWeapon(playerid) < 28)
   {
       hitsA[playerid] ++;
   }
   if(hitsA[playerid] == 12)
   {
       total2A[playerid] = GetPlayerTotalAmmo(playerid);
       if(total1A[playerid] - total2A[playerid] < 15 && total1A[playerid] - total2A[playerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(playerid,name,sizeof(name));
           hitsA[playerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, playerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsA[playerid] = 0;
       }
   }
   if(IsPlayerMoving(damagedid) && hitsB[playerid] == 0 && GetPlayerWeapon(playerid) == 28
   || IsPlayerMoving(damagedid) && hitsB[playerid] == 0 && GetPlayerWeapon(playerid) == 32) //tec 9 and uzi
   {
       total1B[playerid] = GetPlayerTotalAmmo(playerid);
       hitsB[playerid] ++;
   }
   if(IsPlayerMoving(damagedid) && hitsB[playerid] > 0 && hitsB[playerid] < 26 && GetPlayerWeapon(playerid) == 28
   || IsPlayerMoving(damagedid) && hitsB[playerid] > 0 && hitsB[playerid] < 26 && GetPlayerWeapon(playerid) == 32)
   {
       hitsB[playerid] ++;
   }
   if(hitsB[playerid] == 26)
   {
       total2B[playerid] = GetPlayerTotalAmmo(playerid);
       if(total1B[playerid] - total2B[playerid] < 30 && total1B[playerid] - total2B[playerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(playerid,name,sizeof(name));
           hitsB[playerid] = 0;
           format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, playerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsB[playerid] = 0;
       }
   }
   if(IsPlayerMoving(damagedid) && hitsC[playerid] == 0 && GetPlayerWeapon(playerid) > 28 && GetPlayerWeapon(playerid) < 32) //MP5, AK47, M4
   {
       total1C[playerid] = GetPlayerTotalAmmo(playerid);
       hitsC[playerid] ++;
   }
   if(IsPlayerMoving(damagedid) && hitsC[playerid] > 0 && hitsC[playerid] < 20 && GetPlayerWeapon(playerid) > 28 && GetPlayerWeapon(playerid) < 32)
   {
       hitsC[playerid] ++;
   }
   if(hitsC[playerid] == 20)
   {
       total2C[playerid] = GetPlayerTotalAmmo(playerid);
       if(total1C[playerid] - total2C[playerid] < 23 && total1C[playerid] - total2C[playerid] >= 0)
       {
           new name[MAX_PLAYER_NAME], string[192];
           GetPlayerName(playerid,name,sizeof(name));
           hitsC[playerid] = 0;
              format(string, sizeof string, "{FF7D7D}[ATTENTION] {FF0000}%s {FF7D7D}id{FF0000}[%d] {FF7D7D}Needs to be spectated, {FF0000}Reason: {FF7D7D}POSSIBLE AIMBOT.", name, playerid);
           foreach (new i : Player)
           {
               if(IsPlayerAdmin(i)) SendClientMessage(i,red,string); //will send to rcon admins unless you edit it for your admin script
           }
       }
       else
       {
           hitsC[playerid] = 0;
       }
   }
   return 1;
}

stock IsPlayerMoving(playerid)
{
   new Float:Velocity[3];
   GetPlayerVelocity(playerid, Velocity[0], Velocity[1], Velocity[2]);
   if(Velocity[0] >= 0.02
   || Velocity[1] >= 0.02
   || Velocity[2] >= 0.02
   || Velocity[0] <= -0.02
   || Velocity[1] <= -0.02 //set at 0.02 and -0.02 will detect any on foot movement faster than standing on an escalator
   || Velocity[2] <= -0.02) //set at 0.07 and -0.07 will detect any on foot movement faster than walking or strafing (running)
    {
        #if defined TEST_MOVEMENT
        SendClientMessage(playerid, -1, "IN MOTION");
        #endif
        return true;
   }
   else
   {
       #if defined TEST_MOVEMENT
       SendClientMessage(playerid, red, "STOPPED");
       #endif
       return false;
   }
}

stock GetPlayerTotalAmmo(playerid) //fist and melee weaps excluded
{
   new totalammo;
   GetPlayerWeaponData(playerid, 2, weapon, ammo1);
   GetPlayerWeaponData(playerid, 3, weapon, ammo2);
   GetPlayerWeaponData(playerid, 4, weapon, ammo3);
   GetPlayerWeaponData(playerid, 5, weapon, ammo4);
   GetPlayerWeaponData(playerid, 6, weapon, ammo5);
   GetPlayerWeaponData(playerid, 7, weapon, ammo6);
   GetPlayerWeaponData(playerid, 8, weapon, ammo7);
   GetPlayerWeaponData(playerid, 9, weapon, ammo8);
   GetPlayerWeaponData(playerid, 11, weapon, ammo9);
   GetPlayerWeaponData(playerid, 12, weapon, ammo10);
   GetPlayerWeaponData(playerid, 13, weapon, ammo11);
   totalammo = ammo1+ammo2+ammo3+ammo4+ammo5+ammo6+ammo7+ammo8+ammo9+ammo10+ammo11;
   return totalammo;
}

All results are positive and btw the joypad settings from 3z RC2 are totaly removed so behave niggas xD . ''The autoaim will be hacked back into the game within a week of 0.3z's release anyway.''  cheers 
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Bear
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Posts : 1408
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Join date : 2013-11-15
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Location : Madafaqin Finland<3
In-game username : Jallu[nL]

New vote! Jallu Empty
PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSun Feb 23, 2014 6:37 pm

Well no need to get 0.3x back but I want lagcomp to be OFF! Razz
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Macdaddy
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Posts : 181
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Age : 24
Location : UK, London, Surrey
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New vote! Jallu Empty
PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSun Feb 23, 2014 8:53 pm

No we need lag comp on! Smile But i certainly agree. I'm not that much experienced in lag shooting because lagshooting was created when i was like "5" I'm 13 and new to it. Been doing it from 2013-2014 And it's super easy for new people to learn. I do really miss 0.3x You guyss Smile Anyway have a good night (UK TIMEZONE)
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Bear
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Bear


Posts : 1408
Points : 1584
Reputation : 48
Join date : 2013-11-15
Age : 24
Location : Madafaqin Finland<3
In-game username : Jallu[nL]

New vote! Jallu Empty
PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitimeSun Feb 23, 2014 11:13 pm

Gamingapple if we get lag shoot back, you will notice that it's a lot better
Option. Good night, dont let the bed bugs bite! Lawl Very Happy
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PostSubject: Re: New vote! Jallu   New vote! Jallu Icon_minitime

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New vote! Jallu
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