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Pirate Ship's no-weapon area
#2
I haven't observed this on LVP, but this certainly sounds similar to a problem I've been having and I think this needs some looking into. I tried to script my own spawn weapon system which uses a SA-MP function GetPlayerWeaponData(). If the pirate ship is a no-weapon zone then I imagine that this function is used to cache the player's weapons when they enter the ship and restore them from the cache when they leave. The majority of the time it works fine, but quite randomly it reports incorrect ammunition data from the player's weapon slots, sometimes even the ammunition from the player's adjacent slot. This means that if you had say, 25 grenades and 250 sniper bullets before entering the ship, when you leave you could well end up with 250 or 25 of each. If you receive infinite ammo it's quite likely that the incorrect slot data was that of a melee weapon or parachute, which for some reason usually have an ammo value of 65355, or thereabouts. In the end I had to scrap my spawn weapon script because of this problem as it's certainly not fair to lose ammo at random or for people to be allowed to abuse this in order to try to gain ammo.

Ronald
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Messages In This Thread
Pirate Ship's no-weapon area - by [Azamaaat] - 08-31-2007, 02:17 PM
Re: Pirate Ship's no-weapon area - by Ronald_McDonald - 09-01-2007, 04:45 PM
Re: Pirate Ship's no-weapon area - by Badeend - 09-01-2007, 05:23 PM
Re: Pirate Ship's no-weapon area - by [Azamaaat] - 09-01-2007, 05:25 PM
Re: Pirate Ship's no-weapon area - by Badeend - 09-01-2007, 05:29 PM
Re: Pirate Ship's no-weapon area - by [Azamaaat] - 09-01-2007, 05:37 PM
Re: Pirate Ship's no-weapon area - by Badeend - 09-01-2007, 05:44 PM