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New way of detecting potential lamers
#1
I know there's no such callback as "OnPlayerTakeDamage" or similar, but hear me out.

Instead of checking for potential lamers by checking when they last fired a weapon. You can do it by checking when they last took damage, though that will take far more resources and even though there's no callback for it I'm sure you great developers can fix a system for it.

In a fight
* Shooting - Just stop shooting for X seconds then use a command to get away, pretty simple.
* Damage - They'd have to avoid taking any damage for X seconds then use a command. And the person fighting him/her can just use Uzis/Tecs to damage them within X seconds to prevent them from being able to lame. And if they manage to dodge X seconds worth of uzi-spraying they kind of deserve to get away. :P

Ship
* Shooting - It was explained in a topic, just don't shoot for X seconds then shiplame.
* Damage - Still have to avoid taking damage.

I hope you can imagine my examples, think the way I do and realize that this will be far more effective than checking whether they have fired in the past 5-10-30 seconds.

I am aware that this system has its flaws, but so does the shooting thing. Just accidentally fire and you're screwed. With the damage system you can't take fall damage or something, but that feels less likely than accidentally firing.

My suggestion is that they do not take damage for 10-30 seconds for it not to be counted as a potential attempt to lame.

Appreciate any input.
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Messages In This Thread
New way of detecting potential lamers - by Lithirm - 05-13-2011, 12:55 PM