orel56000 Posted January 31, 2018 Posted January 31, 2018 I have lagshot on my server, how to disable that?
itHyperoX Posted January 31, 2018 Posted January 31, 2018 try to use /debugscript 3, maybe caused by script(s)
orel56000 Posted January 31, 2018 Author Posted January 31, 2018 1 minute ago, TheMOG said: try to use /debugscript 3, maybe caused by script(s) no, its still happened even if I disable all the scripts
Other Languages Moderators androksi Posted January 31, 2018 Other Languages Moderators Posted January 31, 2018 Make it client-side. Headshot doesn't work fine in server-side (if you have high ping, like 150ms+) Click here to download. =]
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 13 hours ago, AndreiSR said: Make it client-side. Headshot doesn't work fine in server-side (if you have high ping, like 150ms+) Click here to download. =] what are you talking about? what headshot system?
Moderators IIYAMA Posted February 1, 2018 Moderators Posted February 1, 2018 (edited) Check your server fps.(not player fps) It looks like your system is too weak to run the server. Edited February 1, 2018 by IIYAMA
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 1 minute ago, IIYAMA said: Check your server fps.(not player fps) It looks like your system is too weak to run the server. my server fps is about 170 fps, it is okay?
Moderators IIYAMA Posted February 1, 2018 Moderators Posted February 1, 2018 Yes should be, OK. What about internet speed? (is the network blocked?) Client command to check packets going in and out: (also shows if the network is blocked) /shownetstat
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 Ping: 18 ms Messages in send buffer: 0 Messages in resend buffer: 0 Packets recv: 22422 Packets sent: 43189 Overall packet loss: 0.07% Current packet loss: 0.00% Bytes recv: 1.21 MB Bytes sent: 1.79 MB Datarate in/out: 3 / 13 BPS limit by CC: 0 BPS limit by OB: 0 Current wep bullet sync: Off Veh. Extrapolate amount: 0% Veh. Extrapolate max: 300ms Alternate pulse order: Yes Client: 1.5.5-9.11815.4 Server: 1.5.5-9.11815.0 IDK what this all mean but I think its the Current wep bullet sync.. how to active that? 7 minutes ago, IIYAMA said: Yes should be, OK. What about internet speed? (is the network blocked?) Client command to check packets going in and out: (also shows if the network is blocked) /shownetstat
Moderators IIYAMA Posted February 1, 2018 Moderators Posted February 1, 2018 Current wep bullet sync will be active when you hold a weapon. (only weapons that create bullets) + the bullet sync setting: >bullet_sync< must be active. (which is by default active) https://wiki.multitheftauto.com/wiki/SetServerConfigSetting Which gamemode are you running? (If tactics, lagg shots are included)
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 2 minutes ago, IIYAMA said: Current wep bullet sync will be active when you hold a weapon. (only weapons that create bullets) + the bullet sync setting: >bullet_sync< must be active. (which is by default active) https://wiki.multitheftauto.com/wiki/SetServerConfigSetting Which gamemode are you running? (If tactics, lagg shots are included) As I understood, I should: setServerConfigSetting( "bullet_sync", "1", true ) right?
Moderators IIYAMA Posted February 1, 2018 Moderators Posted February 1, 2018 You can also stop your server and edit the mta config file. Because that function requires admin rights to be able to use.
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 Just now, IIYAMA said: You can also stop your server and edit the mta config file. Because that function requires admin rights to be able to use. I've tried outputChatBox( getServerConfigSetting ("bullet_sync") ) and its print "1", but still when I do shownetstat, its shows "off"
Moderators IIYAMA Posted February 1, 2018 Moderators Posted February 1, 2018 How about you fire a weapon? (for example m4)
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 1 minute ago, IIYAMA said: How about you fire a weapon? (for example m4) it is changing to on, but still there's lagshot...
Moderators IIYAMA Posted February 1, 2018 Moderators Posted February 1, 2018 (edited) I never said it would fix your lagshot. Anyway. I have no idea how your lagg shot looks like. Because there are different types of laggshots. If it is a lot of teleportation and the server is showing no performance impact, then it is the network. Not sure what kind of server you bought, but it seems there is something wrong with it. The reason behind it, might be that other people who rent a server there and are abusing it's capabilities. Or the owners are sharing the main computer(server) with too many vps users. It is also possible that you are just running bad resources on it. Edited February 1, 2018 by IIYAMA
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 (edited) 10 minutes ago, IIYAMA said: I never said it would fix your lagshot. Anyway. I have no idea how your lagg shot looks like. Because there are different types of laggshots. If it is a lot of teleportation and the server is showing no performance impact, then it is the network. Not sure what kind of server you bought, but it seems there is something wrong with it. The reason behind it, might be that other people who rent a server there and are abusing it's capabilities. Or the owners are sharing the main computer(server) with too many vps users. It is also possible that you are just running bad resources on it. first of all i'm trying that on my lan server, so there is no ping or something for sure. seconds thing by lagshot I'm meaning that alot of times when I see that I hit someone, he don't see that, and the server don't consider that as a hit. and if I want it to consider my shot as a hit, I should shot after the ped(where he already pass) and I should see it as a miss... I'll upload a video so you could see Edited February 1, 2018 by orel56000
Moderators IIYAMA Posted February 1, 2018 Moderators Posted February 1, 2018 I am not sure what what your friend his ping AND fps are. But just for you to know. There is no serverside bullet detection. The client itself is the only one to decide if there is damage or not. Lower than 50/60 fps is lagg. (causing bullet sync problems) Ping higher than 60 is lagg. (causing bullet sync problems as well) Gta is physics are lagg. (causing bullet sync problems as well) Better sync? How about uber sync? Uber sync (bandwidth and CPU intensive) player_sync_interval 50 keysync_mouse_sync_interval 50 keysync_analog_sync_interval 50 https://wiki.multitheftauto.com/wiki/Sync_interval_settings Instructions Stop the server open: mtaserver.conf Edit settings in file to those values. Save mtaserver.conf Start the server. <player_sync_interval>50</player_sync_interval> <keysync_mouse_sync_interval>50</keysync_mouse_sync_interval> <keysync_analog_sync_interval>50</keysync_analog_sync_interval> 1
NeXuS™ Posted February 1, 2018 Posted February 1, 2018 Because detection is client-sided. You could move the detection from the hit person to the shooter, and set the hit person's health by that. Unless you do that, the detection is on the hit player's side, which causes the seen problem.
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 12 minutes ago, NeXuS™ said: Because detection is client-sided. You could move the detection from the hit person to the shooter, and set the hit person's health by that. Unless you do that, the detection is on the hit player's side, which causes the seen problem. there is a command or something to do that or should I program it?
orel56000 Posted February 1, 2018 Author Posted February 1, 2018 Just now, NeXuS™ said: You'll have to create a script for it. i'll try that, thank you!
orel56000 Posted February 3, 2018 Author Posted February 3, 2018 On 2.2.2018 at 00:17, NeXuS™ said: You'll have to create a script for it. Can you help me with that? i've tried to make one with no success, its kida working but because I use setElementHealth its has bugs... What should I do?
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