[CaM] Posted January 19, 2008 Share Posted January 19, 2008 First of all, they are probably not cheaters because their health goes back up. All you need to do is Shoot in front of them at there feet, wa-la! Killed! Also when running shoot in front of them where ever way there heading. heres an image to state it easier: The gray cross is crosshair on first images and see the little thing at the bottom right hand corner. Your welcome. Link to comment
Guest Posted January 19, 2008 Share Posted January 19, 2008 its called desynchness. and that is called lead aiming in SAMP Link to comment
[CaM] Posted January 19, 2008 Author Share Posted January 19, 2008 its called desynchness. and that is called lead aiming in SAMP Well sure. But some people don't know this, just trying to help out. Cause i was getting called a cheater because on their screen there hitting me but on mine, no. And i kill them with that method. Link to comment
Magus1724 Posted January 20, 2008 Share Posted January 20, 2008 Nice diagram I thought in MTA the bullets were supposed to travel instantly though? so there was no need to lead your target I just learned recently for sa-mp that "if you see blood you are doing it wrong" so is it the case in MTA too? If so, I better learn asap so I can pwn more Link to comment
[CaM] Posted January 20, 2008 Author Share Posted January 20, 2008 Nice diagram I thought in MTA the bullets were supposed to travel instantly though? so there was no need to lead your target I just learned recently for sa-mp that "if you see blood you are doing it wrong" so is it the case in MTA too? If so, I better learn asap so I can pwn more On your screen you see people running, but on their, there in a different pos. In front a little, so aim there. Link to comment
Guest Posted January 20, 2008 Share Posted January 20, 2008 I wonder if a sort of "antilag" system is possible like most modern shooters have. Server keeps a series of frames. If the client hits something, check back to that time on the server and run the trace, if the person was there at the time you shot, register the hit, despite your shots being delayed because of the ping difference. Link to comment
darkdreamingdan Posted January 21, 2008 Share Posted January 21, 2008 I wonder if a sort of "antilag" system is possible like most modern shooters have.Server keeps a series of frames. If the client hits something, check back to that time on the server and run the trace, if the person was there at the time you shot, register the hit, despite your shots being delayed because of the ping difference. Its called lag compensation, and yes, MTA does do it. Link to comment
Darius Posted January 23, 2008 Share Posted January 23, 2008 I wonder if a sort of "antilag" system is possible like most modern shooters have.Server keeps a series of frames. If the client hits something, check back to that time on the server and run the trace, if the person was there at the time you shot, register the hit, despite your shots being delayed because of the ping difference. Its called lag compensation, and yes, MTA does do it. Well I still have too shoot ahead half of the time. Link to comment
kevuwk Posted January 24, 2008 Share Posted January 24, 2008 it only works well up to a certain ping (not sure exactly what ping but i believe it to be around ~150) then you have to shoot infront a little Link to comment
Guest Posted January 24, 2008 Share Posted January 24, 2008 Ah im so used to SA:MP leat aim, anyway this helped me out, thx Link to comment
AcidDK Posted January 25, 2008 Share Posted January 25, 2008 it only works well up to a certain ping (not sure exactly what ping but i believe it to be around ~150) then you have to shoot infront a little Interesting. That has to be tested. I'll test it when I have time and post the results here on the board. It might become useful for servers with ping kickers. Link to comment
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