arithedog Posted September 2, 2009 Share Posted September 2, 2009 The knife is tons of fun, but at this point I think it's moderately oversynced/overpowered. You need only run around someone mashing your fire key with it to kill them, a surefire way to win any 1 on 1 duel at mid to close range. In sa-mp, the knife was (is) horribly broken, and nearly completely unsynced, however to knife someone you must be standing behind their position and not running. I don't know how to make this change, but it should be a little bit harder to knife people in the middle of a gunfight! Link to comment
Suerte Posted September 2, 2009 Share Posted September 2, 2009 I kind of like it. It's a lot of fun to kill people with and it's like another feature in the game. I suppose I wouldn't mind if it was fixed, but i'm not going to push for it lol. Link to comment
eAi Posted September 2, 2009 Share Posted September 2, 2009 It would be possible to script it to make it weaker... I think MTA should keep as close to the natural GTA as possible. Link to comment
arithedog Posted September 2, 2009 Author Share Posted September 2, 2009 It would be possible to script it to make it weaker... I think MTA should keep as close to the natural GTA as possible. That's the thing - test the knife in single player. You have to stop running and either be in a walk or standing still to trigger it. In MTA, you can run in circles and if you're behind your target they will be instakilled. It's much, much more difficult in single player. Link to comment
Lordy Posted September 3, 2009 Share Posted September 3, 2009 Also, is there a way to cancel the knife kills? Link to comment
arithedog Posted September 3, 2009 Author Share Posted September 3, 2009 I'm continuing to test (and abuse) the knife in games of Stealth. With Cloak, you're pretty much unstoppable as long as you can get someone alone. In gigantic games of TDM it's even more hilarious as long as there is cover. Simply changing the code so that players must first enter a walking, standing, or crouching state before knifing would fix this entirely. Link to comment
Dark Dragon Posted September 3, 2009 Share Posted September 3, 2009 omg rage post, just owned that guy about 300 times earlier that day Link to comment
darkdreamingdan Posted September 3, 2009 Share Posted September 3, 2009 I have to agree that the knife is a little crazilly overpowered. I also agree that forcing a standing position would solve the issue. As for scripting a fix, it wouldnt really be possible because its hard to detect when a stealth kill is going to be performed. Link to comment
arithedog Posted September 3, 2009 Author Share Posted September 3, 2009 omg rage post, just owned that guy about 300 times earlier that day I actually love the knife, and I loved instakilling people in SA-MP because it was extremely difficult (and poorly synced) but if you pulled it off it felt great! The reason I'm posting this bug report is because I'm developing a roleplay mode, and I'd like to include the knife as a possible weapon, but the way things are now it's just too good! Link to comment
Phat Looser Posted September 3, 2009 Share Posted September 3, 2009 I think the knife attack should only be possible as soon as you do the "knife up" animation. Also, it should be deactivateable via script for certain purposes. Link to comment
Slothman Posted September 4, 2009 Share Posted September 4, 2009 https://wiki.multitheftauto.com/index.ph ... ayerWasted this event can detect if a stealth kill was done, but cant prevent it. i do agree that it seems overpowered, it seems to allow a great angle variance, and doesnt seem to check what the target player is doing. the solution seems to be to make sure the attackers angle matches the targets (at least closely) and not just check if the enemy is targeted and the guy with the knife is located behind. Link to comment
arithedog Posted September 4, 2009 Author Share Posted September 4, 2009 https://wiki.multitheftauto.com/index.php?title=OnPlayerWastedthis event can detect if a stealth kill was done, but cant prevent it. i do agree that it seems overpowered, it seems to allow a great angle variance, and doesnt seem to check what the target player is doing. the solution seems to be to make sure the attackers angle matches the targets (at least closely) and not just check if the enemy is targeted and the guy with the knife is located behind. In single player, to perform a stealth kill you must be: 1.) Crouched, walking, or still. Running or sprinting will prevent a stealth kill. 2.) Be holding the targeting key and be facing the target. Your character may be facing any direction, but your camera must face the target, allowing things like facing away and turning and stealth killing someone in range instantly. 3.) Be no less than 90 degrees off of directly behind your target. You can knife from the side, as long as you are slightly behind. To be vulnerable, the target must be still or walking. The target may be firing, but being in a melee stance will prevent a stealth kill. Link to comment
arithedog Posted October 9, 2009 Author Share Posted October 9, 2009 Hey Talidan/coders, can I get an update on this? It would be really nice to have fixed. Link to comment
ShockWave13{UK} Posted November 16, 2009 Share Posted November 16, 2009 Kind of fun but i always get kill with the knife when they slash my neck at the front not from the back Link to comment
robhol Posted November 16, 2009 Share Posted November 16, 2009 Kind of fun but i always get kill with the knife when they slash my neck at the front not from the back Why do you keep double-posting and bumping old topics when all you post is bullshit anyways? Link to comment
KagerA Posted December 2, 2009 Share Posted December 2, 2009 CLIENT SCRIPT addEventHandler ("onClientResourceStart",getRootElement() , function() setTimer(anti_backstabb,100,0) end ) function anti_backstabb() local player = getLocalPlayer() if getPedControlState(player,"aim_weapon") == true and getPedWeapon(player) == 4 then outputChatBox("backstabb is disabled, sorry =)") setPedWeaponSlot(player,0) end end and backstabb is disabled =) Link to comment
darkdreamingdan Posted December 2, 2009 Share Posted December 2, 2009 addEventHandler ("onClientResourceStart",getRootElement() , function() setTimer(anti_backstabb,100,0) end ) function anti_backstabb() local player = getLocalPlayer() if getPedControlState(player,"aim_weapon") == true and getPedWeapon(player) == 4 then outputChatBox("backstabb is disabled, sorry =)") setPedWeaponSlot(player,0) end end Ouch. You can do much better than that. Link to comment
Gobe Posted December 12, 2009 Share Posted December 12, 2009 Well I must say this knife "behind the back kill" is kinda annoying in MTA as it's to easy to perform. Maybe a function could be made to disable this. Like disableKnifeSpecialKill or I don't know. Link to comment
J.S. Posted August 30, 2010 Share Posted August 30, 2010 addEventHandler("onClientPlayerStealthKill", getRootElement(), function(targetPlayer) cancelEvent() end) Link to comment
dzek (varez) Posted August 30, 2010 Share Posted August 30, 2010 nice one but this is 9 months old topic ;p Link to comment
J.S. Posted August 30, 2010 Share Posted August 30, 2010 nice one but this is 9 months old topic ;p Haaah sorry, I didn't notice. I havent used a forum in a couple months so I'm still not used to checking all the dates. Link to comment
darkdreamingdan Posted August 30, 2010 Share Posted August 30, 2010 1.1 already has a number of measures to make the knife much more balanced, according to suggestions in this topic. Link to comment
masterz Posted September 6, 2010 Share Posted September 6, 2010 I kind of like it. It's a lot of fun to kill people with and it's like another feature in the game. I suppose I wouldn't mind if it was fixed, but i'm not going to push for it lol. Yeah, its nice to kill people in a game, how about in real? Link to comment
michael clark Posted November 3, 2014 Share Posted November 3, 2014 many people can kill but most of them are not.... i hope no one here can do! Link to comment
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