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Anti teamkill


Xwad

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There is no need to cancel anything.

1: trigger directly after onClientExplosion event. (no looping through the vehicles because that is what you are going to do at serverside)

2: Loop through the vehicles at serverside and check if the owners are in the same team.

It is just combining and adjusting those scripts, no big deal.

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is it better?

client

addEventHandler ( "onClientExplosion", root, function ( x, y, z ) 
triggerServerEvent ( "Team", resourceRoot ) 
 for i, v in ipairs ( getElementsByType ( "vehicle" ) ) do 
  local vx, vy, vz = getElementPosition ( v ); 
  if ( getDistanceBetweenPoints3D ( x, y, z, vx, vy, vz ) <= 20 and getElementModel ( v ) == 432 ) then 
  triggerServerEvent ( "OnRhinoDamageFromExplosion", v, (20 / getDistanceBetweenPoints3D ( x, y, z, vx, vy, vz ))*13  ); 
  end 
 end 
end ) 

server

[lua

]addEvent ( "OnRhinoDamageFromExplosion", true );

addEventHandler ( "OnRhinoDamageFromExplosion", root, function ( d )

setElementHealth ( source, getElementHealth ( source ) - d );

end );

function AntiTeamKill()

local Germanteam = getTeamFromName("German")

if(getPlayerTeam (localPlayer ) == Germanteam) then

cancelEvent

end

addEvent( "Team", true )

addEventHandler( "Team", resourceRoot, AntiTeamKill )

[/lua]

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