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[SOLVED] infiSTAR.de GODMODECHECK

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Hi Chris , i updated my DMS mission system and now i see in logs :

13:16:09 "<infiSTAR.de>GODMODECHECK| Melifaro(76561198038187350) player did not get any damage but received 1 damage. Damage has been set on him now!   [27-Jul-2016 12-41-29 - v0056]"
13:16:09 "<infiSTAR.de>MPHIT| Melifaro(76561198038187350) hit with 1 damage. Health: 100 - @089047   [27-Jul-2016 12-41-29 - v0056]"
13:25:22 "<infiSTAR.de>GODMODECHECK| Melifaro(76561198038187350) player did not get any damage but received 7.2298 damage. Damage has been set on him now!   [27-Jul-2016 12-41-29 - v0056]"
13:25:22 "<infiSTAR.de>MPHIT| Melifaro(76561198038187350) hit with 7.2298 damage. Health: 100 - @056030   [27-Jul-2016 12-41-29 - v0056]"

in game it looks like oneshot thru building ... 

is the way to turn off this check ? or other way to fix it ?

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Well no matter what was in between the object of the player received that much damage and didn't handle it. That's not normal :)

 

put yourself to that spot (tp as admin) and see if you get damage normally

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Posted (edited)

32 minutes ago, infiSTAR said:

Well no matter what was in between the object of the player received that much damage and didn't handle it. That's not normal :)

 

put yourself to that spot (tp as admin) and see if you get damage normally

So there is no way to turn off god mod check ? 

 

Tnx for answer Chris as always you fast like rocket with answers )))  , i will test few hours later .

 

P S . is any idea why player didnt get damage but rceived ?

Edited by point

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Well you can locally block damage to objects

local damage e.g. falldamage with

player allowDamage false;

or by adding an eventhandler for "HandleDamage"

a hacker could do that.
Could also be done with hacks (not scripting) but they can't really trick the server that easy 

 

what I meant is - he got those damage but his object did not "handle" it correctly or he would have been dead :)

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Posted (edited)

3 hours ago, infiSTAR said:

Well you can locally block damage to objects

local damage e.g. falldamage with

player allowDamage false;

or by adding an eventhandler for "HandleDamage"

a hacker could do that.
Could also be done with hacks (not scripting) but they can't really trick the server that easy 

 

what I meant is - he got those damage but his object did not "handle" it correctly or he would have been dead :)

thank you  ) now i understand how it works  :bandit:

Edited by point

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