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  1. #11
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    Quote Originally Posted by Higor View Post
    Btw, death is triggered if the illegal shot is pointed at an enemy...
    Please don't try to combo headshots and piston binds @HIGH[+]AdRiaN, k thnks.
    no @Higor, the anti zp bug suicide me when im not shooting others players, many times it happens on my own base, or walking alone on mid lol
    this time on clarion i was aiming to WALL
    for hit with piston and jump to enemy core

    your anti bug is not working only when the ch is in others players
    Last edited by HIGH[+]AdRiaN; 12-12-2013 at 06:48 PM.

  2. #12
    Whicked Sick Higor's Avatar
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    Remove the Fire command from said bind, its only purpose is to trigger shoot animation and you clearly not need that if you're switching weapons.
    ------------------------------------- * -------------------------------------

  3. #13
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    just make seperate binds for each weapon instead of having multiple weapons on one goddamn key.. how hard is it?

  4. #14
    Whicked Sick Higor's Avatar
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    ZP shot is triggered by Player.Fire() function, which is a clientside simulation of the actual Player.Fire() that runs on the server when the bFire button switch (0 > 1) is received.
    You can modify the shoot bind and remove the Fire command, and weapons like Flak Cannon or Minigun will fire without it's animation (only clients).

    By applying said knowledge, you can remove Fire from the piston bind and tell the server to shoot without your client doing any Fire simulation on your current (old) weapon.
    ZP shots are processed on said simulation, so not including Fire in the bind will prevent you from doing any kind of ZP shot.


    Events on your flawed Piston bind.
    > Client sends GetWeapon ImpactHammer to server
    > Client sets bFire to 1
    > Client simulates Fire() on the current active weapon
    >> If weapon is ZP or LC, weapon sends a Fire command.
    > Client Replicates the bFire variable as well as other movement vars at end of PlayerTick() via ServerMove() function.
    .... Connection delay here ....
    > Server receives GetWeapon command.
    >> Current weapon's state is set to 'DownWeapon' if not firing, otherwise wait till fire ends.
    >> PendingWeapon variable is set to ImpactHammer
    > ZP weapon may receive a Fire command
    >> AntiZPBug checks when a Pawn receives damage: ( Weapon.IsInState('DownWeapon') && Victim != none ), proceeds to kill if positive.
    > Player Movement vars are received in ServerMove(), fire weapon if new ( bFire == 1 ) and old (bFire == 0 ).
    >> Weapon won't fire if it's in state 'DownWeapon'.
    ... some time passes on the server ....
    > New weapon has finished drawing
    >> If player has ( bFire == 1 ), the weapon will self-issue a Fire command.

    Bottom line is, just remove Fire

  5. #15
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    hmm
    i removed the fire command, the bind is still working and i did not suicided yesterday in 3 matches (:

  6. #16
    Moderator .seVered.]['s Avatar
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    I had a weird effect once too... and I hope to find the root. I actually MULTI-GUNNED with alt fire (on the sniper) and the PULSE... Click image for larger version. 

Name:	ZoomAfterSwitchingFromSniper-somehow.jpg 
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    Then it got "stuck" on the zoom and wouldn't switch to any other weapon...

    Which also reminds me... @Higor .. we should add the ZP_BUG message to the Remover_Manager and post the message to the IRC...


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