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mic1989
21st July 2005, 14:46
I want to remove ór disable serverfire for my gameserver.
Im tired from those high fire-rate that lagging and/or crashing servers.

Is it possible to disable serverfire or any other thing to deactive Serverfire
So only rapidfire will be availible?

kolbybrooks
21st July 2005, 15:02
Im guessing no.

There may be a way with server files, But im thinking to turn it off you must either know an admin command or dig a little for it and config you server files

Dont think you can but im tired so Im not sure.

Sorry if this doesn't help any but oh well, night.

No1uKnow
22nd July 2005, 15:34
if you turned off server fire no one would be able to fire their guns im thinking

you may mean limiting the server fire...


anyways, it may exist, but the method isnt public atm, maybe someone ( cough cough zgamer ) will look through the files and see what they can find :|

i dun think its possible to tell you the truth, only thing i can think of is changing the eROF for everyone somehow

Killa
22nd July 2005, 16:04
no can do

HUMM3R
22nd July 2005, 16:12
I want to remove ór disable serverfire for my gameserver.
Im tired from those high fire-rate that lagging and/or crashing servers.

Is it possible to disable serverfire or any other thing to deactive Serverfire
So only rapidfire will be availible?

You probably can disable the serverside firing functions, but the server will still receive the function calls, so some of the bandwidth problems will remain, but the lag will be mostly eliminated if you do it right.

No1uKnow
22nd July 2005, 16:18
humm3r wouldnt that cause problems when you go to shoot?

think of what would happen for the clients.

HUMM3R
22nd July 2005, 16:22
humm3r wouldnt that cause problems when you go to shoot?

think of what would happen for the clients.

Of course. They couldn't do normal fire either. ;) So that could be called 'Mic's Rapidfire Only Server - If you don't have that in your bot you'll be pwnd', rofl

HyPeR-X
22nd July 2005, 17:01
Overwrite playercontroller class, overwrite the function ... make an if statement ... check if its not a high firerate. if it is, return; else execute code in super class :)

- HyPz

HUMM3R
22nd July 2005, 17:12
Overwrite playercontroller class, overwrite the function ... make an if statement ... check if its not a high firerate. if it is, return; else execute code in super class :)

- HyPz

And how could you check the high firerate? with timestamps? anyway the checking will also take some time from server cpu, and even more serverfires could still crash the game, I guess.

HyPeR-X
22nd July 2005, 18:13
And how could you check the high firerate? with timestamps? anyway the checking will also take some time from server cpu, and even more serverfires could still crash the game, I guess.

A simple check doesnt use that much cpu power ... and if that one prevents the laggy execution of the function youre server runs a LOT better ;) don't have a clue about the high firerate coz i havent realy checked serverfire (as its a noob function)

- HyPz

HUMM3R
22nd July 2005, 18:58
A simple check doesnt use that much cpu power ... and if that one prevents the laggy execution of the function youre server runs a LOT better ;) don't have a clue about the high firerate coz i havent realy checked serverfire (as its a noob function)

- HyPz

Well, yeah. Anyway, I don't know how can one create a subclass of a humancontroller, integrate in a servergame, client classes, with the funtion call replication and OOP, especially when the weapons serverfire is called, but I don't care either. A simple check of firerate and and an immediate kick/ban from server (when the firerate is too high) should be enough. ;)

squirrel5153
22nd July 2005, 19:39
i still just like the idea of having a hacking admin on at all times where they can decide if the player causes lag or not because most of the time they say their firerate is on 1 or 3 when they are shooting about 10 bullets per aim because they dont know how to make a decent fire function in thier bot without calling up serverfire 5 times *High FireRate Does Not Make Up For Crappy Aim*

mic1989
22nd July 2005, 21:55
mm..maybe CVAR checks for serverfire->+3 or something like that
I dont really got much coding experience so some more help would be nice
(thanks hummer+hyper already for some ideas's)

jginger3462
22nd July 2005, 22:21
You could do CVAR checks, but the only thing is people can bypass that by renaming there variable to something else.

That would be a good idea to rid the n00bs who dont understand that stuff.

No1uKnow
22nd July 2005, 23:18
i still just like the idea of having a hacking admin on at all times where they can decide if the player causes lag or not because most of the time they say their firerate is on 1 or 3 when they are shooting about 10 bullets per aim because they dont know how to make a decent fire function in thier bot without calling up serverfire 5 times *High FireRate Does Not Make Up For Crappy Aim*



hehehe, thats my quote :p

the reason is cause whoever your talking about is a complete moron, that doesnt even know what server fire does or how many bullets are shot per single bullet with what server fire multiplier :|

lol were talking about some anti cheater shit here, please dont get to much into detail, we dont want to see anti cheaters lerning something fromthis and creating some sorta non pb cheat protect :|

kaz123
22nd July 2005, 23:31
hi its leehendy from that server i still cant add u 2 msn and i cant pm u 4 some reason :rambo:

no1known its leehendy from the server i still cant add u 2 msn or i cant pm u so plz reply

HUMM3R
22nd July 2005, 23:45
lol were talking about some anti cheater shit here, please dont get to much into detail, we dont want to see anti cheaters lerning something fromthis and creating some sorta non pb cheat protect :|

Lol, you are totally right :) But still, people don't realize that serverfire won't compensate for a low ping and good ping correction. If you have a decent net connection and a good ping correction, one shot is enough to kill the enemy. Well, a burst will do it anyway. Serverfire isn't bad thou, if used wisely, like only for elegantly eliminating the animations and everything related to the states of the weapon.

No1uKnow
22nd July 2005, 23:47
hi its leehendy from that server i still cant add u 2 msn and i cant pm u 4 some reason :rambo:

no1known its leehendy from the server i still cant add u 2 msn or i cant pm u so plz reply

ic, well welcome to mpc forums, my msn is no1uknow@multiplayercheats.de

have fun here, hope to see you active in community, be sure to read the stickies ;0


edit:

@ humm3r, correct, serverfire is great if used wisely, but some of us prefer clientfire instead.


i find in native that using server fire with no mulitplier works better then clientfire ( ie kills the enemy faster )

but then again i have a shitty vid card, maybe once i buy a new pc ill be able to see the full potential of the natives i use, till then i guess i'll have to settle with owning or getting owned with 7 fps on pipe and 20 on bridge :|

kaz123
22nd July 2005, 23:55
cant add u lol :smoker:

gil
23rd July 2005, 03:48
LOL, now we're developing CVAR checks?

Get real... ;)

mic1989
23rd July 2005, 11:15
Get real?
People with enormous firrerates needs to get real
As hummer said
If you have a uber slow pC or a ******* aimbot ..the high serverfire won't help you.

Killa
23rd July 2005, 18:50
@ humm3r, correct, serverfire is great if used wisely, but some of us prefer clientfire instead.


What function do you mean as "clientfire"? I belive it still uses serverfire.