Quote:
Originally Posted by Codein
I could think of ways to make ammo serversided, which includes a way to overcome the initial client - server lag.
A smart game hacker could use the lead that servers use base64 encoding. If the hacker was worth his salt, he'd easily find the the amount of times you've base64 encoded a value and then decode it from there. I had an example in my head on how I'd get round but a) It's lost now and b) I'm not sharing it publicly.
My idea was this:
Say if you have your finger on the shoot button, a temp variable would count how many bullets have been shot and then after you release the button, it'd subtract this amount from your clientr.ammo. I don't know how practical it is though. Also, this way, it doesn't matter who's shooting and who's not. It might cause a bit more lag than you'd want for the whole server but definitely less lag than taking off the ammo every time a projectile is launched/fired and definitely more secure than client. flags. Maybe a combination of my idea and base64 encoding so that hackers can't just hold down the ammo button and find the address for the client variable.
I'm not sure though, just a thought.
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I was just giving an example of a way to do it. Obviously you would want something better. I was thinking on Skyld's example he posted below, but I couldn't find it.
Quote:
Originally Posted by Skyld
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That's the one, I searched all over the wiki and couldn't find it. Shouldn't you add it to the official wiki, seeing as you are kinda the leader of the GST in a way, and uh ... that's sorta your job ... adding things to the wiki ... Can't just expect normal players to do it.