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Allow cancelling CEventNetworkEntityDamage to prevent damage #2343
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Some implementation note: a server-side event handler would need a bit more advanced logic than just suppressing the event, as it'd also need a fake reply sent to the originating client. Similarly, a damage callback for local damage could be curious, too, and seems to be what this person is requesting. |
I'm talking pure clientside. What I'm requesting is a better way or any way to prevent the player from dying INSIDE the NetworkEntityDamage event or OTHER events or functions. Players should not die in code on my server, I wanna do my own death system and have it network the ragdoll further (which stops when the player dies in many cases) |
I'd vote for the server-side event handler. Giving the client less control over stuff is a great idea considering the amount of cheaters etc. Overall this is a good idea anyways. |
Why not both? |
Dont know if this has still been looked at but this would be AMAZING to stop cheaters from creating unwanted damaged events to players! If the logic server sided is tricky and if not weird then let it be it! As long as we can get something to play with things like that. It can open doors in regards to scripts that handle damage given to the player and anti-cheat scripts. But, I will say, it can not be done client side, if there is any such thing made that can cancel out damage client sided it will be ABUSED by cheaters, I wouldn't recommend such event existing for the client, solely just server sided. |
Same opinion. |
hi, some news ? |
What happened?
I would propose a way to disable taking damage for players, while not using SetEntityInvincible or similiar natives, as I'm trying to implement my own death state, that isn't as buggy as GTA's (with stopped networking etc).
Expected result
To stop a event
Reproduction steps
There are none, this is a suggestion, I hope, I can do these here.
Importancy
Unknown
Area(s)
FiveM, FXServer, OneSync, Natives
Specific version(s)
FiveM
Additional information
No response
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