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Approved AdvancedTester (RecoilTest/JumpTest) 1.6.4

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DreTaX

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Looking good!
Ideas to add/Ignore :p
  • For Fall Damage Check and No Recoil check, You should set their Movement to null.
  • Also for no recoil Player.Inventory.AddItem(Item, Slot, Amount) -> Player.Inventory.AddItem("M4", 30, 23) well save reloading.
  • You could probably also send an RPC message to shoot? or send a Player.SendCommand("Some command here to shoot") (Maybe SendCommand("Fire")?)
  • Also setting the mouse movement to 0 could stop players faking the recoil?
  • Player.SendCommand("input.mousespeed 0") Default = 5
Their movement is null from the beginning ^^ Mouse too. You can't move It.

I'm planning to add an On_Shoot event.

https://github.com/dretax/AdvancedTester/blob/master/AdvancedTester.cs#L437
 

Jozeh

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Hi... I'm thinking of migrating to Fougerite service ... Because of lag and incompatibility of Oxide system... I like your work in rust legacy xD
 

salva

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/areport ITS AMAZING ,, great job !!!
 

tarynkelley

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Does the player get teleported to a safe zone when he gets tested with /areport or does he get tested at his location?
 

DreTaX

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Does the player get teleported to a safe zone when he gets tested or does he get tested at his location?
I added 10 random locations, and while he is being tested, cannot do damage on others, and cannot receive damage from anything.

The location is almost at the top of the rust map. Pretty far away.
 
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tarynkelley

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Its not a bug.

Rebinding your keys is no magic....

@DreTaX maybe you should randomize the direction of pressing F5, Insert, F2, so if a player rebinds the keys and walks forward instead of correctly for example left with F2, he will also get banned.