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Approved AdvancedTester (RecoilTest/JumpTest) 1.6.4

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DreTaX

Probably knows the answer...
Administrator
Jun 29, 2014
4,093
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At your house.
github.com
I know i know. Im terribly sorry for not sitting at my PC and nit testing but always got something to do. I promise I will do tomorrow.

Sent From My Samsung Galaxy S4
 

salva

Friendly self-taught developer
Administrator
Jan 31, 2016
577
612
63
I want to give an opinion, A,W,D,S = jump, so when the player is made to the / jumptest and tries to move will see if he has the quick jump (typical hack) Many thanks, greetings
 

DreTaX

Probably knows the answer...
Administrator
Jun 29, 2014
4,093
4,784
113
At your house.
github.com
I want to give an opinion, A,W,D,S = jump, so when the player is made to the / jumptest and tries to move will see if he has the quick jump (typical hack) Many thanks, greetings
Last time we tested this, you can't bind multiple commands on the same button.
 

.C.Y.B.E.R.

Member
Trusted Member
Member
May 4, 2016
63
0
6
When i write /recoiltest [name] that work but give the player 1 hatchet and 1 pic axe ... how to change that ? in ex. 1 hatchet in - 1 m4 and 1 pic axe in 556 ammo
 

Jakkee

Retired Staff
Retired Staff
Plugin Developer
Jul 28, 2014
1,465
932
113
Australia

Quality should be up soon.
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
 
  • Informative
Reactions: DreTaX