The Cooldown of the AutoTest is not working. Players can spam /areport without problems. I tried it by myself.
if (TestCooldown.ContainsKey(p.UID))
{
var ticks = TestCooldown[p.UID];
var calc = System.Environment.TickCount - ticks;
var time = TestCooldown[p.UID];
if (calc > 0 || !double.IsNaN(calc) || !double.IsNaN(ticks))
{
var done = Math.Round((float) ((calc/1000)/60));
player.MessageFrom("AdvancedTest",
"Player has report cooldown for: " + (time - done) + " minutes!");
return;
}
if (calc < (TestAllowedEvery + time)*60000)
{
var done = Math.Round((float) ((calc/1000)/60));
player.MessageFrom("AdvancedTest",
"Player has report cooldown for: " + (time - done) + " minutes!");
return;
}
}
Its in Mins. I cinvert It to ticks, not to ms.var time = TestCooldown[p.UID];
if (calc < (TestAllowedEvery + time)*60000)
But isn't time already in ms? Why would you multiply it again with 60000? TestAllowedEvery instead is in min.
YesHiThis Is Nice Plugin . But I Want When Player Come To Server Automatic Test Player /fatest it is possible?
He will have to add that in, Probably in the next update there will be an option to auto check on player join
Read the rest of this update entry...
- Fixed Cooldown
- Added autotest on join
when entering the server sends to the test 3 times and bans for No fall damageDreTaX updated AdvancedTester (RecoilTest/JumpTest) with a new update entry:
1.5.2
Read the rest of this update entry...
Read the rest of this update entry...
- Quick Fix
Read the rest of this update entry...
- New config options
- Supporting ShootEvent now.
- Fixes
Read the rest of this update entry...
- Message Fixes
- Checking If Player is shooting the M4
- New config option added for the DropTest
- Message fixes
- https://github.com/dretax/AdvancedTester/commit/f881e4c84f5d4b7990304625d99242d69605b639
3,5 secs, just a simple timer to delay the drop test.How does the Drop Test exactly work? I'm not able to figure it out by the source code.
var timedEvent = CreateParallelTimer(3500, dict);
timedEvent.OnFire += Callback2;
timedEvent.Start();
What exactly is the 3500ms?
Remember the auto droptest in BannedPeople?So after 3,5 secs after the drop it checks if the player got hurt, right?
How can it be that there are false positives, specially with high pings?