Jump to content

Lagshot


orel56000

Recommended Posts

Ping: 18 ms
Messages in send buffer: 0
Messages in resend buffer: 0
Packets recv: 22422
Packets sent: 43189
Overall packet loss: 0.07%
Current packet loss: 0.00%
Bytes recv: 1.21 MB
Bytes sent: 1.79 MB
Datarate in/out: 3 / 13
BPS limit by CC: 0
BPS limit by OB: 0
Current wep bullet sync: Off
Veh. Extrapolate amount: 0%
Veh. Extrapolate max: 300ms
Alternate pulse order: Yes
Client: 1.5.5-9.11815.4
Server: 1.5.5-9.11815.0

IDK what this all mean but I think its the Current wep bullet sync.. how to active that?

7 minutes ago, IIYAMA said:

Yes should be, OK.

 


 

What about internet speed? (is the network blocked?)

Client command to check packets going in and out: (also shows if the network is blocked)

/shownetstat

 

Link to comment
2 minutes ago, IIYAMA said:

Current wep bullet sync will be active when you hold a weapon. (only weapons that create bullets)

+ the bullet sync setting: >bullet_sync< must be active. (which is by default active)

https://wiki.multitheftauto.com/wiki/SetServerConfigSetting

 

Which gamemode are you running? (If tactics, lagg shots are included)

 

As I understood, I should:

setServerConfigSetting( "bullet_sync", "1", true )

right?

Link to comment
Just now, IIYAMA said:

You can also stop your server and edit the mta config file.

Because that function requires admin rights to be able to use.

I've tried

outputChatBox( getServerConfigSetting ("bullet_sync") )

and its print "1", but still when I do shownetstat, its shows "off"

Link to comment
  • Moderators

I never said it would fix your lagshot.

 

Anyway. I have no idea how your lagg shot looks like. Because there are different types of laggshots.

If it is a lot of teleportation and the server is showing no performance impact, then it is the network. Not sure what kind of server you bought, but it seems there is something wrong with it. The reason behind it, might be that other people who rent a server there and are abusing it's capabilities. Or the owners are sharing the main computer(server) with too many vps users.

It is also possible that you are just running bad resources on it.

Edited by IIYAMA
Link to comment
10 minutes ago, IIYAMA said:

I never said it would fix your lagshot.

 

Anyway. I have no idea how your lagg shot looks like. Because there are different types of laggshots.

If it is a lot of teleportation and the server is showing no performance impact, then it is the network. Not sure what kind of server you bought, but it seems there is something wrong with it. The reason behind it, might be that other people who rent a server there and are abusing it's capabilities. Or the owners are sharing the main computer(server) with too many vps users.

It is also possible that you are just running bad resources on it.

first of all i'm trying that on my lan server, so there is no ping or something for sure.

seconds thing by lagshot I'm meaning that alot of times when I see that I hit someone, he don't see that, and the server don't consider that as a hit.

and if I want it to consider my shot as a hit, I should shot after the ped(where he already pass) and I should see it as a miss...

I'll upload a video so you could see

Edited by orel56000
Link to comment
  • Moderators

I am not sure what what your friend his ping AND fps are. But just for you to know. There is no serverside bullet detection. The client itself is the only one to decide if there is damage or not.

  • Lower than 50/60 fps is lagg. (causing bullet sync problems)
  • Ping higher than 60 is lagg. (causing bullet sync problems as well)
  • Gta is physics are lagg. (causing bullet sync problems as well) 

 


Better sync? How about uber sync?

 

Uber sync (bandwidth and CPU intensive)

player_sync_interval 50
keysync_mouse_sync_interval 50
keysync_analog_sync_interval 50

https://wiki.multitheftauto.com/wiki/Sync_interval_settings

 

Instructions

  1. Stop the server
  2. open: mtaserver.conf
  3. Edit settings in file to those values.
  4. Save mtaserver.conf
  5. Start the server.

<player_sync_interval>50</player_sync_interval>

<keysync_mouse_sync_interval>50</keysync_mouse_sync_interval>

<keysync_analog_sync_interval>50</keysync_analog_sync_interval>

  • Thanks 1
Link to comment
12 minutes ago, NeXuS™ said:

Because detection is client-sided. You could move the detection from the hit person to the shooter, and set the hit person's health by that. Unless you do that, the detection is on the hit player's side, which causes the seen problem.

there is a command or something to do that or should I program it?

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...