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You will see that higher FPS will make the vehicle have less damage while crashing. 25FPS will dealt arround 148HP of damage, while 144FPS will do 124HP dmg. 24HP points of damage is not THAT noticeable, but it's a unfair advantage.
Version
Any.
Additional context
This only happens for crashing, bullet damage is constant and is related to damage value on the weapon property (30 damage = 30 HP lost). Just to consider, the damage dealt to other players/peds is arround 1/3 of that.
Relevant log output
No response
Security Policy
I have read and understood the Security Policy and this issue is not security related.
The text was updated successfully, but these errors were encountered:
I'm a new dev, idk things that much but ig if we can add extra damage to the vehicle [On high FPS], the problem can be solved.. public OnVehicleDeath(vehicleid, killerid, weaponid) { new Float:fps = GetTickCount() / 1000.0; if(fps > 60.0) // If FPS is higher than 60 { SetVehicleHealth(vehicleid, 0.0); // Deal maximum damage } else { // Normal vehicle death handling // ... } return 1; }
You can add damage, somehow like
{
new Float:fps = GetPlayerFPS(killerid);
if(fps > 60.0)
{
new Float:health = GetVehicleHealth(vehicleid);
SetVehicleHealth(vehicleid, health - 24.0);
}
}
Describe the bug
The more FPS you have, the less damage dealt. Physics play a factor here, #929 is related.
Steps to reproduce
test_fps_vehicle_crash.zip
You will see that higher FPS will make the vehicle have less damage while crashing. 25FPS will dealt arround 148HP of damage, while 144FPS will do 124HP dmg. 24HP points of damage is not THAT noticeable, but it's a unfair advantage.
Version
Any.
Additional context
This only happens for crashing, bullet damage is constant and is related to
damage
value on the weapon property (30 damage = 30 HP lost). Just to consider, the damage dealt to other players/peds is arround 1/3 of that.Relevant log output
No response
Security Policy
The text was updated successfully, but these errors were encountered: