Iunderstand that probably for most of you guys this isn't an issue at all, and noone cares about it but well.. I do I remember when the sa-mp competetive scene was in it's top form back in like 2010 I tried to convince a lot of people to switch to mta because sa-mp scripting is a joke, but they didn't want to. They kept saying mta felt "weird". Now, 10 years later I know exactly what the problem is.
When I was playing sa-mp 4 years back, players were teleporting all over the place and hard to hit, so I don't think that so called "animation lock" is not there for nothing. Note: The slide glitch can cause de-sync, since it brings the player in a glitch state.
Yeah, that's probably it, it must have some purpose. I personally don't care about slide glitch (the one at 1:20), I put it in the video just to make the differences easier to see/understand. The only thing that I care about and what I don't like is that it makes cbuging less convenient
After watching the video and reading your posts to get a good idea of what you're trying to tell us, i can say this: MTA isn't a game for glitching, it's focussed on fair play. So i don't think MTA devs would prioritize making movement glitch behavior exactly replicate GTA SA, if for some reason it's not the same (as you have demonstrated).
Players that are used to glitching (from SAMP) are gonna be disappointed anyways, because the glitches you demonstrated aren't manually enabled like you did in 99% of the public servers, where they are made impossible.
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