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Showing content with the highest reputation on 31/12/16 in all areas

  1. Hi there. Oh, what is that? The holidays are here again? Yep, it looks like they are, so that means the usual stuff. We are going to give you guys & gals a heads up on what has been happening in MTA's world this whole year. And if you are one of those well informed types who does not need a recap, you still might want to give this post a read, as there will be more than that later on! 2016 in Recap Near the end of January, we released a bugfix release for MTA:SA 1.5.x - Multi Theft Auto: San Andreas 1.5.2. Among a few other things, that version had and improved the server app compatibility for Linux server hosters and fixed some desync issues. In July, we started offering a new way of promotion for server owners who wanted to gain more players quickly. Namely, one of the top positions in the ingame server browser for a week in an exchange for a small fee. We felt it was a good way to not only ensure that our Project's financial needs are balanced, but also to allow some smaller but ambitious servers to try and get the player base they were always seeking for. In August and September, we made significant changes to our forums, including a switch to a new forum software. There were a bunch of issues found afterwards (such as keeping the users login states), but we managed to fix most of them. Following that, we were featured in an article on the Rock Paper Shotgun, which was pondering the popularity of multiplayer mods for GTASA, even long after its original release. You can find the full article on the RPS website. And finally, on 20th of October, Multi Theft Auto: San Andreas 1.5.3 was released. This was a large release that could as well have been labelled as a next major release, but was not as it was still compatible with the 1.5 series. A bunch of interesting MTA:SA-related YouTube videos from this year Current player counts and version fragmentation statistics Type Amount of players Date / Time Recent peak number of concurrent unique players 27111 players 2016.12.23 (at 17.30 GMT) Highest recorded number of concurrent unique players 27111 players 2016.12.23 (at 17.30 GMT) Recent number of daily unique players 124981 players 2016.12.23 (Friday) Highest recorded number of daily unique players 142785 players 2016.09.04 (Sunday) Recent number of monthly unique players 554757 players November, 2016 Highest recorded number of monthly unique players 626167 players August, 2016 Yes, to our surprise, there was a new concurrent unique player count record set literally on the day we were gathering these stats for you. MTA:SA Version or series Percentage of players using that version or series as of 23rd of December, 2016 1.5.3 95.20% 1.5.2 1.5.1 1.5 3.60% 0.09% 0.09% 1.4.x 0.67% 1.3.x 0.28% 1.0.x + 1.1.x + 1.2.x 0.07% It looks like more people decided to use newer versions of the mod than the last year. *** As for the future, we have been working on the next release, which will contain mostly bugfixes and compatibility tweaks. However, we did some work on new features as well, such as Custom Train Tracks, which we hope to be finished soon. We also want to look into improving streaming, raising the limits and making it possible to add new IDs for things, but this will be tricky. Nonetheless, it would be great to see those features working in MTA:SA one day as, for example, they would allow server owners to use bigger and better custom maps with new vehicles working correctly for all players. That's it for now. Happy Holidays and Best Wishes for 2017 from the MTA Team!
    3 points
  2. Hi guys @fastman92 has recently engaged with us in order to get his limit adjuster implemented into MTA. Obviously, there are a number of complexities involved in implementing this, and we need to make some important design decisions to achieve this. So, why do you want to use a Limit Adjuster tool? Some things I'm hoping to learn: Are you trying to play MTA with a modified version of GTASA? Do you want the limit adjuster to play mods like GTA:Underground? Are you trying to use Limit Adjusters with MTA's own Lua engine* functions? (e.g. engineLoadDFF) Anything else? Any feedback would be incredibly beneficial to the team going forward. Cheers Dan
    1 point
  3. 1 point
  4. So I'm finally releasing the MTA Highlight extension that powers our syntax highlighting on the forums and on the wiki. This enables the blue and orange links you see that link to the Wiki for MTA functions. The highlighter is built off of Google's prettify library, so is only compatible with software that uses Google Prettify to highlight their code. Installation Usage is really simple, and it sits very well with Google's own prettify library. Note, that you'll need a version of JQuery for the functions to work. In your HTML HEAD includes, add the following: <!-- Add JQuery --> <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.1.1/jquery.min.js"></script> <!-- Add Google Prettify library --> <script src="//cdn.rawgit.com/google/code-prettify/master/loader/run_prettify.js"></script> <!-- Lua not added by default, add it--> <script src="//cdn.rawgit.com/google/code-prettify/master/src/lang-lua.js"></script> <!-- Get the latest function definitions from MTA Forums --> <script type='text/javascript' src='//forum.multitheftauto.com/uploads/javascript_syntax/luafuncs.js'></script> <script type='text/javascript' src='//forum.multitheftauto.com/uploads/javascript_syntax/mtafuncs.js'></script> <!-- Add MTA-prettify library --> <link rel="stylesheet" type="text/css" href="//cdn.rawgit.com/darkdreamingdan/MTA-prettify/master/mtahighlight.min.css"> <script type='text/javascript' src="//cdn.rawgit.com/darkdreamingdan/MTA-prettify/master/mtahighlight.min.js"></script> You'll then need some JavaScript to use Google's Prettify and apply MTA's markup: $(function () { // Perform Google Prettify PR.prettyPrint(); // Add MTA markup applyMTAMarkup(); }); Usage Usage is just like Google's own Prettify, but you'll need to add lang-lua as a class to your <pre/> snippets. For example: <pre class="prettyprint lang-lua"> function onWasted() if not( isGuestAccount (getPlayerAccount(source)) ) then local jailtime = getAccountData(getPlayerAccount(source), "Jailtime" ) or 0 local theWeapon = getPedWeapon (source) local weaponAmmo = getPedTotalAmmo (source) if tonumber(jailtime) == nil or 0 then outputChatBox ("1", root) fadeCamera (source, false) setTimer (setElementHealth, 1500, 1, source, 10) setTimer (setCameraTarget, 1250, 1, source, source) setTimer (fadeCamera, 2000, 1, source, true) setTimer (giveWeapon, 2000, 1, source, theWeapon, weaponAmmo, true) elseif tonumber(jailtime) > 0 then outputChatBox ("2", root) fadeCamera (source, false) setTimer (portjail, 1500, 1) setTimer (setElementHealth, 1500, 1, source, 10) setTimer (setCameraTarget, 1250, 1, source, source) setTimer (fadeCamera, 2000, 1, source, true) setTimer (giveWeapon, 2000, 1, source, theWeapon, weaponAmmo, true) end end end addEventHandler ("onPlayerWasted", getRootElement(), onWasted) </pre> Example An example JSFiddle is available here: https://jsfiddle.net/darkdreamingdan/0uvzbL1n/. Source code available here: https://github.com/darkdreamingdan/MTA-prettify . I'd really appreciate a GitHub star if you found this useful! Note: Usage may be different if installing on different CMS software. Typically, this is easily implemented by using your CMS/forum's Theme editor.
    1 point
  5. Whoops, my bad. I wrote: setPlayerHudConponentVisible Instead of setPlayerHudComponentVisible
    1 point
  6. Et locutus est ad me?
    1 point
  7. You're welcome.
    1 point
  8. У setElementData есть 4-й аргумент, который отвечает за синхронизацию. По умолчанию он устанавливается в true, т.е. все данные посылаются всем игрокам, это и увеличивает нагрузку. Если Вам нужно сохранить какие-то данные только в пределах сервера или клиента надо писать setElementData(element, "key", value, false). Также если нужно послать данные одному конкретному игроку - используйте triggerClientEvent. И да, лучше группировать данные кучами т.к. каждый вызов setElementData стоит процессорного времени, большие пакеты обрабатываются быстрее.
    1 point
  9. You can simply do a check if the check is set. function prerenderfix( ) if ( check ) and ( check ~= 6 ) then return end -- rest of the code... end Seems to work for me, anyway. No need for the timer, by the way.
    1 point
  10. @rapgod1, в элементдату, нужно отправлять то, что требует простой синхронизации между игроками. В остальном же, нужно контролировать всё ручками, передавать через triggerClientEvent и triggerServerEvent. Это то что нужно всем понимать. Есть и другие ньюансы, например вон у ТС, бензин много ест, что говорит о жутком непонимании человеком, что он вообще делал. И ладно б только скриптинг: Человек не осознает вообще, как нужно делать то что он делает. Впрочем в каком-то смысле, наличие серверов, которые не соответствуют качеством, своей популярности, является хорошим аспектом.
    1 point
  11. Once I've tried to make a weapon attached to a car (422, Bobcat), loosed my enthusiasm and never done the script, can you do it? The weapon would be used from outside the car, so that requires someone else to drive wile you shoot.
    1 point
  12. 1 point
  13. شوف يا حبيبي . اول شي لازم تتعلم ال اساسيات فيه عدة شروحات انجليزية افادتني صراحة حاول تتعلم منها اكتب في يوتوب Learn LUA step by step وحاول تعيد الدرس وتفهمه اكثر من مرة وبعدها خش الويكي وشوف زي نا قال الاخ فوق واعرف كيفية عمل السكربتات خطوة خطوة وخش قسم دروس البرمجة شوي شوي بتلاقي انك بديت تفهم وش مكتوب PS ; ضروري بيجيك وقت كل الكودات اللي تسويها غلط وتعصب وبتيأس لكن حاول تتغلب على الشعور ونصيحة ثانية يرحم امك لا تحاول تسوي كودات من راسك وانت موفاهم شي كذا جالس تدمر نفسك وتكره شي اسمه البرمجة .. زي اللي صار لي بالظبط ضض واذا صار لك مشكل ولا شي حياك هنا اطرح مشكلتك ونحن نفزع لك بكل ما نقدر عليه تحياتي
    1 point
  14. Link to the project http://gtaforums.com/topic/733982-fastman92-limit-adjuster/
    1 point
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