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Showing content with the highest reputation on 16/04/17 in all areas

  1. الفكرة .. حفظ مكان اللاعب عن طريق البيوت متل GTA SA الـلي ابي اقوله ... الاصدار تجريبي لكنه كامل بس ينقصه تظبيط تصميم وكذا هذا كل الشي العرض هذي الاماكن اللي حفظ بها هذي الاماكن بدون حفظ هنا المكان اللي احفظ فيه + اللي انزل فيه وقت اختار المكان ملاحظة انزل في الاحداثيات اللي حفظت فيها .. حسب مكان هذا الشكل وفيه اكثر من مكان ... متل ماهو موضع في الرادار طبعاً وقت المسه يفتح لي نفس اللوحة لكن للحفظ وليس لفتح الحفظ والحفظ عن طريق الاكونت ......................................................................... السؤال .. انشره ؟ ابيعه ؟ اركبه في السيرفر الجديد الحياة التجارية ؟ @Abdul KariM @Master_MTA @#Soking @#_iMr.[E]coo @#BrosS @MR.NaiF-MTA @coNolel @iMr.WiFi..! @Abu-Solo @AchrefF @Sha67 @iRamX @SoniX^ @~#[N]exT @Mhmd.z @#bazooka +You ... ???
    2 points
  2. If a cheater is able to set elementdata clientside. A lot of servers will be breached. So the answer to that is yes/no. 90% of the cheating I have seen at scripting level(we are in the scripting section) is done by corrupted staff. The resource runcode and even admin(execute command) itself do have scripting based inputs, which can easy manipulate elementData. So, prevent cheating is a better way of doing instead of writing an complex anti cheat. Use tables instead of elementdata for important data. (like money / stats) Always check if players are logged in as admin, while execute an action that should be available for admins only. Do never give strange players admin / other ranks, if you haven't edited your acl properly. They will be able to do everything they want if they are smart enough. (Even stealing your resources) Do not upload runcode on your public server. (remove it) Other cheats (flying/aimbot/ etc.)? You noticed cheating while your mta server is up-to-date? You might consider an anti cheat, if you are 100% sure it isn't the result of a corrupted staff-member.
    2 points
  3. يب .. فكرة المود لسيرفرات الحياة الواقعية جداً بمعنى سيرفرات من نوع جديد يعني تشبه تقريباً اللعبة الاصلية .. على العموم شكراً لهذا المرور الرائع وشكراً لكلامك الجميل مرورك اكثر من رائع .. شكراً على ردك الجميل
    2 points
  4. "onClientGUIClick" triggerServerEvent takePlayerMoney setAccountData givePlayerMoney getAccountData + getPlayerMoney -- to set data number
    2 points
  5. DOWNLOAD: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14306 This countdown script draws digits in DX locally, it detects who is in the direct area of the player who triggers the countdown. Assuming these are participants of the race/event, they will get the DX '3, 2, 1' (or chosen lenght) on their screens.DEMONSTRATION: (7 seconds, = /cd 7 for my demo)Use: /cd [lenght in secs] for example 3 seconds: /cd 3= 3, 2, 1, GO! (including beep sounds like classic countdown)alt: /countdown, /cdn, etcIf someone gets auto-added to countdown unwanted, he can use /cstop to leave the countdown (as indicated in chat) so barely abusable; also it has anti spam timer, using countdown is limited by default to once per 40 seconds (you can modify the value in .lua, and also other values like area width for participants auto-add, max lenght in seconds etc)
    2 points
  6. Imagine you have a gamemode and you forbid a certain vehicle, but players still end up driving them and they are infact spawned. It can be a resource vulnerability, multiple scripts on your server can spawn vehicles, or a hack like LUA injector that enables them to be spawned. You want to find out the origin of these vehicles in order to debug the responsible resource (knowing which script contains a possible vulnerability or bug) and need a debug script to find out the culprit. Ofcourse you can just script the violating vehicles to blow up or destroy as soon spawned, but I can understand you also want to know what's actually happening. I had this scenario myself, fixed and found it out myself. It's a waste to just put this script in the bin, so I share it with others that may find themselves with the same or a similar problem. It wasn't easy either to find a proper way to let it work. CODE: local triggeredByModels = { [432]=true } function detectVehicleCreation() if getElementType(source) == "vehicle" and triggeredByModels[getElementModel(source)] then outputServerLog ("** ILLEGAL VEHICLE DETECTED ** "..getVehicleName(source).." was found at "..toJSON({getElementPosition(source)}).. " dim: "..getElementDimension(source).. " & int: "..getElementInterior(source)) local x,y,z = getElementPosition(source) local sphere = createColSphere(x,y,z,40) setElementInterior(sphere, getElementInterior(source)) setElementDimension(sphere, getElementDimension(source)) attachElements(sphere, source) local players = {} local pc = getElementsWithinColShape(sphere, "player") for _,p in pairs (pc) do if p then table.insert (players, getPlayerName(p)) end end if players and #players ~= 0 then outputServerLog ("** Nearby players: "..toJSON(players)) end outputServerLog ("** Responsible resource: "..tostring(getElementID(getElementParent(getElementParent(source))))) destroyElement(sphere) end end addEventHandler ("onElementStartSync", root, detectVehicleCreation) Serverside script. By default (as code above) it's defined to trigger for vehicle ID 432 (rhino) you must change this ofcourse. So what this does, is log the responsible resource if possible that made the vehicle get spawned, and logs the players in direct vinicity of the vehicle as soon it starts to exist, most of the times the player closest to the vehicle is the creator or spawner so you can identify them, punish player/ask them for details about the leak if you're sure that could be them. If it's a LUA injector hack it's likely no usable resource origin (spawner) will be output, you can determine a player using hacks possibly this way.
    2 points
  7. New service to help promote your server For 12 euros, you can buy a top 20 position in the MTA server browser for 20 days. Ideal for getting your amazing gamemode seen by more players. See here for details: https://www.multitheftauto.com/toplist/ All proceeds are used to support development and the upkeep of MTA services; by helping yourself, you're also helping out MTA by donating.
    1 point
  8. Tired of editing meta.xml, editing your script, and looking up whatever modelID? Not even mentioned handling changes? Here's the perfect solution! Never having to edit meta.xml, never being too lazy to add new mods, no problems with custom handing, and working vehicle collisions. That's exactly what this resource does for you. It works simple, it checks your folder to see if it contains any new mod, and if it does the script will automatically add it to the meta.xml and restart the resource. And it doesn't stay with that! It also loads any custom handling to your vehicle and even loads vehicle collisions successfully! Isn't that great? First of all, this resource needs access to the restartResource function in order to work properly! You can simply add is as admin to the ACL. I don't know what is the minimum level to restart a resource lol Also, it's highly reccomended to change the resource name! If two servers use this resource, and you play on both, you will have to download the resource everytime you join the other server. So, this is easier for players, and saves you bandwidth usage. If you don't change the name, you will get notified anyway How does it work? Well simple. Just get a mod from any website, for example gtainside.com. Make sure all the files you place are lowercase, and thus not UPPERCASE! If not, ModLoader won't catch your mods. Also, make sure the file-extenstion is lowercase too. To install a mod: Vehicles Place the DFF and TXD in the "vehicles" folder. Also, in the mod you downloaded you might have a readme.txt containing a custom handling line. To install that handling: Create a new file, with the same name as your DFF and TXD, and .hnd as extension. So, for example, if you're adding a new infernus, call this file "infernus.hnd". Now open this file with notepad or any other text editor, place the handling line in it, and save it. Done! Note that custom collisions are DISABLED by default! To enable them, open replacer_c.lua and change allowCollisions to true. The reason why it's disabled is due instability problems. Vehicles that need a custom collision, need to be replaced again when there's a vehicle of that model streamed in. So, what I'm doing is creating that vehicle and then replace it. 1 - 5 custom vehicles shouldn't give a big problem, but imagine what happens when you have replaced every single vehicle of the game. Yeah, that won't work.. I'm looking into a way to fix this though. Important note Since version 1.0.3, ModLoader takes a little more time to load collisions. It can load 10 collisions consecutive with an interval of 300 MS.This means, if you have all 212 vehicles replaced, it will take a minute to load them all but it's almost guaranteed you won't crash.You can load more vehicles consecutive by changing "maxVehicles" in replacer_c.lua, but I do not recommend this. The reason I made it like this is to replace vehicles more stable. I've been experiencing crashes when there are too many vehicles replaced at a single time. Skins and weapons Simply place the DFF and TXD in the "skins" or "weapons" folder, depending what you want to replace. Note that special skins can't be replaced! Also, I've included an option to delete mods since 1.0.1. It works simple with this command: mdel [moddir] [modname] So, if you want to delete the vehiclemod infernus for example, the command is "mdel vehicles infernus". This deletes the TXD, DFF and the optional HND file. Besides, if you want to CLEAR the complete mod directory use the command: mclear [moddir] So, if you want to clear all vehicle mods, use "mdel vehicles". And ofcourse, ingame you use a slash ( '/' ) in front of a command https://community.multitheftauto.com/index.php?p=resources&s=details&id=3016 Yes, all cool and stuff but there's coming more! For the next version I'm adding weapondata support. Yes, that's right! Cazomino05 is currently working on functions to change weapon data, so this will be included in the next version. Also, if MTA ever gets fileScanDir i'm going to do map-support. So, full new map mods that fully work! But, as there are litterally THOUSANDS of objects that can be replaced ( unlike the rest, peds+weapons+vehicles hardly reach 700 ) I really need a fileScanDir function to make that working.
    1 point
  9. Welcome to Dynasty Network, Yeah we had a topic before the cleanup but this time we cameback bigger and better. Our topic will be managed way better then it was before and i'll put all my time into keeping this up to date also backups will be made daily. I hope you like this @HAZJ. But that's it about the topic. Now let's head into the server and show what we are currently Developing. We are currently in Alpha state and are testing / optimising everything so you guys won't encounter bugs. This is due the fact we got a strict punishment if it goes about bug abusing and such. Getting caught using bugs etc in your advantage will result in a permanent ban. Feel free to leave a like and reaction, I would really love it since it's showing interest and that you are supporting the development of it. You can find us on our forums which are currently under development.Go to Forum to make sure you have an account when you try to join our server. Also make sure you join our discord channel on the following link : Coming soon , We aren't going to give our server IP yet due the fact we are still developing the server. But as soon as it is done i'll release the ip so you guys can join and checkout our brand new community. Previews will be showcased when I do think it's ready to get spread
    1 point
  10. هههههههههههه إذآ *********************************** مطلوب أشخاص للدخول فريق التطوير ، بعد دخولك للفريق نعطيك الرمز السري للسيرفر للتدخله ونقوم بإعطائك الرتبة الخاصة بفريق التطوير ، وتقوم بإكتشاف الأخطاء بكل سكربت ، سواء كانت خطأ برمجي او خطأ إملائي ، وتقوم بإعطائنا أفكار جديدة و حصرية غير موجودة في أي سيرفر ، بالتوفيق للجميع
    1 point
  11. السلام عليكم ورحمة الله وبركاته getPlayerFromAccountName الوظيفة تجيب لاعب من اسم حسابه Syntax: player getPlayerFromAccountName ( string accountName ) Required Arguments : accountName : اسم الحساب يلي تبي تجيب منه اللاعب Code: function getPlayerFromAccountName(name) if name then for i,player in ipairs ( getElementsByType ("player") ) do local acc = getPlayerAccount (player) if not isGuestAccount (acc) then if getAccountName (acc) == name then return player end else return false end end else return false end end Example: هذا المثال نجيب اسم اللاعب عن طريق كتابة اسم حسابه بـ كوماند addCommandHandler ("getPlayerName", function (player,_,name) if name then local thePlayer = getPlayerFromAccountName (name) if thePlayer then outputChatBox (getPlayerName (thePlayer),player,255,255,255,true) else outputChatBox ("player not found !",player,255,0,0) end else outputChatBox ("type account name frist !",player,255,255,0) end end ) Returns : يرجع لنا اللاعب لو كان اسم الحساب صحيح, نيل لو كان خطأ او غير موجود .لو فيه أي خطأ بـ الكود الرجاء التصحيح
    1 point
  12. MTA has a very strong built in anti-cheat, you can read more about that (and how so) here and here. But still though, take a good look at this: https://wiki.multitheftauto.com/wiki/Script_security .. Because, despite the strenght of MTA anti-cheat, and it including many security patches to make someone writing or having a working Lua injector extremely unlikely, please always keep script security ("never trust the client") in mind, as nothing is impossible. Most servers have insufficient checking and script security in most if not all of their resources, so in the event someone has a "hacked client" (working Lua injector) they can do a lot of damage to the server, and/or gain cheating advantage for themselves or others. No matter how fast MTA is patching it, the damage would have already been dealt. I know that quite a few of the serious servers on MTA have scripters that are skilled enough to keep script security in mind, and they made it a priority. So that aspect is taken care of. But again, on most servers it's piss poor.. so I hope scripters that are reading this will understand and do something. * Note: i rewrote this post in 2020, due to high traffic and the ability to educate some people on script security.
    1 point
  13. تخبيييييص ، ولا تعرف شي بالبرمجة setWeaponProperty
    1 point
  14. Why create a colSphere and use a colShape hit event when there's a marker hit event? That just makes no sense to me.
    1 point
  15. ندعم الدفع ببطاقات فودافون المصرية موقعنا http://www.vpsarab.net/ لانشاء تدكرة https://www.vpsarab.net/ticket.php
    1 point
  16. صراحة تشكر ع المود جميل جدا وفكرته رهيبه وتقبل مروري البسيط ولاهنت
    1 point
  17. بالبداية شكراً على ذكر اسمي انا اشوف ان المود روعة وفكرته خرافية تبيعه, تنشره, تخليه شي راجع لك هذا ينفع للقيم مود الفري روم بس ماتوقع ينفع للقيم مودات الحديثة في هذي السنتين حياة واقعية - حرب عصابات - ار بي جي وكذا وبالاخير اختم ردي البسيط بأنك فنان <3
    1 point
  18. Are you sure you're using totaly same script on both servers and writing it normally in chat as player? This should work just fine on both local and hosted servers. Maybe try to output element type in debugscript and reply what it is, if it's "not" a player.
    1 point
  19. If you're good at HTML, CSS and JavaScript, you can do it as a .html file and draw it with CEF. I think this login panel is done by using CEF, not by DX. So rather take a look at functions for Element/Browser Which is also a lot easier than doing this panel with DX.
    1 point
  20. 1 point
  21. Hello, I've read the elementData were not secured, and very slow. So, we can replace it with table, but what could be the better ? This ? datas_ = {} function setPlayerData(player,data,value) datas_[player][data] = value end Or this ? datas_ = {} function setPlayerData(player,data,value) datas_[data][player] = value end
    1 point
  22. I can say from personal experience that using element data the correct way doesn't make any noticeable lag. I use it whenever i need to sync small pieces of data with other players. I've also used it with onClientRender a few times and it works flawlessly. It's fine to use element data as long as you store small data in it, but if you want to store huge amounts of data then tables is the way to go.
    1 point
  23. This thread made me disable email notifications
    1 point
  24. الاكواد ماهي ناقصه للي يقول ناقصه. السكربت مابيسوي شي اذا منت مستخدم ABCompiler للتشفير
    1 point
  25. I don't think setElementData is an unreliable function, it's fine at least for me. Still, if you want to make your own system, you can use tables, since it's a strong point of Lua.
    1 point
  26. This is stupid to replace this with setElementData. You can easily make it secure by just adding simple anti cheat which has even example on the wiki.
    1 point
  27. اولا مشكور على الاقداء يا قلبي لكن ردي على السؤال حتى لو صممنا شي للسيرفر ما يصلح ننشر صوره وكذا لانه سيرفر يكون مليئ بالمفاجات لذلك ما نقدر نحطه عندنا يقلبي وانصحك تبيعه
    1 point
  28. setElementData is used for "storing" little insignificant to the server data temporarily. An example: You want people to be able to buy a map only after they win one first. You set element data when they win and then check if it's true. If so they can buy a map. And when someone else wins you set the element data for theprevious winner to nil. I don't care about security and I'm sure that there are a thousand better ways to do the above but for me if it works it's fine. Just a quick example. And about sql idk anything but it's used for storing data like total wins, map starts, coins etc. Has similar effect to setAccountData and it's better on security but harder to use it.
    1 point
  29. DOWNLOAD: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14305 This script adds infinite nitro to your car, never re-add the upgrade anymore!Also changes mechanism:- Hold down Mouse button left-click to use nitro aslong you need it, release it and it'll be gone. (useful for when you need just that extra boost)- Press right CTRL for infinite persistent nitro (it will never stop) and you don't have to hold down anything. Drive with Nitro permanently, until you interrupt it (interrupt: click left-mouse again, or press right CTRL again to switch it off)The first mode (hold left click) works similarly to the ''nos-nfs'' script, so it may be familiar - but it's all from scratch and implemented differently.By default, it also removes the speed blur of nitro, due to it becoming annoying to the eye when you keep using nitro as it's infinite. Remove that from .lua beginning if you want to keep blur. Simple, but useful for several types of gamemodes.
    1 point
  30. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Welcome to the first Changelog after the forum wipe. As you already noticed we've changed our logo but that's not the reason i'm posting this. Yesterday was pretty chaotic and really a struggle to finish it. But now i'm proud to announce that our ingame chat has been connected with our discord chat. Ofcourse this is still in alpha stage, there aren't that much functions available yet but that may come later in future updates. Our team is planning to do an alpha test this weekend which is only for alpha testers. If the tests goes well i'll consider placing a release date on this topic but that's not sure yet. I know many of you expected this server earlier then this but i've encountered some bugs that I want to improve before releasing this to the public. Also i've got many suggestions on discord which will be added before the BETA release. So make sure you join our discord channel to keep yourself up to date. As Second i've added a fully working custom ranking system in the organisations.We are seriously leaving the mainstream RPG's with level based ranks. Now you can add ranks yourself with names and permissions. This is still in alpha stage so it's not the final concept we are using for this. Many changes will come within the next update. As third i've decided to release cars like Rockstar Games does within "Grand Theft Auto V". We start with 20 cars which isn't much, but i'm planning to do big thigns with the remaining cars. So stay tuned and wait till we announce the DLC release. Feel free to leave a like and maybe you'll get selected to be one of our "Special" Members. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    1 point
  31. يههههههههههب خف علينا ي ولد ؟ وش ذا مشكور على الإهدات والله قيم مود جيد ي ريت لو انك حاطه من زمان يوم اني ابي قيم مود زي كذا الله عليييييييييييييييييييييييييييييك وشكرا مرة ثانية ، بالتوفيق ^^
    1 point
  32. مود جميل من شخص رائع معلش نسيت وكتبت كود لانى كنت ابحث عن كود واتلخبط فى الكلام
    1 point
  33. You can make your own script, which is loaded before the encrypted script. You can overwrite functions in your own script to output the URL in debug and then spoof the result whenever the encrypted script does a callRemote. -- Store the original function local _callRemote = callRemote -- Overwrite the global function for our purpose function callRemote(url, a, b, c, d, ...) outputDebugString(("callRemote(%q, ...)"):format(url)) -- Should we spoof the result? if url ~= "<url which returns ip>" then return _callRemote(url, a, b, c, d, ...) end -- callRemote(url, callback) if type(a) == "function" then return callback("<fake data from url>", 200, b, c, d, ...) end -- callRemote(url, attempts, callback) if type(b) == "function" then return callback("<fake data from url>", 200, c, d, ...) end -- callRemote(url, attempts, timeout, callback) if type(c) == "function" then return callback("<fake data from url>", 200, d, ...) end -- callRemote(url, queueName, attempts, timeout, callback) if type(d) == "function" then return callback("<fake data from url>", 200, ...) end end
    1 point
  34. Wow thats pathetic. Not too unexpected for MTA people though, as around here many people steal scripts, sell leaked stuff and so on. I wonder if you find behaviour like this in other communities too. People that are doing fishy things should simply be banned from MTA. Right now, you basically have nothing to lose.
    1 point
  35. Do you want to join our community, feel free to fill in the application below
    1 point
  36. Fixed already sorry forgot that i didn't bought the .net domain yet
    1 point
  37. Done thanks for suggesting this @marty000123 Hope you don't remove it this time @HAZJ
    1 point
  38. Any updates on this ? I'd like to know if its something we can expect in the next few updates or if were never gonna see it.
    1 point
  39. البوتات ليست جزء من الخدمة و لم يتم ذكر اي شئ عن اضافات بوتات مع سيرفر التيم سبيك في مواصفات الخطة البوتات ليست جزء من برنامج التيم سبيك بل برامج اخرى تم برمجتها من قبل اشخاص آخرين لا علاقة لهم بشركة التيم سبيك تم شرح لك في التذكرة طريقة الحصول على معلومات كويري و تم ايضا الأيضاح لك بأن الصلاحيات محدوده على السيرفر الخاص بك الصلاحيات محدوده على السيرفر الخاص بك ولا يمكنك التحكم او التأثير على سيرفرات اخرى مستضافة على نفس الخادم مثلا من غير المعقول السماح لك بعمل سيرفرات او حذف سيرفرات تيم سبيك اخرى او زياده عدد لاعبين سيرفرك او التحكم ب برومشنات و باندات و خواص سيرفرات اخرى لذلك فأنه بوضوح من غير المعقول ان نقوم بتسليمك الكويري الرئيسي الخاص بسيرفر التيم سبيك
    1 point
  40. Sql كيف حالكم ان شاء الله بخير , اليوم راح نشرح لكم سكربت مهم جدا للي مايعرف يستخدم قواعد البيانات او طبعا السكربت من صنع اخوان : عاشق الشرق , جزاه الله خير على السكربت سهل اشياء كثيرة للمبتدئين اولا لتحميل السكربت من هنا https://community.multitheftauto.com/index.php?p=resources&s=details&id=6313 طيب الحين بنشرح فنكشنات السكربت ووش فائدتها اول فنكشن والي هو setPlayerSerialData -- تخزين البيانات على سريال الاعب ارقمنتات الفنكشن , والفنكشن يرجل لنا بول ( صحيح , خاطئ )ء setPlayerSerialData( player thePlayer, string key, value ) -- player thePlayer = الاعب المراد تخزين عليه البيانات -- string key = المفتاح -- value = القيمة المراد تخزينها على الاعب او سريال الاعب الفنكشن الثاني والي هو getPlayerSerialData -- جلب البيانات المحفوظة على الاعب ارقمنتات الفنكشن , طبعا الفنكشن يرجع لنا بسترنق getPlayerSerialData( player thePlayer, string key ) -- player thePlayer = الاعب المرد جلب البيانات منه -- string key = المفتاح الي خزنها عليه البيانات الفنكشن الثالث والي هو removePlayerSerialData -- حذف البيانات من الاعب ارقمنتات الفنكشن , يرجع لنا بول ( صحيح , خاطئ )ء removePlayerSerialData( player thePlayer, string key ) -- player thePlayer = الاعب المراد حذف البيانات منه -- string key = المفتاح الفنكشن الرابع والاخير والي هو getAllPlayerSerialData ارقمنتات الفنكشن , يرجع لنا بتيبل فيه البيانات المخزنه على السريال getAllPlayerSerialData( player thePlayer ) -- player thePlayer = الاعب المراد جلب جميع البيانات منه طبعا ي شباب لو تلاحظون تركيب الفنكشنات شبيه بـ الالمنت داتا والاكونت داتا يعني استخدامه موب بذيك الصعوبة لو تعرف الاكونت داتا والالمنت داتا راح تعرف لهذا السكربت طبعا لاستخدم الفنكشنات تحتاج لاستدعاء او الاكسبورت راح نشوف كم مثال تسهل علينا الحفظ على سريال الاعب وبنفس الوقت ينحفظ بقاعدة بيانات : المثال الاول addEventHandler ( "onResourceStart" , resourceRoot, function ( ) if not( getResourceState ( getResourceFromName ( "sqldata" ) ) == "running" ) then cancelEvent ( true , "Please start Resource ( sqldata ) " ) outputChatBox ( getCancelReason ( ) ) end end ) ; addEventHandler ( "onPlayerQuit" , root , -- اول مايخرج الاعب function ( ) -- وظيفة local Money = getPlayerMoney ( source ) -- جلب مال الاعب if ( Money > 0 ) then exports [ "sqldata" ] : setPlayerSerialData ( source , "SaveMoney" , Money ) -- تخزين مال الاعب عليه end -- انهاء للتحقق end -- انهاء للوظيفة ) -- قوس اغلاق الحدث addEventHandler ( "onPlayerJoin" , root , -- عندما يدخل الاعب function ( ) local MoneyData = exports [ "sqldata" ] : getPlayerSerialData ( source , "SaveMoney" ) -- جلب المال المخزن على الاعب if ( MoneyData ) then -- تحقق من البيانات setPlayerMoney ( source , MoneyData ) -- اعطاء الاعب ماله end -- انهاء للتحقق end -- انهاء للوظيفة ) -- قوس اغلاق الحدث : المثال الثاني addEventHandler ( "onResourceStart" , resourceRoot, function ( ) if not( getResourceState ( getResourceFromName ( "sqldata" ) ) == "running" ) then cancelEvent ( true , "Please start Resource ( sqldata ) " ) outputChatBox ( getCancelReason ( ) ) end end ) ; addCommandHandler ( "saveMySkin" , -- امر function ( player ) -- وظيفة مع تعريف كاتب الامر if ( player ) then -- تحقق من كاتب الامر local Skin = getElementModel ( player ) -- جلب شخصية الاعب exports [ "sqldata" ] : setPlayerSerialData ( player , "SaveSkin" , Skin ) -- حفظ شخصية الاعب عليه end -- ايند التحقق من كاتب الامر end -- ايند انهاء الفنكشن ) ; -- قوس اغلاق الامر addEventHandler ( "onPlayerJoin" , root , -- عندما يدخل الاعب function ( ) -- وظيفة local SkinData = exports [ "sqldata" ] : getPlayerSerialData ( source , "SaveSkin" ) -- جلب الشخصية المخزنه على الاعب if ( SkinData ) then -- تحقق من البيانات setElementModel ( source , SkinData ) -- اعطاء الاعب شخصيته المحفوظة عليه end -- انهاء للتحقق end -- انهاء للوظيفة ) -- قوس اغلاق الحدث addCommandHandler ( "unSaveMySkin" , -- امر function ( player ) -- وظيفة مع تعريف كاتب الامر if ( player ) then -- تحقق من كاتب الامر exports [ "sqldata" ] : removePlayerSerialData ( player , "SaveSkin" ) -- حذف شخصية الاعب من الحفظ end -- ايند التحقق من كاتب الامر end -- ايند انهاء الفنكشن ) ; -- قوس اغلاق الامر طبعا هذه الامثلة ان شاء الله انها مفهومة واي شي حاب تستفسر عنه عندك الردود واخيرا ان اخطأت فهذا مني ومن الشيطان وان اصبت فهذا من الله لاتبخل علينا بالدعاء , وهذا وصل الله وسلم على نبينا محمد في امان الله وفي حفظ الرحمن
    1 point
  41. All these things are already in MTA:SA. If MTA was to make a GTA V mod, probably the only thing that would really be different would be the graphics and map. Pretty much anything in GTA V can be modded into MTA:SA.
    1 point
  42. The editor generates the model files in real time, and loads them into the game. Now the editor is actively used in my S.T.A.L.K.E.R. project and provides a 81 km2 area(theoretically possible to more). Some WIP screenshots: http://funkyimg.com/i/VGvz.jpg http://funkyimg.com/i/VGvJ.jpg http://funkyimg.com/i/VGvL.jpg
    1 point
  43. Perfect ! is it really that is going to get added into MTA:SA Official Resource Pack ?!! Hope that happend
    1 point
  44. Well since the last post, have been added many new features like realtime Road creation and Smoothing. To fix the fps dropdown at model loading time, well be added the patch texture integration into RW TXD arhive. Now i'm working on another game project, so long there were no updates. I'll add some more features and release it as soon as I find the time to do so. Some new screenshots: http://funkyimg.com/i/Kgus.jpg http://funkyimg.com/i/Kkot.jpg http://funkyimg.com/i/KqnA.jpg
    1 point
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