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Showing content with the highest reputation on 16/10/17 in all areas

  1. how can i do so that players download the skins while playing give me some example plis
    3 points
  2. Download: https://community.multitheftauto.com/?p=resources&s=details&id=14907 - /globalcena - Troll everyone on server - /cena [playername/part] (troll a specific player) - /stopcena (effect will last until stopped with this cmd) it will replace all world textures with johncena GIFs and sound the known meme track that belongs to it. Credits also to @Brophy, originally made by him for SAES server but now edited.
    2 points
  3. المود مفتوح المصدر للجميع أسمح للجميع بتغيير الحقوق أو تعديله, انا لم اضع اسمي على المود عند إنشاءه, أهم شيء اللي يفتحه يتعلم منه ويطور نفسه
    2 points
  4. Always a solution: Reduce elementdata updates. Every time you call setElementData(without disabling synchronization), it will send data. (even if the value is the same) I often see people do this: (clientside) addEventHandler("onClientRender", root, function () local data = "random data" setElementData(localPlayer, "key", data) end) He, Frame 1: please update (16 ms later) Frame 2: please update (16 ms later) Frame 3: please update (16 ms later) Etc. Not even a second has past and you almost requested 62 UPDATES! (not sure if there is elementdata reduction clientside, but I don't think so) Which is IDIOTIC! (for the ones who do this, please go in your microwave) Which should/could be done like this: addEventHandler("onClientRender", root, function () local data = "random data" if data ~= getElementData(localPlayer, "key") then setElementData(localPlayer, "key", data) end end) Or this: (serverside) -- element could be a team for key, data in ipairs(example) do setElementData(element, "score", getElementData(element, "score") + 1) end Updating the score to 20? = Tell all clients/players 20x > "I have grown 1 more!" Which is stupid. Should/could be done like this. local score = getElementData(element, "score") or 0 for key, data in ipairs(example) do score = score + 1 end setElementData(element, "score", score)
    2 points
  5. Dude, I don't think this has anything to do with it, I can put potato over there that the resource will read as if it were thePlayer Does the following, places the resource name with administrator rights, goes in the ACL list in the Administration group and add resource."ResourceName"
    2 points
  6. Hello! I would like to show you my current project I am working on. This is about vehicles getting dirtier while you are driving them (something you can see in GTA IV and GTA V). It is currently in beta, I may release if after I finished it! Here you can see some pictures of the current features of the script: Every vehicle that has the vehiclegrunge256 texture on it is compatible with this script (you can add your own textures in the script you would like to change, for example if the modded vehicle doesn't have the vehiclegrunge256 texture, but has a texture named only grunge, you can add this in a table, so it will work with that one as well). replaceTextures = { {"vehiclegrunge256"}, {"grunge"}, } The script contains car washes (you go into a car wash --> your vehicle gets cleaned). You can enable/disable custom car wash garage maps via script when adding a new car wash. carwashes = { -- x, y, z, rotation (for garage only), garage {2454.51343, -1461.01477, 24.00000, 0, false}, {1911.29041, -1776.22644, 13.38281, 0, false}, {1017.74756, -917.59283, 42.17969, 0, false}, {1574.125, -2350, 13.56247, 90, true}, } When the weather is rainy or you go into water with your vehicle it gets cleaner over time. Every vehicle is affected in this case, for example if there are vehicles parked around on the map with dirt on it and it is raining, they will get cleaner slowly. There are 5 states of dirt level, 1 is fully clean and 5 is the dirtiest. The script currently has 2 export functions which with you can change and get the dirt level of a vehicle (you can also get the dirt level of a vehicle with getElementData, but can't change it with setElementData, I will add dirt level changing with setElementData in further updates). Vehicles will get dirty faster if you drive on grass, sand, dirt, etc. They will get dirty anyways, but it is faster on materials that is not concrete or something similar. I will upload a video soon of the script so you can see it in progress. As I mentioned before, I might release it after it's done. Not much to add/improve, this means it will more likely to happen sooner than later. VIDEO: This is still a beta version! The video doesn't show real values of time and other intervals, everything is because of testing and showing a pre-version of the script. Work is currently in progress regarding this script / project! TO DO: [GREEN] = Done [ORANGE] = In progress [RED] = Need to be done - Fix any appearing bugs, requires a few more testing to make sure there are none [ * ] - Make it compatible with car paint shaders (I don't know yet if it is possible, I will try to do it) [ * ] - Add useful custom events (on[Client]VehicleDirtLevelChange, on[Client]VehicleWashed, etc. everything that is useful for further scripting and for developers) [ * ] - Make a better handler for getting vehicle dirty, right now the script uses onClientRender, there might be another solution that is more client friendly, I don't know, I will play around with possibilities [ * ] WHAT'S NEW: * 2017. 10. 13. - Custom dirt textures - Vehicle streaming optimization - Useful, dynamic debug panel, outputs and values for testing - You can switch between debug mode in game - Fixed syncing bugs / errors between client and server (some things still need to be fixed) - Improved car washes (far from done, still needs improving and adding some extras) - Improved "dirt-add-handling-progress" (can't say it better ) * 2017. 10. 14. - Fixed various present bugs (a few of them can be seen in the video) - Vehicles now store the current dirt progress when they are streamed out and streamed in - Rewritten dirt progress handling, more dynamic and 0 (didn't found any yet) bugs, depending on conditions (is it raining, is vehicle in water, etc.) - Client side event now triggers when server side event is triggered but not the opposite way - Improved debug display - Shortened and more optimized script Client side is about 350 lines (with debug) and server side is about 50 lines (with debug and commands) of code. * 2017. 10. 26. - Fixed a bug where the vehicles' dirt progress wasn't synchronized between players. - More optimized script - Custom functions: * getVehicleDirtLevel (shared) * setVehicleDirtLevel (server) * * getVehicleDirtProgress (shared) * setVehicleDirtProgress (server) * * getNextDirtTime (shared) * setVehicleDirtTime (server) * - Custom events: * onClientVehicleDirtLevelChange (client) * onVehicleDirtLevelChange (server) * * I always like to read suggestions, so feel free to comment your thoughts and what should I add/remove! Thank you for reading, hope you like it! Part of the Advanced Vehicle System project. EDIT: I would appreciate if somebody could tell me a simple but interesting name for the resource, that is not "Vehicles Get Dirty" (it is too long). I was thinking about VGD, but this is not good enough, nobody will know what does that mean if it gets uploaded to the community. Download: https://community.multitheftauto.com/?p=resources&s=details&id=14960 Note that you will have to give up on car paint shaders if you would like to use this resource, unless you know how to make both work, since I couldn't figure it out. But if you know, please let me know as well and I will fix this problem with a quick update on this resource!
    1 point
  7. function Call(Client, Command, Username, Password) local query = dbQuery(Connection, "SELECT * FROM users WHERE username = '"..Username.."' AND password = '"..Password.."';") local result = dbPoll(query, -1) if #result > 0 then -- Match found success for row, rowData in ipairs(result) do setElementData(Client, "id", tonumber(rowData['id'])) end end end
    1 point
  8. انت صحيح اختصرته لكن خليته يستهلك قدرة الجهاز بشكل اكبر راجع كودي وراجع كودك الفنكشن الخاص بي ما يستهلك بقدر اختصارك
    1 point
  9. Yup في خطا قريب اصلحه باذن الله
    1 point
  10. Hello guys! Some more updates today: some scoreboard changes - added a 'kills' tab and icons instead of text for faction display tweaked the Establishment joining sequence (go to the military base south entrance and enter the ambulance there to subject yourself to the medical exam in order to join) tweaked the hunger and thirst depletion values (they were a bit too punishing) added Body Armor on more loot spawn lists added the Sparrow to the storage lists, I somehow missed it until now; please report any vehicles that seem to not have functioning storage, same for vehicles that don't output a name when you get close (they just say 'Vehicle' instead of the actual name) tweaked item pickup: item col is smaller with 30%, so clusters of items are easier to work with; tooltip now displays for as long as you are inside the item colshape; 'Inventory full' warning moved in the status messages area, to the right of the character 'Press M3 to fire Stomper' message spam fixed. Now it will only appear when you switch to the assault rifle IF you have the stomper equipped and ammo for it zombies fixed and tweaked: now they properly drop loot on death (30% chance); Runners have 60% chance to infect you when they hit, all other zombies 20% chance; all types of zombies will grab and infect you if allowed to get behind you - so careful when you're surrounded
    1 point
  11. Hi there,out of a bunch of smaller playgrounds is awoken a new project of me. I´m planned to create an mta action rpg.Whats done yet:- complete Core- custom camera- clicksystem- NPC system (no fighting yet)- player system- inventory- equipmentsystem- lightsystem- projected custom markers- skillsystem- parts of GUI- some smaller things If anyone wants to be creating some stuff for this project like graphics, story elements, ideas and so on, so he is very welcome. Also there is no name for this project yet, so you can give your ideas here! Greetz, Sam
    1 point
  12. Changelog 0.6: Zombies fixed. Fight against three zombie types: Walkers, Runners and Brutes. Map blips added for all players; base blips properly refresh now. Player faction changes when repeatedly killing friendlies. NPC chatter fixed (won't show up for all players on server anymore) Help screen moved to [F1]. Additional emotes added: [1] to [0]. Loot drop added for all NPCs, based on faction and category. Player's equipment drops on death. Gamemode goal added (preliminary implementation) During nightime (21 PM to 9 AM) walkers are faster. Use Zombokleen to cure infection, Splint to cure fractures, Adrenaline for a boost. Zombokleen is an experimental drug, so by design it will give unexpected results sometimes. 30+ items added. Deploy four types of traps: Mines, Spikestrips, Shards and Incendiary. New weapons added: Magnum Revolver, Agent Green Canister, Timed Bomb, Flashbang, Rocket Launcher. Weapon attachments: Zip Line, M37 Stomper and Laser Pointer. Use EM Scanner to locate peds and vehicles or steal a Surveillance Van to do whole neighbourhood scans. Game manual added, press [F9]. R01 Gunship implemented. Over 400 vehicle spawns added. Extensive map additions: a dense forest in Flint County (props @Essle) a new trash and wrecked vehicles layer, also interiors in the game world for many shops. Proof of concept implementation of vehicle weapons, strongboxes and karma.
    1 point
  13. Our server went over a peak of 205 players, and has constant 150, and lag has become a serious problem. What are some tips you, reader, can give me to reduce lag, loading time, etc on a crowded sever with lots of objects, vehicles, etc?
    0 points
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