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Showing content with the highest reputation on 22/03/21 in all areas
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Deixe a função clientToggleRadio ( ) assim: function clientToggleRadio() if getPedOccupiedVehicle(localPlayer) then triggerServerEvent("onPlayerToggleRadio", getLocalPlayer()) end end1 point
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Manda o código aí, e dá um /debugscript 3 e veja se está aparecendo alguma mensagem de erro1 point
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Esse evento só está mostrando a mensagem para ativar a rádio, não é aí que está ativando de fato. Com certeza tem um bindKey configurando a tecla "R" na função que de fato ativa a rádio, procure ela por ela e use getPedOccupiedVehicle para verificar se o jogar está ocupando um veículo. Exemplo: if getPedOccupiedVehicle ( localPlayer ) ~= false then TODO O CÓDIGO DE ATIVAR A RÁDIO end1 point
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Very nice server! Better roleplay than top servers like ls:rp or rc:rp1 point
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We all know high FPS limits cause various GTA bugs. But the most common annoyance, is that at FPS limits higher than 70, it becomes hard to move around while aiming a weapon (e.g start walking sidewards) which happens between 71-74 FPS, after which at extremely high FPS limits (80-100 FPS) it's no longer possible to strafe. For all server owners that have a reason to set high FPS limit but don't want to get this annoying bug, i wrote this scripted solution: local previousTask = false local defaultFpsLimit -- Store FPS limit on resource start to ensure its reliability (as server FPS limit) function getLimit() defaultFpsLimit = getFPSLimit() end addEventHandler("onClientResourceStart", resourceRoot, getLimit) local isAdded = false -- Just optimization for the render event to limit unnecesary execution function optimizeRender(prevSlot, curSlot) if not isAdded and (curSlot >= 2 and curSlot <= 6) then addEventHandler("onClientRender", getRootElement(), fixStrafing) isAdded = true elseif isAdded and (curSlot <= 1 or curSlot >= 7) then removeEventHandler("onClientRender", getRootElement(), fixStrafing) isAdded = false end end addEventHandler("onClientPlayerWeaponSwitch", localPlayer, optimizeRender) function fixStrafing() local weapon = getPedWeaponSlot(localPlayer) -- Don't execute if player isn't holding a (suitable) weapon -- This selects only weapons that are guns and suffer from strafing bug (slot 2, 3, 4, 5 and 6) -- Allowing other weapon types will bug the script as throwing/punch weapons don't support 'release' state of TASK_SIMPLE_USE_GUN if not (weapon >= 2 and weapon <= 6) then return end local newTask = getPedTask(localPlayer, "secondary", 0) if (previousTask ~= "TASK_SIMPLE_USE_GUN" or false) and (previousTask ~= newTask) then setFPSLimit(70) elseif (previousTask == "TASK_SIMPLE_USE_GUN") and (previousTask ~= newTask) then setFPSLimit(defaultFpsLimit) end previousTask = newTask end So basically it temporarily sets the player's local FPS limit to 70 (which fully supports walking sideways) only when you are aiming a weapon and restores it when they stop aiming down the sights. Now it works perfectly and seamlessly (player doesn't feel it) and it's also optimized. Again, if you have a reason to use high FPS limits.. this script only lifts the boundary (takes away the first serious GTA bug in line - moving while aiming) but when you reach the next boundary, you'll get a range of other FPS and physics related GTA bugs. But yeah, depending on your server, using this script may allow you to use even higher FPS limits than 70 / 74 by delaying the problems. Download link (community): TBA1 point
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I only succeeded once. It takes a lot of time, unmeasurable... If it is a simple gamemode like [gamemodes]/[hay]/hay (except for the math...), it is more achieve able. If you are talking about a RPG gamemode, you should rely more on community resources, else you need a lot of people to make it to a success. The risks of not finishing the gamemode is very high in general. Keeping motivation is the hardest part... if you stop temporary, the risk of not finishing increases. So make sure to not have an exam in between, or a teammate that has exams... I moved your topic to resources, since a gamemode is a resource from the very core.1 point
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it's been a long time, finally I have decided to spend few days on the MTA code to make it compatible with new limits. The FLA does the work once, when proxy_gtasa.exe gets run. Limits can be changed once per process launch. Instability - the FLA has been designed very carefully and any errors in the FLA are completely unacceptable. Tested over many, many thousand computers all over the world. A bit of MTA code had to be changed to work with new ID limits and world map limits and it was also done in a proper way. Some ASM code had to be changed. @Saml1ermay have been working a bit on it, but he implemented only the simplest limits probably. The simple limits have never been the problem. They could be changed by the MTA team if there were such a need. Now the FLA also offers the possibility of changing the complicated limits, which took months of work to alter. I was editing the newest version probably. I've done it over TeamViewer on the computer of someone else.1 point
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It's done. Only the license may remain the problem at this point. I have been working few last days on the MTA code to make it work with possibly changed ID limits and world map limits. And it works. Other limits will likely require no changes to the MTA code. Picture: Log: Starting fastman92 limit adjuster 5.7, non-public version, release mode, compilation time: Nov 1 2020 07:38:25 (UTC) Website: http://fastman92.com Launch time: 1-11-2020 8:12:44 (UTC) Launched during the day. Solution platform: WIN_X86 FASTMAN92_LIMIT_ADJUSTER_RELEASE_DIRECTORY is not defined. Documentation files will not be written. Game detected: GTA SA 1.0 US HOODLUM 14383616 bytes Game uses dynamic image base? No Game preferred image base: 0x400000 Game current image base: 0x400000 Number of FLA modules: 67 Delayed processing of limits? No Root base directory: Root directory: D:\MTA\Custom\Game Initial directory: D:\MTA\Custom\Game INI filename: fastman92limitAdjuster_GTASA.ini --------------------------------------------- At least one ID limit is changed. ID limits will be patched. Count of file IDs is over 32767 and requires unsigned ID. Applying unsigned ID patches. Count of file IDs is over 65532 and base ID of CStreamingInfo requires int32_t. Applying int32_t base ID patches. Count of DFF/TXD IDs is over 65532 and requires int32_t. Applying int32_t DFF+TXD ID patches. COL ID limit is over 256 and requires something more than uint8_t. Applying COL ID uint32_t patches. IPL ID limit is over 256 and requires something more than uint8_t. Applying IPL ID uint32_t patches. New ID limits: 0 - 149999 (150000) - DFF models defined within IDE files 150000 - 299999 (150000) - TXD texture archives. 300000 - 449999 (150000) - COL collision archives. 450000 - 450299 (300) - IPL Binary IPL files. 450300 - 450363 (64) - DAT files limited to nodes*.dat 450364 - 450552 (189) - IFP animation archives. 450553 - 451052 (500) - RRR car recordings, carrec*.rrr files 451053 - 451134 (82) - SCM scripts 451135 - 451136 (2) - Loaded list 451137 - 451138 (2) - Requested list 451139 - count of all file IDs Addresses: CModelInfo::ms_modelInfoPtrs: 0x27E5020 CStreaming::ms_aInfoForModel: 0x5037020 CAnimManager::ms_aAnimBlocks: 0x1CDC898 CVehicleRecording::StreamingArray: 0x1CDE040 CTheScripts::StreamedScripts: 0xA47B60 Format of new savefiles will be different: patch for block of IPL flags is applied! Number of IPL flags will depend on current IPL ID limit. Format of new savefiles will be different: patch for enhanced format of model flags block is applied! Format of new savefiles will be different: patch for save game of variable length is applied! --------------------------------------------- Format of new savefiles will be different: patch for car generators with CCarGenerator_extended structure is applied! Format of new savefiles will be different: patch for save game of variable length is applied! Modified limit Car generators to: 500 Is CCarGenerator_extended structure used: 1 --------------------------------------------- Renderware world map size set to 28000 x 28000 World map size set to 24000 x 24000 World map info info: World map size: 24000 x 24000 World sectors: CWorld::ms_aSectors type: buildings, dummies count: 480 * 480 = 230400 sector area: 50 x 50 CWorld::ms_aLodPtrLists type: lod count: 120 * 120 = 14400 sector area: 200 x 200 CWorld::ms_aRepeatSectors type: vehicles, peds, object count: 16 * 16 = 256 --------------------------------------------- --------------------------------------------- Number of memory changes made: 5047 --------------------------------------------- What can we do now? Part of EULA: 3. Using this software together with other GTA3/GTA:VC modifications is prohibited by this EULA. This is not a cause for termination of the license but can result in further actions taken by the team or other licensees. I wonder, how could we possibly resolve this matter. As the programming problem of making the MTA code compatible with new limits has been solved.1 point
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