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Everything posted by Bonsai
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Login.url = "http://mta/local/lobby/html/index.html" Login.browser = guiCreateBrowser(0, 0, Login.x, Login.y, true, true, false) guiSetVisible(Login.browser, false) function Login.create() addEventHandler("onPlayerGuestButton", root, Login.guestButtonHandler) end addEvent("onShowLogin") addEventHandler("onShowLogin", root, Login.create) function Login.browserCreated() loadBrowserURL(source, Login.url) end addEventHandler("onClientBrowserCreated", guiGetBrowser(Login.browser), Login.browserCreated) function Login.guestButtonHandler() triggerServerEvent("onGuest", localPlayer) end addEvent("onPlayerGuestButton") The handler is later removed again in another function.
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I'm having the same problem. Neither the lua nor the js part have been changed. The events are just not triggered by mta.triggerEvent function anymore. Another thing I noticed, the event "onClientBrowserCreated" now seems to need the actual browser element as its source. Before it was working using the gui browser element too. Thats rather a fix than a bug, but at first it didn't load anything at all, until I changed this. (In case someone has the same mistake in their scripts)
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I wish such people would just get a full ban forever :c Probably they will keep trying until they find some undetected tool.
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Maps are automatically cached. Unless you use your own downloader, but you probably don't.
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You will need to use triggerClientEvent at least once. Then the client knows how much time was left at point X, so he can do the counting himself from that moment on. Something like: triggerClientEvent when Timer starts, store the value of getTickCount() inside the event, use getTickCount() - that value whereever you draw the time.
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Hey, I have a question regarding this topic: As far as I understood this is caused by UDP packages being filtered out or something like that in certain countries of that region. Since our server is affected by this problem, many of our players need to use a VPN to be able to play, which brings several problems like latency issues. I'm wondering if by now, there is an explanation or solution for this problem. Since not all servers are dealing with this problem, is there a list of hosters that will work fine for such players? Also I would like to ask if there are some statistic of how many people are affected by this. Maybe this "not being able to join a server" issue is tracked somehow. Bonsai
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That would be needed if you have some selfmade map loader that never actually starts and stops resources I guess. If you e.g. want to rename a map, it wont be updated until you restart the whole server, since you cannot just start/stop the resource. Therefore, having a function to refresh a single, non running resource, can be useful.
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Find out which control is bound to "tab" and disable it too. I think there are at least 2 more controls to shoot with, "action" and the enter vehicle control, which is hard disable, since players won't be able to get in cars anymore. Disabling the ability to aim can be helpful there.
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On radars, at least custom ones, not sure about the default one, you can see how the blips stop moving smooth when players have a certain distance. I tried getting positions serverside just for testing, which is completely impossible due to timers being way off. I was using 50ms but it took usually around 80ms for a function to be executed. Not sure if thats normal, the server was pretty idle, so I guess it is normal. But I was only doing that to check the positions anyway. It seems to be impossible to get accurate positions of non streamed in vehicles. It might somehow work for vehicles in SA, but on maps the positions probably cant be right, since the objects are streamed out aswell, so the vehicles dont actually move on them, but fly around.
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Yeah, its needs to be done every frame, thats how I noticed that the positions just dont update for some time. Thats why I can't pass it to the clients or do it serverside.
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Hey, I need to get the positions of vehicles that are occupied by players clientside. But as soon as they are far away, those positions are not accurate anymore. Actually, they just don't change for about 1500 ms before they are updated again. I changed the "lightweight_sync_interval" in the server config file to 200 ms, but that didn't help. So, is there a solution to get the actual values, or does only the server have them at any time? Bonsai
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You will need to do that using the "onClientRender", or better "onClientPreRender" if mouse movement possible, events. setCameraMatrix only sets the camera to a static position, so you need to update it on every frame.
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I think if anyone should have something to save in the database, its the server, not the clients. You should probably try to have as less queries to the database as possible, by e.g. caching, or fetching at certain points only.
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[REQUEST] Close my account
Bonsai replied to Simple0x47's topic in Site/Forum/Discord/Mantis/Wiki related
Has someone gained access to his account or something? He posted a lot of weird stuff lately. Are you like 6 years old or what.. -
Well, someone who plays MTA might play less GTA 5 Multiplayer, or not play it at all. Personally, I don't see a reason for myself to play GTA 5 Online, as long as there is MTA.
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Really nice article. Lets hope Rockstar/Take 2 won't come to the conclusion now they are losing money here and do the same shit to MTA as they did to GTA 5 Multiplayer.
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What if you rotate the image inside the rendertarget before drawing it? dxDrawImage has a rotation argument.
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Just check the default freeroam resource. It always spawns you on ground if you click on the map. It's done by checking the ground level before spawning the player.
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Wow, thanks for your answers. What Anony wrote really was the problem. If I only change the doublesided attribute if the map file says its "true", it works. So for objects, that are doublesided by default, the map file actually shows the wrong value. I was using isElementDoubleSided earlier when I started to think this might be the problem, but it returns false, even for the object shown in my other post, which actually is doublesided. Anyway, thanks all! It finally works normally now. Bonsai
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Yep, thats true, think twice and then choose some other hoster. I have had so many problems with them, just like you described. No access to ftp or the console for hours or even longer, you are lucky if your server is offline too. Often, people were still able to join my server having heavy lags, while I had no control over it. I would have prefered to see it offline too so players wouldnt see that laggy mess. Anyway, after some time I switched to Evolution Host, and never had any problems with them. But depending on how many slots you need, a vps might be cheaper, and only takes a few minutes to set up.