-
Posts
189 -
Joined
-
Last visited
Everything posted by MaddDogg
-
He wanted to tell you that you should debug your script. As a good scripter, it should be like breathing for you to know how to properly debug a script. The easiest way to locate the source of problems is to add debug messages as dzek suggested. Follow his link and the text here explains to you that you should just add certain output lines to your script. When the script is executed afterwards, you can see, what and how far the messages got printed. Then you can isolate the erroneous line more and more. To learn this stuff means to become more autonomous in scripting/programming. Just keep learning
-
What do you mean by that? You can't have giveWeapon client-side, since it's a server-side only function. To move the ped and have him attack, you need setPedControlState. But let me tell you that this is quite a complicated thing to do. You need a client to calcute the ped's movement (like turning into the victims direction and of course running) and the attacking and then sync it to the server. So, you actually have to write a mini AI, which isn't an easy task even for quite good programmers, let alone beginners. And there is also math involved, so you should know your sinus and cosinus.
-
Can nobody confirm or falsify this? Someone must have also had this problem..
-
There is https://wiki.multitheftauto.com/wiki/SetObjectScale, but as varez said, the collision will not be changed and it can give you problems with objects with special dummies.
-
Hello, I recently had some trouble with the event onMarkerHit, when trying to connect a self built interior room to the outside world using markers as teleport. The thing is that onMarkerHit never seems to be triggered for me, as long as I put the marker into an interior world using setElementInterior, with one exception: when the marker is within a GTA interior room (like a barber shop). When I put the marker into the exterior world (0), it doesn't matter, in which world I am, as soon as I walk through the marker (even if I can't see it), the event is called. This bug was already reported here and was said to be solved, but I still have it. So to sum it up, the event "onMarkerHit" is not called for markers, which are put into an interior world, unless those markers are in an already existing interior (with that I mean the interiors, which come with GTA, like the Burger Shots or the barber shops). And also, "onMarkerHit" is always called, if I walk through, as long as it is in the exterior world 0. It doesn't matter, if I am in an interior world at this point. Can you confirm this? I think that those two problems are connected with each other. Madd
-
The script says, it's getting streamed out, although the streamer is deactivated. I could provide some screens, if you want.
-
I did a check and the ground objects stream out, as soon as I am about 127.5 units away from them. This shouldn't happen with a deactivated streamer, should it? And yes, it is from the center of the object, I used getDistanceBetweenPoints3D for it.
-
Hm yeah okay, I guessed that the 300 units limitation was caused by the streamer. But it seems not so, so just disregard the above problem But I have another problem: I have a map with a lot of objects, which apparently exceed the streamer's max object limit. So, the streamer just streams in the closest objects so that even after appr. 150 units, the objects are streamed out. Now I would like to just exclude all my ground objects of my map from the streamer, so they would stay streamed in. But still, if I deactivate the streamer for every ground object, they still stream out after 150 units, which they shouldn't, if the streamer didn't touch them. So, why are my objects still streaming out after appr. 150 units, when they're not supposed to be managed by a streamer?
-
Hi! I just tested around a bit with the function setElementStreamable in order to have some objects to be not streamed out after 300 units. But for some reason, the function seems just to not work at all. isElementStreamable correctly tells me that I deactivated streaming for the object, but still, the object gets streamed out after exactly 300 units. I also used engineSetModelLODDistance and set the distance to 500, but this also didn't fix the problem. So I wonder, if the function really works properly and deactivates the MTA streaming for that object. I also found other posts saying that the function isn't working, as it should. Here 's the script, I used to test it out: addEventHandler("onClientPlayerSpawn", getLocalPlayer(), function () obj1 = createObject(6959, 1415.36, -2493.79, 33.22, 0, 90, 0) obj2 = createObject(6959, 1715.36, -2493.79, 33.22, 0, 90, 0) setElementStreamable(obj1, false) setElementStreamable(obj2, false) engineSetModelLODDistance(6959, 500) end , false) addCommandHandler("distobj", function () local x,y,z = getElementPosition(obj1) local x2,y2,z2 = getElementPosition(obj2) outputChatBox(tostring(getDistanceBetweenPoints3D(x,y,z,x2,y2,z2))) end , false) This script creates two clientside objects at the LS airport, 300 units away from each other. Then it deactivates streaming and even sets the lod distance to 500. But when you go there, the other object will always stream out, when you go past the first. Am I misunderstanding something here or is the function really broken? I would really appreciate help, since I really need to deactivate the streamer for some things. Thanks in advance! Madd
-
To clarify it: We are searching for people, who want to be part of our developing team and the project itself. They would become a substantial part of our team. We are however not searching people for just one job. And we also do not pay people, since we are a free time non profit project. If someone is curious about what we actually already did, here's our first feature video showing our current car panel: We of course already have way more than that, but not everything is already finished or polished enough so that we would feel that a feature video about it would be a good idea. To track our current development progress people could have a look at our roadmap, but since our forum is momentarily under maintenance, you would have to wait a bit.
-
AFAIK players are in no team, when they join the server. What you do is to say that players within a team can't kill each other. But when the players are in no team, this has no effect on them. So you should put all players into one team, this would be just one line in the "onPlayerJoin" event.
-
Do you even put the players into a team? I never worked with teams before, but I guess that they have to be all in the same team in the first place so that they can't shoot each other.
-
Yes, but the ia32 environments needs the 32 bit libraries. But the strange thing is that he even has to do it. I already have the package installed within the env. Not that he has installed an older version of ia32-libs ...
-
As I mentioned in the tutorial, you need to install any libraries into the 32 bit environment. A simple installation through apt-get won't suffice, since it will install this in your normal 64 bit environment using 64 bit lib files. I didn't test this out, but you should be getting it from here: http://packages.debian.org/de/lenny/libpcre3 Choose the i386 package! Then do the "Installing additional libraries" step from the tutorial with it. That should do it.
-
We chose to use Los Santos as our "main city", because we thought it would be too big for the beginning to have to script for the entire map. Also, we wanted a city, which is more like a real big city, which means that we wanted to raise the player density in that area so that you would see way more people than if everyone would be spread out over the whole map. But we're planning to use San Fierro as a second city, as soon as we hit a certain player number.
-
Los Santos Stories – We Want You!! Dear Community, We, the Los Santos Stories Team, would like to introduce ourselves to you and give you a little insight of our current project. Los Santos Stories – this is the name of our future work, which revolves around the GTA San Andreas modification "MTA" (Multi Theft Auto). Our server will support multilinguality (English and German) and will open a whole new atmosphere in means of role play and real life. Innovation, creativity and perfectionism are the keys to make Los Santos Stories to one of the most realistic and feature richest server within the GTA multiplayer scene. Our goal is to establish a wide range of realism and to make our system competitive. This goal setting is supported by our gained experience in running such a project gained from our previous projects, based on SA:MP. But because of a switch to MTA we used this as an incentive to start a brand new project for MTA. We're still searching for people with experience and good knowledge in the fields » Scripting (Requirements: advanced skills – Lua, MySQL, XML) » Graphics Design (Banner, web graphics and ingame graphics) and » Web Design (Requirements: skills in XHTML/HTML5, CSS, AJAX). Although our second supported language is German, you don't need to speak it to be member of our team. But a working headset combined with a TeamSpeak client should be available, since communication is a key point for our teamwork. Furthermore you have to be reliable and have got a certain professionalism for your work. We don't expect a high working performance from you, but you should be able to finish started things. You should also have a good style of work, because chaos in your results just impedes teamwork. We don't have age limits, but you should still be able to prove to us a certain maturity and also endurance to be able to do the work you're given. And since we didn't advance too far with our project yet, you have a good chance to quickly incorporate yourself. Another important issue is your own initiative. We don't want to constantly give someone a push to start working again or ask him about his personal opinion regarding new ideas or similar. You should work autonomously and share your ideas with us at any time. And since everyone has his own freedom, it should be easy to do so. And this leads to our last point on the list, activity. We require a minimum activity from every team member. This means that it's definitely no problem, if you are not online for a couple of days, but you should attend team meetings and send in results punctually. This in total may sound a little recoiling, but it's not as bad and we mention most of it here because of completeness. We won't through out someone, because he acted wrongly once. I also want to add that we are searching for people to become part of our community. We cannot pay team members, since the server does not generate any income. Every member gets his needed freedom to work in his own field. With that a web designer for example would get access to all of our web files using FTP plus the access to the respective MySQL database. Scripters on the other hand will just receive limited access to our script files, but will get any information needed to work on scripts. With time progressing, we will also allow scripters access to all of our script files. This is done because reasons of trust, since we cannot know the intentions of people, if we knew them for just a week. Furthermore does every team member of course receive a voice within our team and has the right to attend and participate in team meetings. Everything else will be discussed in a personal conversation. Our team work professionally and innovative, which means that new ideas are part of an every day, which are the basis for a unique project. We want to offer new ideas and features to the player and make a realistic environment available for him. Everything works through communication, mostly impulsively. If someone has a new idea and he thinks it's worth sharing, he often introduces it to other team members and then we together think about if the idea is useful and realistic and where certain problems might pop up. This develops from there on into a subject of discussion, which will then be discussed at the next team meeting. For accepted suggestions we together elaborate a concept sheet. On its basis we then realize this idea. The results will then appear in following versions. We hope that we left a positive and inviting impressions on you. If we woke your interest to join us, or if you have any questions, please contact us. You can get to us via private messaging an administrator on our forum or via writing us an eMail. Thank you! The Los Santos Stories Team
-
How to get MTASA 1.1.x (and newer) server working on Debian Lenny 64 bit Introduction IMPORTANT: I noticed that the 32 bit emulation concept changed for Debian 6.0 Squeeze. If you have this OS, please understand that the following will NOT work for you! If you really are desperate, just send me a message and I will explain to you, how to do it on this system. Since I see a lot of people having troubles with 64 bit systems and having MTA run on it, I decided to make a nice tutorial for those people. I also just recently switched again to a Debian 64 bit OS for my server and so I was able to gain some more knowledge, so that I could show you how to set up everything in around 15 minutes. And notice that I wrote this tutorial using Debian as my OS. I don't support other distributions, since I have no experience with them. If someone knows how to do this on other OS, then let me know and I might add another section for it in this tutorial. What you need Although you don't need to be an expert, first of all you need some basic knowledge about linux systems. I assume that you know how to use a tool like PuTTy and at least have a little knowledge in how the Shell works. I also assume that you already have your MTA server files set up and configured. I won't go over this, since there are already tutorials about this and it shouldn't be part of this tutorial. You also, of course, need a server (dedicated or virtual), which already runs Debian 5 64 bit. The basic set up First of all, to be able to run 64 bit programs, you need the "ia32 Suite", which emulates a 32 bit system environment and provides programs with the correct 32 bit libraries. To install this on your system (when not already done), do the following: apt-get install ia32-libs This will take a bit, but after it's done, there should be a new directory called /emul. Within this you will find your emulated environment. Moving your server files Now you have to move your server files into the ia32-linux directory. If you want to do this using Shell, you could use the following example: mv /PATH/TO/MTA/FILES /emul/ia32-linux Installing additional libraries Although the main set up is already done, you still have to install some mandatory libraries. MTA uses SQLite to store data internally, so you need to support this. Since (the current version of) ia32-libs doesn't come with this lib, we have to install it manually. Now because we're working within our emulated env, we cannot just use apt-get to install the library. We now have to search for the correct lib package for Debian. At this point you could use apt-file, but I don't like it, so we will do it using the debian website. The needed package can be found here: http://packages.debian.org/lenny/libsqlite3-0 On this site, choose the download link for the "i386" architecture and then download it. The best way to directly get it onto your server is using wget. First copy the download link from debian using right click in your browser. Then do the following steps: cd / wget DOWNLOAD_LINK_HERE Now the package was downloaded to your server. The next step is to install it. For this you use the Debian package manager, or short dpkg. Use the following command now: dpkg -X libsqlite3-0_3.5.9-6_i386.deb /emul/ia32-linux If your package has a different name due to a different version number, just change the command line accordingly. Now the package should be correctly installed within your 32 bit env. If there is the rare case that other libraries are mandatory, just repeat this step above. You can find most of the needed libraries using the search on this site: http://www.debian.org/distrib/packages Running the server Now the server should be ready to be started up. You should first start the server with no suppression of the output or nohup to see, if any error messages still pop up. If this happens, post them here and I may add additional info for this case. Apart from that just start your server in known manner and everything should just work fine. Last words If you find any mistakes in this tutorial, please let me know and I will gladly correct them. Also, if this method will not work with newer version due to changes to MTA, note, that I wrote this tutorial using an MTA server version 1.0.4. Happy playing! Madd
-
And I still don't get your code. It has nothing to do with MySQL. You should just learn MySQL itself, using it is in every language almost the same. Use the links provided here, we can't help you getting the stuff into your brain, that's your part.
-
I think, he wants to know, how to write control structures like if - else. We can't explain you the very basics of Lua, you have to read something by yourself. Here everything about Lua: http://www.lua.org/pil/index.html Here an introduction: http://nixstaller.berlios.de/manual/0.2 ... ler_9.html And here, what you are specifically searching for: http://www.lua.org/pil/4.3.1.html
-
Please use [lua][/lua] tags. You create an object and then move another object? is this meant to be like that? Otherwise you don't save the object element of your created object in 'Oelement'. Also, you set the move time to 20ms. That's probably unwanted, since the movement would be so quick, it would look like a "teleport". And there is a comma at the end of the argument list of the second moveObject. You should really reread your code, when it is not working. That's so easy to spot.
-
Okay, then other resources interfere with your gamemode. Try stopping the others one by one and restarting the gamemode, until it works. Then you now, which resource resets this.
-
Did you check, if the function is even called or if it just gets stuck before those two lines? Insert some debug lines into your code and check, until which point there are being printed. Then you can see, whether your function is actually called and if yes, where it gets stuck.
-
That would be the probably most easiest way. You could also do it differently, for example with labels, but that would be not as comfortable.
-
A gridlist. https://wiki.multitheftauto.com/wiki/Cli ... #Gridlists Play around a bit with the guieditor resource to get used to the GUI elements.
