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Everything posted by Zango
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Does acl.xml have the appropriate permissions? Is the path to the file correct in mtaserver.conf?
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Well if around 99% of the accounts aren't in use, perhaps move them to another database. Once they log in again, if they do, it will be moved to the new one, and moved back if they go inactive. This would only cause lag on join (and only if an old user joins) since it has to look up in two databases, and an old inefficient one. Does your SQLite databases have indices btw?
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addEventHandler ('onPlayerJoin', root, function () redirectPlayer (source, '127.0.0.1', 22003) end ) replace second and third argument in redirectPlayer with the details of the server you're forwarding to. This is a serverside script.
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To answer your original post, TAPL was faster than me A rather fixed version of your script. setGameSpeed takes an integer between 0 and 10, no strings needed. I am sure you could've fixed this script yourself by trial and error over time, but you can save some time by looking at what each line does. For example = assigns a value, and == compares it, as you should know. Variables don't work by magic, you can't call one and expect a certain result when you haven't defined it. Perhaps you should try the Scripting Introduction. function freeze(player) if (getGameSpeed() == 1) then local name = getPlayerName(player) setGameSpeed(0) outputChatBox(name.." has froze all players!", root, 255,0,0) elseif (getGameSpeed() == 0) then outputChatBox("All players are already frozen!", player, 255,0,0) end end addCommandHandler("freezeall", freeze) function unfreeze(player) if (getGameSpeed() == 0) then local name = getPlayerName(player) setGameSpeed(1) outputChatbox(name.." has unfroze all players!", root,0,255,0) elseif (getGameSpeed() == 1) then outputChatBox("Players are not frozen!", player,0,255,0) end end addCommandHandler("unfreezeall", unfreeze) This is how I'd do it, using setElementFrozen as you mentioned. It's possible by looping through all players, and freezing/unfreezing them. local bFreeze = false function toggleFreeze (player, cmd) bFreeze = not bFreeze for i,pl in ipairs(getElementsByType('player')) do setElementFrozen (pl, bFreeze) end if bFreeze then outputChatBox (('%s has frozen all players!'):format(getPlayerName(player)), root, 255, 0, 0) else outputChatBox (('%s has unfrozen all players!'):format(getPlayerName(player)), root, 0, 255, 0) end end addCommandHandler ('freezeall', toggleFreeze)
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I remember the old menu, it was all about getting in a server as soon as possible and hitting ESC to get the static image going. I could barely get my cursor steady at the browser link . Today it wouldn't be a problem for me, but many people are still on slow computers. It is really cool indeed, but if it was to be reimplemented there should be considered some kind of "Disable fancy menu?" prompt if it detects low framerate or similar.
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I told you that there was a high chance of success if a vehicle of the replacing model was streamed in, not that it's the only way at all. The problem is really that MTA is unable to load embedded collisions via engineReplaceModel the first time it is called. The only way is to load the dff several times. Now the trick is to find a way to determine if the vehicle collision failed, and then keep replacing until the opposite of course. I almost found a failproof way to do this, and I just need to make it more efficient. I'm planning a vehicle replacement resource at some point, at which it'll be included and ya'll can grab the code if you want
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viewtopic.php?f=116&t=35793 They are unable to run MTA1.1 servers for some unknown reason.
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Need more details on the Linux version. mkdir mtaserver cd mtaserver wget [url=http://linux.multitheftauto.com/dl/111/multitheftauto_linux-1.1.1.tar.gz]http://linux.multitheftauto.com/dl/111/multithef ... 1.1.tar.gz[/url] tar -xfvz multitheftauto_linux-1.1.1.tar.gz mv -R multitheftauto_linux-1.1.1 mta1.1 chmod -R 744 mta1.1 cd mta1.1 You can use something like this^ to install the mtaserver into mtaserver/mta1.1 You can run it using cd /mtaserver/mta1.1 ./mta-server It isn't guaranteed to work, post any problems here.
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It's not related to that server in specific really. It could be three things: LSOD - Big ass LOADING image on your screen. Sometimes, depending on your speed, it can be really fucked up to see. Interior bug - (introduced with 1.1) - sounds like the one you experience, there's a number of causes, one being if you tab out/back in. It's a random 32x32 interior texture stretched to fill your screen, and some other textures might be going over as well. Artifacts - caused by large amounts of something (eg. peds) or certain shaders, can cause randomly shaped objects (ie. rectangles) to appear on your screen. Also seems to have been introduced in 1.1. I get these every day LSOD can be fixed by tabbing ESC variable number of times. Sometimes you should try with reconnect before restarting MTA, that ought to do it sometimes.
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An update applied to play for the 1.1 resources (r796) You can go into /play/broph.map, go to the bottom and remove all the spawnpoints except ranch <spawnpoint id="ranch" posX="-711" posY="957" posZ="12.4" rotation="90"></spawnpoint> [strike]<spawnpoint id="pirate" posX="2005" posY="1543" posZ="13.5" rotX="270"></spawnpoint>[/strike] [strike]<spawnpoint id="grove" posX="2485" posY="-1667" posZ="13.3" rotX="0"></spawnpoint>[/strike] [strike]<spawnpoint id="hill" posX="-2405" posY="-598" posZ="132.6" rotX="128"></spawnpoint>[/strike]
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I didn't make that video, nor as far as I know the resource which it illustrates. I made something similar, inspired from P-Script's resource. You can see the video here > Showcases how peds are walking along on the street, much like the video Gothem linked. As mentioned, both resources are inspired/originally based on P-Script's resource so it's pretty much his efforts you see. I've written my own version though, but probably wouldn't have happened without his resource.
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Really buggy. Look at line 8 and on, does this look correct to you? Also if you define teamAdmmin, but you tell the script to get Admin, how is it supposed to work? function createTeamsOnStart () teamAdmmin = createTeam ( "Admin", 0, 255, 0 ) end addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), createTeamsOnStart ) local root = getRootElement() addEventHandler("onPlayerLogin", root, function (_, account) if isObjectInACLGroup ("user." .. getAccountName(account), aclGetGroup("Admin" )) then setPlayerTeam (source, teamAdmmin) end end )
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Does this happen on all servers or only that one? That could look like a big ass MTA window.
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Scripting Board Description Change
Zango replied to SugarD-x's topic in Site/Forum/Discord/Mantis/Wiki related
HLSL is the language the Effect files/shaders are written in. It's a good suggestion. Maybe a number of subforums in "Scripting" for each language related to MTA (lua, hlsl, mirc) -
function killimit() pvehicle = getPedOccupiedVehicle(localPlayer) if not pvehicle then return end x,y,z = getElementPosition(pvehicle) if z > 800 or z < -800 or x > 4000 or x < -4000 or y > 4000 or y < -4000 then blowVehicle ( pvehicle ) end end setTimer(killimit, 1000, 0) I suppose this is what you want? You need to look up the functions and events you use. And what they pass as parameters. In a clientside script, localPlayer or getLocalPlayer() always returns the controlling player.
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I'm not really under the impression they ever had any at all. This 1.1 fail sounds like a deprecated libraries issue. I'm pretty sure that if they installed a clean OS and a few packages like everyone else, MTA 1.1 would work. Then again it might be some really obscure happening only for serverFFS. The fact that they closed their support but you're still able to buy a server they know doesn't work is just wrong.
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I noticed this starting in 1.1 too. It seems that low framerate has a much bigger impact than it did in 1.0. Also, you're able to go much faster with the NRG-500 speed glitch now.
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Ah, so when you're spectating someone, you want to see who else is spectating him too?
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Your error is at line 92 in spectators_c.lua dxDrawText (s_Spectators, textX, textY, x, y, tocolor(0, 205, 205, 205), 1.3, 'banghotic') It's bankgothic not banghotic
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Report code and GUI is in admin\client\gui\admin_report.lua Everything is in there, it should be pretty straight forward to implement what you want now.
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What doesn't work? Do you have both feltzer.txd and feltzer.dff in the folder car within your resource? If yes, what does it say in console (F8 or ~) when you start the resource? If the resource loads, open debugscript 3 and note any warnings/errors that might occur.
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You create the vehicle? createVehicle? If you mean the tonumber part, it converts a string into a number. All the arguments returned from addCommandHandler are strings. What is the name of the folder/directory which contains your script here? Please show the file structure and their contents altogether.
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Why's there a hyphen in your meta? Above should do it. files specified are always transferred to client. I don't think the ordering of script src/type plays any role, but as I'm not completely sure you can leave it in the general order. If you open console (default ~ or F8) upon starting a resource, it will display any loading issues. It will tell you if it's a script or a meta.xml matter. Also, you specified incorrect files in your meta. In your script you attempt to load car/feltzer.txd and car/feltzer.dff but in your meta you specify banshee.txd and banshee.dff. I don't know which is right, but in case it's the script one, that's another reason for your resource to fail loading.