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Dark Dragon

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Everything posted by Dark Dragon

  1. the next major release of mta will probably feature streamed sounds, stay tuned: http://bugs.mtasa.com/view.php?id=5199
  2. addCommandHandler("discard", function(player) takePlayerMoney(player,1) end )
  3. you can also check if your friends can connect via quick connect, if they can't it means there's still something wrong with your ports
  4. what you're looking for is getPlayerFromName
  5. i think you're missing some lines of the script. where do you add rows to the grid and where do you set the item data in the first place?
  6. breaking news: MTA does now like MTA!
  7. if your friends can't connect via quick connect there is something wrong with your ports (waiting won't help), if you forwarded your ports correctly (better check it again) try to disable firewall software on your pc as well as anti virus software, see if they can connect now. if yes, re enable it and make sure you allow mta to establish connections
  8. check if is set to 1 in you mtaserver.conf. after enabling it start your server and wait for a couple of hours, it should show up then.
  9. the race gamemode is part of the latest version of multi theft auto, with even more awesome features and many totally unique servers with player stats, achievements and much more. http://de1.og-servers.net/files/MTASA-1.0.4.exe
  10. well there is, but that would be piracy. so simply buy it, it shouldn't be too expensive nowadays
  11. you need to select the folder you installed gta san andreas to. usually it's C:/Program Files/Rockstar Games/Grand Theft Auto San Andreas. if you have a version other than 1.0 you can downgrade to 1.0 using the tool here: https://forum.multitheftauto.com/viewtop ... 04&t=15151
  12. Whether peds are synced to all players or not depends on the script. you can only manipulate the peds control states (eg. walk forwards, attack, etc) client side, but using events and element data you can have a ped being synced (almost) perfectly. if the server lags or not with great amounts of peds does not only depend on the amount of peds but also what they are doing and how well written the code is. If no one is in the range of a ped it won't disappear, it will stay there, unless the script destroys it and will appear again when someone approaches. Yes you can use own sounds, pictures, models and textures. Yes after downloading them they will be available to every player on your server. Yes you could script that players can have multiple weapons of the same classification. Modified handling of vehicles is currently not possible but it's being worked on and it should be available in the next major release of mta. Generally mta is supposed to be played without any other major modifications. I can't tell if mta interferes with cleo mods but mta scripting can do almost everything cleo mods can. Mta is an open source project, if you miss something and know how to code in c++ you can participate and make mta even better, if you don't know how to code in c++ you can still request features to be added to later versions here: http://bugs.mtasa.com/main_page.php (you need a mta community account: https://community.multitheftauto.com)
  13. the function probably expects you to pass the team element, not the team name. use getTeamFromName("BotTeam")
  14. unfortunately you can't do this yet. it's a feature to be added in a later version. i doubt there was a version which supported that before
  15. looking forward to it! johnline really needs some competition.
  16. you are mixing up server side events and client side functions. in this case changing the event to the client side equivalent "onClientPlayerJoin" should work (you'll still need to change the script file type to "client" in the meta.xml), however you need to change the chat outputs then. you can use onClientResourceStart for that, if you use this you need to remove the source argument
  17. try to disable auto scan for tracks
  18. leave the ip field in the mtaserver.conf empty like it advises you to, then check if your ports are forwarded correctly using this tool http://portforward.com/help/portcheck.htm (22003, 22005, 22126)
  19. your function contains no instructions (the resource_starts_0 one). this will work: function resource_starts_0 () playSound ( "Brian Nrg - Suck My Ballz.mp3" ) end addEventHandler ( "onClientResourceStart", getRootElement(), resource_starts_0 ) if you don't want the sound to be played whenever any resource starts do this: function resource_starts_0 () playSound ( "Brian Nrg - Suck My Ballz.mp3" ) end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), resource_starts_0 )
  20. if you put the code in your map resource onClientResourceStart will be fine.
  21. well first you might want your modeName function to be a table instead modeName = {"Freeroam","Roleplay","Racing"} -- modeName[1] would now be "Freeroam" also note the quotes to make sure it's a string tables in lua usually start with 1 therefore we should turn the 0 to 1, the 1 to 2 and the 2 3 later. you could also keep it as a function but then you'd need to change it a bit: (I don't really recommend this in this case) function modeName(mode) -- you don't need the ( -- make the function return something depending on what "mode" is if mode == 1 then return "Freeroam" elseif mode == 2 then return "Roleplay" else return "Racing" end end -- or the ) now for your onPlayerJoin function: first you probably don't want to empty the playerData every time a player joins playerData = {} means that playerData is now an empty table, in your example it wouldn't cause any trouble, but you don't need to turn playerData into a table twice. if you chose the first solution earlier this function should look like this: addEventHandler("onPlayerJoin", root, function() --playerData = {} playerData.mode = 1; outputChatBox('Welcome to our server', source, 0, 255, 0) -- player does not exist here, what you need is source, the source of the event in this case is the player you want, the wiki pages of the different events will always tell you what the source of the events will be outputChatBox('Your current mode is: '..modeName[playerData.mode]..'.', source, 0, 255, 0) -- not quite sure what playerData.role was doing here end ) this would be how it should look like for the other way addEventHandler("onPlayerJoin", root, function() --playerData = {} playerData.mode = 1; outputChatBox('Welcome to our server', source, 0, 255, 0) -- player does not exist here, what you need is source, the source of the event in this case is the player you want, the wiki pages of the different events will always tell you what the source of the events will be outputChatBox('Your current mode is: '..modeName(playerData.mode)..'.', source, 0, 255, 0) -- not quite sure what playerData.role was doing here end ) the only difference is the use of () instead of [] in line 6
  22. make sure both scripts use serverside money functions to avoid that
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