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Everything posted by chiefwhosm

  1. Hi, Okay so I recently found an old dvd with a backup of my mta race server on it. In the resources folder were over 4252 maps which with a few text edits work just fine in MTA-DM Race (well, they seem to at any rate, but I'm not mad enough to test them ALL! - they should work as those missing code required for MTA-DM were easily added), but they're made by other people. Because there are so many of them, I obviously can't go contacting every single author who created each map to ask if they're okay to be uploaded for MTA-DM Race gametype servers to use, so my Q. to the MTA team is: Should I upload them somewhere like rapidshare? (or Resource Center but they'd appear as my name in upload then) since they were originally freely available to all in the old Race Map Center archives. Or respect the fact they're made by others who might not want me uploading their old maps for MTA: DM. They zip to one file of around 18mb. Chief.
  2. Hi, Wasn't sure if this should go in the public beta forum or not, so since it does say help area I figure I'll put it here I installed DP2.3 and made sure it worked (create server, join it etc), then installed the latest nightly build (I've tried older ones with same error) I then create a server as normal and join the loopback address. The game lets me join, enters the server and then I'm instantly kicked with a message: You were kicked by Console (Invalid Serial). I'm on vista home premium x64, so I've done the usual run as admin, compatibility as XP and disable UAC but all to no avail. Is there anyway to disable it's looking for a serial? I thought since dp2.3 was released serials had been disabled as a requirement, so I just wondered why it's complaining about this. I was thinking of making a better version of Tankjack using 1.0, but obv. if I can't get into my own test server, things won't go very well Any suggestions? I figure since no one else has reported this problem on either the bug tracker or here on the forums, then its something specific to me Chief.
  3. logIn ( player thePlayer, account theAccount, string thePassword ) Okay I had a go with this only yesterday, and got it to work once (then it broke itself) What I did was I made an auto-login function which was to auto ban people. all the function did was: function logMeIn() login Console, Console, Password end addEventHandler "onResourceStart", getRootElement Now for this to work it needs to have an account. So I edited the accounts.xml file and added a password to the Console user. Then tested it on the server, and it did work (once). I then went back and discovered it had added another user called Console without a password, hence why it had stopped working. Therefore I would try something similar but with a static made account, and see what happens (in my case I think I pretty much made an everyone is admin script by mistake). Chief.
  4. tbh I dont think it really needs screenshots, just imagine grove street at 1am in the morning in foggy weather
  5. Hi, Well since MTA: DM came with a stealth gamemode I saw no reason to remake my sa-mp gamemode: Grove Street Stealth Challenge. So instead I've turned it into a small map. Nothing special, you spawn in Grove Street, and do your best to win. It takes place at night and in foggy weather ala the original G.S.S.C. Here's the download url: http://rapidshare.com/files/86535246/sth-gssc2.zip.html Chief.
  6. So ! Here it is, the mode no one's been waiting for TankJack-MTA V3.0. Okay, so what's new in V3.0. Well firstly you'll be pleased to hear that this version includes a new map (tj3-lv) to play. The map takes place solely in Las Venturas, the teams are closer, as are the bases. Secondly there was one really bad exploit found in the code (from all previous versions) which is why any server running older versions of the script should update to V3.0. It won't affect private servers so much as public ones, but either way it's always a good idea to upgrade to the latest version anyway Thirdly, I have put car blips on all static (non-occupied) vehicles, to make it easier to find them when lost on foot etc. Fourthly, I've finally fixed a bug where players leaving the tank would lose their weapon fire ability in other vehicles. I've also added nicer looking text for the announcment messages, however I've left old text active in case of client lag not triggering the new messages. Might remove them in later releases, depending on feedback with large numbers of players, and whether any clients fail to see the nicer text. And finally I've changed the naming convention from 'tankjack' to 'tj3'. So here is the download url. http://rapidshare.com/files/86399387/Ta ... 0.zip.html
  7. TankJack V2.0 is now released, all information as to the changes are in the top most thread. But here is the download link: http://rapidshare.com/files/85058994/Ta ... 0.zip.html
  8. uhhh, there arent any hydras in the mode I however got chased along the road with my hunter guards taking pot shots at me till my tank went on fire The problem has now been fixed and tested on my own public server with 2 other people. After several rounds the issue never happened. One major bug was however found which is now being worked upon.
  9. Always annoying when you *think* it's gone, and then it returns to haunt Currently looking into it (again). One problem is it seems to only happen with more than one player in a game Can you tell me if it only happened if the tank got destroyed? or did it happen on captures too. I did plan on doing this in a different map for TankJack, this is why I named the current map as tankjack-classic, a true remake of the original sa-mp version. I left the code that CTV uses in the game mode so anyone can use random spawns if they wish to make their own map
  10. Hi, The download link: http://rapidshare.com/files/86399387/Ta ... 0.zip.html The game mode idea: I was thinking what fun it would be to make the Vice City mission where you have to steal the tank and make it a team deathmatch gameplay where each teams' members would need to co-operate to complete the task. The game mode is as follows: 1) There are two teams, Grove Street OG & the Armed Forces. 2) The Armed Forces are taking a new piece of military equipment (the rhino tank) in convoy from one military goverened location to a Military Compound. 3) The Grove Street OG must hijack the tank and take it to their own Depot, while of course the Armed Forces must not lose the tank, and if they do must get it back. 4) The Armed Forces have (slightly) better weapons at their disposal but slower moving vehicles. The Grove Street OGs have very fast cars and bikes and (slightly - for the most part) lower weapons. 5) Team work and co-operation are the key to successfully capturing the tank. The first team to get the tank back to their own depot wins the round. 6) There are many civilian vehicles dotted round all the cities,towns and villages, just in case you're unfortunate enough to have your vehicle destroyed and have to proceed on foot, you can hijack or requisition the vehicles. If you find yourself far from one of these vehicles you can open the console and type: moped -or- dinghy Changes: Version 3.0. (-Current-) ------------------------ Added Aesthetics to in-game notifications (text). Added music support code (disabled till functions are enabled by MTA devs). Added new Tankjack map (tj3-lv), smaller playing area, more furious battles. Fixed rather bad cheat exploit in code. Changed naming convention of .lua and .map files (tj3 from tankjack). Add radar blips over all static vehicles for easier civilian vehicle finding. Fixed bug where players leaving the tank would lose their weapon fire ability in other vehicles. Fixed moped/dinghy spawning to random players rather than spawner. Version 2.0. ------------ Fixed multiple tank spawn bug. Fixed teams able to score at oppositions depot. Created a team scoring system. Version 1.0. ------------ Initial Release Also thanks go to the following people: Brophy for Capture The Vehicle. eAi for the explanation over events and other help. Spamslayer for coding help. KewlAzMe for Beta testing. Azed for staying on public server and helping us Beta testing. The MTA Team for the Development Previews. Chief.
  11. Thanks thestrangestick Have to admit out of all the maps I never expected to get rumble3 back, most people who joined the server it was on took one look at the map at quit immediately So I expected most server admins to have binned it long ago
  12. open the acl.xml file. Find the area that says: and set it to true.
  13. When I first got it I thought I'd discovered a lava lamp easter egg left in by the devs If you're quick and use exit vehicle, it fixes, and then you can enter the vehicle again and you're fine. It isnt just the hotdog van though, I've had it with the tank.
  14. nice script. Would be nice if it relayed back to the server console that the gamemode had started, but maybe I'm just picky
  15. And also check out the different gamemodes out of the resource zip files. You'll notice the similarities between mta and samp scripting very quickly.
  16. I'm not entirely sure, but I *think* judging by the comment lines, the dots ... are telling it to recognise vehicles with more than one word in the name. Eg. If a vehicle were called 'My Tank', without the ...'s it wouldn't get the name right, and would try creating a vehicle based on the name 'My' which of course doesn't exsist. With the ...'s it sees the full name, and would create 'My Tank'. That's how I read it, but tbh I'm not entirely sure either from reading it. (I also don't see the line createVehicle(tonumber(vehicleModel),x,y,z) mentioned anywhere on the wiki.)
  17. Of course, for getting co-ords for objects, player spawns etc, play an offline game of standard SA and use the SA Place Manager
  18. Okay, as to event handlers. On the wiki it says that if you have an event handler (eg): addEventHandler( "onSpawnpointUse", rootElement, onSpawnpointUseHandler ) Often, this can be the root element (meaning the handler will be called when the event is triggered for any element). Now do I read that correctly that any event handler with 'root' in it, is always called every tick, that the code is always checking the functions with root in the handler to see if they need anything done with them.
  19. Hi, I've been converting my TankJack sa-mp gamemode over to MTA. For the most part it's gone fairly smoothly, however there's one bug that I can't seem to get round. If the tank goes into the sea, it doesn't auto-destroy as it would in SA. So what I need is a constant check to see if the vehicle is underwater or not, and if it is to blow up the vehicle (or just end the round, which will in turn destroy the vehicle anyway). All the functions I've tried have pretty much worked like this (ive deleted parts of my code so often this is the best example of what I'd been doing that I can give): function destroyTank (vehicle) if then blowVehicle (van) else end end The commands i've tried are: isVehicleOnGround, I thought if false, then it would count sea as not being ground. However now on reflection, I wonder if, had it worked, whether anyone driving off a small cliff to the ground below wou;d have instantly exploded isPlayerUnderWater, I thought that if the vanPlayer were checked, and found to be underwater then naturally if it then says to blow up the tank then it would destroy the tank. This never happened. One thing that did work was if I set it up as a command, and ran the command, then it would explode, making me wonder if my eventHandlers arent being called. Anyway, one thing I did learn was that though I was drowning in my vehicle underwater, unless I exited the vehicle I wasn't considered as being underwater. isPlayerDead, well I thought if vanPlayer is dead then obviously he's been damaged in someway while inside the vehicle (such as drowning), but this once again didn't do a thing. I've been at it for hours on this one, so maybe I'm missing something really obvious. In regards to addEventHandlers, the way I read it from the MTA wiki, as long as it has 'root' in the handler, then it could be continually processed throughout the course of the game per tick, is that correct? Or do I need a call somewhere else? Thanks
  20. Not exactly a bug as I'm guessing you know it already, but I'll say it anyway. We were playing yo-yo maps in MTA and all the players discovered the rocks in race are no longer dynamic. There are many maps using dynamic rock walls which have now been made rather difficult to complete (we had to motorbike accross a hairs width ledge to get round rocks (I never made it accross )).
  21. Hi, These all happen with custom maps. However once they've occured, racemode is totally broken even for the official DM Race maps. To easily replicate them for yourself, then try either of the following map centers maps: chocolatehighway, ExplosiveJumps. There are of course others, but those are two that always cause this. 1) On map change all you get is a black screen with the chat window (and console). You can still talk to people and the console states the map successfully loaded. However it never does, and it has caused the racemode to break. The only fix is to change to a different game mode, then change back to race. The error logged for this sort of bug is: ERROR: ...erver/mods/deathmatch/resourcecache/race/racemap.lua:141: C stack overflow Not always, but often it's preceded by the following: ERROR: ...r/mods/deathmatch/resourcecache/race/race_server.lua:306: attempt to index global 'g_CurrentRaceMode' (a nil value) 2) Sometimes the map vote manager stops working. This also leads to the black screen described above. But instead of changing the map, it just starts a new vote, again and again. ERROR: ...tch/resourcecache/votemanager/votemanager_server.lua:270: attempt to index local 'optionTable' (a nil value) For each vote after this, the maps on attempting to load appear to be reporting the following: ERROR: ...r/mods/deathmatch/resourcecache/race/race_server.lua:35: attempt to concatenate a nil value I think the two may be similar bugs, where a vote is made for a map that causes the C stack overflow, and this in turn breaks the votemanager. But that's just speculation. Chief
  22. Hi, I just wondered if the MTA team ever remove maps from the Center, or if the center ever auto-removes maps? The reason I'm asking is that a week or so after the center returned to the public, I uploaded several maps that I'd made during its abscence. They did upload correctly and I even got a few comments about them, but now I they've dissapeared (six of my other maps are still there under my 'Chief' username) but the rest as I say have vanished. Hence my wondering what happened to them. I wouldn't mind so much, if not for the fact I lost my backup copies of them when I sold my old PC and wiped my backup drive without thinking On that note if anyone has any of the following maps, could you host them somewhere like rapidshare so I can get 'em back The ones I'm missing are: - All found and added to map center - I know it's a long shot, as not many people downloaded them , but it's worth asking. My new PC is Vista, so race doesn't run (to remake the maps using the editor), and though making map files in a text editor is fairly easy, the object positioning would drive me mad (can't wait for the MTA: DM map editor) Thanks
  23. do you have a joystick or gamepad attatched to the computer? As sometimes this could cause the problem, especially if it's connected to a soundcards gameport and not to the gameport that's part of the motherboard. I don't know if this sort of thing affects MTA/GTA but I know it happens with other games.
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