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Posts
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Everything posted by Mr.Hankey
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Wait more than 15 minutes and be sure to also check http://www.game-monitor.com/search.php? ... 2&game=mta for you server
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you can safely ignore this "Error parsing settings.xml" error and for the rest this might be helpful: http://development.mtasa.com/index.php? ... ver_Manual
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it's a bug in DP2.3 that the accounts.xml gets wiped out if you use setAccountData for a guest account (people who are not logged in have guest accounts) Just make a simply if check like this to prevent it: if isGuestAccount(getClientAccount(getPlayerFromNick(targetPlayerName))) == false then --do blah and blubb else outputChatBox ("ERROR: Player is not logged in!") end
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Are you testing these scripts using DP2.3 or the nightly builds? 1. Handling functions have been taken out for some reason so they don't work yet. 2.You need to add the eventhandler AFTER you created the Colshape (before makes no sense as you can't attach a handler to a variable that doesn't exist) so you need to place it in the delayedStingerCreation function after line 15 3. the function getClientAccount needs a player/client element as argument but you are passing the string targetPlayerName Just use getPlayerFromNick: local playerAccount = getClientAccount ( getPlayerFromNick(targetPlayerName) )
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yes you can simply put the .map file in the same directory where the meta.xml for the freeroam resource is located. Then you just need to add a new line using this form to the meta.xml: <map src="map_name_here.map" />
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robhol you do know that there will be some kind of anti-cheat module for 1.0? And well I think a hash check is pretty unsafe as the developers of d3d9.dll's just have to add/remove a few characters to/from the source that don't affect it's behaviour and the hash has changed... d3d9.dll's should be banned completly imo.
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Yep you can download the full source, apply your changes, build and test it.
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Gobe a higher playerlimit is absolutely useless atm as there are barely 300 players online playing mta (at busy times) and i've never really never seen a server that exceeded the max player limit.
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executeCommandHandler always worked in dp2.x but afaik it does not work with hardcoded commands such as chatfont, reconnect etc. Though some of the hardcoded commands are accessable by using toggleControl and passing them as the control name
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50p I know and I already tried using them (see 3rd or 4th post) but I couldn't really figure out to make it work. This executeCommandHandler solution was just a quick workaround. You can get the Console Element by using getElementByIndex ("console", 0)
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Attached a new (working) version. Now the modestarter part works perfect but somehow after a vote is finished the poll display is not destroyed but i'm not sure if that's a bug related to my script...
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getRunningGamemode will never return false that's the problem I modified the if checks a bit and fixed a typo that caused the error. So now there is actually the possibility that the script reaches the point where to start a vote^^ mm = getResourceFromName ("mapmanager") vm = getResourceFromName ("votemanager") function join () --on player join if getPlayerCount() == 1 then --check if he's the only player if call(mm, "isGamemode", call (mm, "getRunningGamemode")) == false then --if no gamemode is running local gamemodes = call (mm, "getGamemodes") call (vm, "voteBetweenModes", unpack(gamemodes)) --executeCommandHandler ("votemode", source) --start a gamemode poll elseif call(mm, "isMap", call (mm, "getRunningGamemodeMap")) == false then --elseif no map is running --executeCommandHandler ("votemap", source, call (mm, "getRunningGamemode")) --start a map poll for the running gamemode local maps = call (mm, "getMapsCompatibleWithGamemode", call (mm, "getRunningGamemode")) call (vm, "voteBetweenMaps", unpack (maps)) else --else call (mm, "changeGamemodeMap", call (mm, "getRunningGamemodeMap")) --restart the currently running map end end end addEventHandler ("onPlayerJoin", getRootElement(), join)
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Another solution now using exported votemanager functions instead of executeCommandHandler: mm = getResourceFromName ("mapmanager") vm = getResourceFromName ("votemanager") function join () --on player join if getPlayerCount() == 1 then --check if he's the only player if call (mm, "getRunningGamemode") == false then --if no gamemode is running local gamemodes = call (mm, "getGamemodes") call (vm, "voteBetweenModes", unpack(gamemodes)) --executeCommandHandler ("votemode", source) --start a gamemode poll elseif call (mm, "getRunningGamemodeMap") == false then --elseif no map is running --executeCommandHandler ("votemap", source, call (mm, "getRunningGamemode")) --start a map poll for the running gamemode local maps = call (mm, "getMapsCompatibleWithGamemode", call (mm, "getRunningGamemode")) call (vm, "voteBetweenMaps", unpack (maps)) else --else call (mm, "changeGameModeMap", call (mm, "getRunningGamemodeMap")) --restart the currently running map end end end addEventHandler ("onPlayerJoin", getRootElement(), join) Again, this is untested as im too lazy to setup a new resource
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feel free to do so
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Such a script might really come in handy. Here's what I got so far (untested) mm = getResourceFromName ("mapmanager") --vm = getResourceFromName ("votemanager") function join () --on player join if getPlayerCount() == 1 then --check if he's the only player if call (mm, "getRunningGamemode") == false then --if no gamemode is running --call (vm, "voteBetweenModes", --no idea how to use that properly executeCommandHandler ("votemode", source) --start a gamemode poll elseif call (mm, "getRunningGamemodeMap") == false then --elseif no map is running executeCommandHandler ("votemap", source, call (mm, "getRunningGamemode")) --start a map poll for the running gamemode else --else call (mm, "changeGameModeMap", call (mm, "getRunningGamemodeMap")) --restart the currently running map end end end addEventHandler ("onPlayerJoin", getRootElement(), join) It still uses the not so nice executeCommandHandler way but there is no appropriate votemode function exported by the votemanager resource and "voteBetweenModes" is hard to use as I couldn't figure out a way to pass all gamemode pointers as arguments for that function.
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As you said you've only tried setting the Player to another dimension not the objects.
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Press f8 to open the console and type "gamodes" or "maps" or "maps " (without qoutes) to either get all gamemodes, all maps or all maps for a specific gamemode listed.
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destroyElement will actually be an option as you can check if the object was created by the objects-resource by using something like this: if getElementID(getElementParent (object)) == "mapname.map" then destroyElement (object) end
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Many (but not all) player function were replaced by ped functions as ped functions are also working with "player" elements. Just look here. Only the functions inside the red box won't work in 1.0. The new module syntax is <module src="example.dll"/> instead of <module file="example.dll"/>
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nice one that looks simply insane
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Spam users in MTA forums
Mr.Hankey replied to Ace_Gambit's topic in Site/Forum/Discord/Mantis/Wiki related
https://forum.multitheftauto.com/memberl ... le&u=35527 -
The most blatently obvious: How to upload and download maps
Mr.Hankey replied to berlow's topic in Mappers help mappers
center.mtasa.com was replaced by community.multitheftauto.com but it only offers a resource center but resources are not supported by race. -
That's a common problem with dual core amd cpu's. Tell him to install AMD's Core Optimizer and it should run normal again.
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debian (currently too lazy to look up the version) and yes it's also a "Segmentation fault" here
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Lander i guess also for that reason the client and server net.dll files are still closed-source.
