Jump to content

jkub

Members
  • Posts

    342
  • Joined

  • Last visited

Everything posted by jkub

  1. If I could host my own server I would, but I can't run my computer 24 hours a day and I don't have the sufficient bandwidth (upload) to handle a decent amount of players reliably. As an update though paypal closed my claim and had this to say upon doing so: "After careful consideration, we're unable to decide this claim in your favor at this time. The item is ineligible for PayPal Buyer Protection because it is intangible." Its sad how serverFFS does business this way and it is even more sad that paypal doesn't give 2 shits. I really do wish the worst upon both companies. I just wish I could see these people... I'm sick to my fucking stomach...
  2. serverFFS is bullshit and they are very very fraudulent. I've been a customer of them for at least a year and a half now and actually I had recently paid them for a 12 month contract for an mta server and I am one of the many people who were experiencing the 1.1 bugs on serverFFS that cause the servers not to work at all. Once serverFFS caught on to this problem they closed their ticket system and now their forum is completely shut off too. I was very angry because I just spent quiet a bit of money on a contract and I had about 11 months left when this happened. I decided to take action and opened a claim with paypal. Once serverFFS seen that I opened a claim with paypal towards them apparently they must of gotten pissed and removed the funds from my account that I just paid for my server. So now when I login to serverFFS it says I owe them 27 euros, which is exactly the price I already paid for the server. Every link I click it redirects me back to this page. Paypal is horrible and they haven't did shit yet and evidently I just got robbed by the very company hosting my server. I also have a domain and webhosting with them and that is still online but I in no way can access FTP or the control panel. Basically what they did is automatically update your MTA server to 1.1 (without even asking) and when the customers ask them to downgrade back to 1.0.5 so they can have a working server they won't even do it. What makes it worse is thats when they get an attitude and point fingers at the MTA devs and say they can't and won't do anything because its all their fault. If you haven't bought anything from FFS yet and are considering DON't do it. Your MTA server will not work and they will not downgrade you to 1.0.5. While I was a customer the features and hosting is decent but don't ever get yourself where you have to rely on their support. You may end up like me and get money stolen from you.
  3. Thanks I added that in and it works great.
  4. I have been hard at work on making a centralized "entrance system" for my new 1.1 server. The most important parts seem to work so far and I am trying to implement a remember password/username feature. I figured comparing a player's serial would be the best way to check users who haven't logged in. I am clueless when it comes to SQL so instead I am writing my script so it saves all the account names and serials inside an xml file. I have it set up to where if no accounts (child nodes) were found in the file it creates a new one and sets the data for the user's serial and shit from there. If there are already accounts in the file it will compare the serial from each account node to the current clients serial, if he has a match in the database his corresponding account node is updated with current information (ip, serial username etc). If he does not have a match in the database but there are already other accounts in the database a new account node is added for him. This formula works for the first account that is saved into the database. Everytime I reconnect with the same account it works perfect and the nodes don't keep being created because a node was found with his information. But lets say I add another account into the database, this is when it tells me that his account is not found in the information (when in infact it is in there because I look manually everytime for myself). So since it "thinks" the account node for that player is not there it ends up creating a duplicate node for that player. I have tried many things and I am stuck. Please help me this has me stumped. Here is some code for the matter. This section of code is a function that is triggered every time a player logs into his account with my entrance system resource. function client_login ( usrNm, pass, rememberUsr, rememberPass ) if getAccount ( usrNm ) == false then outputChatBox ( "*An account with this username was not found", client, 255, 0, 0 ) else if getAccount ( usrNm, pass ) == false then outputChatBox ( "*You specified an incorrect password for this account", client, 255, 0, 0 ) else if logIn ( client, getAccount ( usrNm, pass ), pass ) == true then isGangMember = getAccountData ( getAccount ( usrNm, pass ), "gangMember" ) hasProperty = getAccountData ( getPlayerAccount ( client ), "hasProperty" ) isAdmin = getAccountData ( getPlayerAccount ( client ), "isAdmin" ) if isGangMember == "true" then setPlayerTeam ( client, getTeamFromName ( getAccountData ( getPlayerAccount ( client ), "gangName" ) ) ) elseif isGangMember == "false" or isGangMember == nil then if hasObjectPermissionTo ( client, "function.banPlayer" ) == true then setPlayerTeam ( client, getTeamFromName ( "Admins" ) ) else setPlayerTeam ( client, getTeamFromName ( "Registered Users" ) ) end end triggerClientEvent ( client, "playerLoggedIn", client, isGangMember, hasProperty, isAdmin ) -------- playerSerial = getPlayerSerial ( client ) playerIP = getPlayerIP ( client ) actName = getAccountName ( getPlayerAccount ( client ) ) actDatabase = xmlLoadFile ( "data/server/account database.xml" ) accountNodes = xmlNodeGetChildren ( actDatabase ) if table.getn ( accountNodes ) == 0 then firstActNode = xmlCreateChild ( actDatabase, "user" ) xmlNodeSetAttribute ( firstActNode, "actName", ""..actName.."" ) xmlNodeSetAttribute ( firstActNode, "actPass", ""..pass.."" ) xmlNodeSetAttribute ( firstActNode, "curActSerial", ""..playerSerial.."" ) xmlNodeSetAttribute ( firstActNode, "curActIP", ""..playerIP.."" ) xmlNodeSetAttribute ( firstActNode, "rememberUsername", tostring(rememberUsr) ) xmlNodeSetAttribute ( firstActNode, "rememberPassword", tostring(rememberPass) ) outputChatBox ( "No accounts found in database, adding first entry" ) end outputChatBox ( table.getn ( accountNodes ) ) for i, actNode in pairs ( accountNodes ) do if xmlNodeGetName ( actNode ) == "user" then if actName == xmlNodeGetAttribute ( actNode, "actName" ) then --only update the node instead of adding one xmlNodeSetAttribute ( actNode, "actName", ""..actName.."" ) xmlNodeSetAttribute ( actNode, "actPass", ""..pass.."" ) xmlNodeSetAttribute ( actNode, "curActSerial", ""..playerSerial.."" ) xmlNodeSetAttribute ( actNode, "curActIP", ""..playerIP.."" ) xmlNodeSetAttribute ( actNode, "rememberUsername", tostring(rememberUsr) ) xmlNodeSetAttribute ( actNode, "rememberPassword", tostring(rememberPass) ) outputChatBox ( "Your account was found in the database and is being updated" ) break else --add a whole new node for this account newAccountNode = xmlCreateChild ( actDatabase, "user" ) xmlNodeSetAttribute ( newAccountNode, "actName", ""..actName.."" ) xmlNodeSetAttribute ( newAccountNode, "actPass", ""..pass.."" ) xmlNodeSetAttribute ( newAccountNode, "curActSerial", ""..playerSerial.."" ) xmlNodeSetAttribute ( newAccountNode, "curActIP", ""..playerIP.."" ) xmlNodeSetAttribute ( newAccountNode, "rememberUsername", tostring(rememberUsr) ) xmlNodeSetAttribute ( newAccountNode, "rememberPassword", tostring(rememberPass) ) outputChatBox ( "There are accounts in the database but yours was not found. Adding it now" ) break end end end xmlSaveFile ( actDatabase ) end end end end
  5. jkub

    Very annoying problem

    I'm paying for hosting on a seperate server so I don't have direct access to the console. I tried typing that command into the server while I was in it and nothing happened. I am hosting with serverFFS and I am pretty sure the config is setup correctly. This is the only resource I have this problem with though, any other script I'm able to download both client and server scripts. How do I know I'm using an "internal http port"
  6. jkub

    Very annoying problem

    I was unsure on the exact board to post this problem I'm having with my server so I picked this one because it just seems to me this would be the place it would fit. Anyway... this very annoying problem is that I am making a resource that has a map and gate codes etc... This resource is actually going to be like a "fort" in a certain area of the map and I am trying to include working sams for it. Everything works fine when I have the map and the server side scripts loaded, but the very first second ANY clientside code is loaded whatsoever from this resource, the server kicks everyone and we all get an error saying the client script cannot be downloaded. I have checked the client code I make and the meta millions of times. I am 110% sure everything is correct. Help would be appreciated, I'm stumped.
  7. Thanks guys, I will be trying to learn this for the moment. I will come back if I run into problems. I try to get text from the page, but it returns error. would I be able to get the text from an SMF forum post? instead of the whole page?
  8. I have no idea how to do this though. I don't understand. Where do I put the HTTP files? @FFS-Racing. Not everyone knows how to use MySQL. Trust me though, I've spent hours trying to learn.
  9. I have a home made welcome window in my server with several tabs. Ones for a list of admins, others for rules, for news etc... I find it really annoying that everytime I have to update something that I have do fetch the resource and manually update it by hand and FTP it back to the server. With that being said, is there a way I can write a script that automatically updates the welcome windows contents every 12 or so hours if needed? It would get the text contents from an external website and copy that information into the GUI. I looked at HTTP functions but I'm not sure thats what I'm looking for, nor do I know how to use them? Please help.
  10. Thanks snake That seemed to work wonderfully. I had to edit it a bit to get times less then 10 seconds with a 0 before the other number though. But here is the current code. This is called from a seperate function. updateClock = setTimer ( updateRoundClock, 1000, 0 ) totalTime = 300000 This is the function that is triggered every 1 second. function updateRoundClock ( ms ) local mins = math.floor ( totalTime/60000 ) local secs = math.floor( (totalTime/1000)%60 ) if secs >= 10 then textItemSetText ( roundClock_Time, tostring(mins).. ":" ..tostring(secs) ) elseif secs < 10 then textItemSetText ( roundClock_Time, tostring(mins).. ":0" ..tostring(secs) ) end totalTime = totalTime - 1000 end @madis: I'm using a server text display so I don't have to loop through all the clients and put a load on them.
  11. Since most people I have asked say they would rather use the built in map editor I guess there wouldn't be much sense in uploading the fixed script. Does anyone here remember a script called "offedit"? Til this day I use that script to make my maps. I don't know why but I just never really liked the built in editor. I also like the ability of getting pen point accuracy object placement. Of course its all command based but I got used to it long ago. This is also a script I've updated to work with 1.x.
  12. Hy there. It has been quiet a long time since I have request help on this forum and to be honest I've need help quiet a bit of times with getting things moving to pair up with my intentions and my schedule. This "game clock" I am talking about is not like a clock that tells the actual time in your game/server, it is for a mini game that tells you how much time you have left before the game is over. This should be done in a MINUTES:SECONDS format. This all derives from using algorithms or mathmatical formulas on a total ammount of 300000 miliseconds. 300000 Miliseconds = 5 minutes. 300000 = 300 seconds. That part was easy^ and I even got the minute part of the clock to work correctly but I have tried and I have tried countless times to get the seconds part to work but have failed, it is very tricky and I've decided to stop wasting time and ask for help. I figured it would be nice to know how this clock is rendered, I used server side text displays because I feel it was necessary. Here is the current part of my script which handles the clock. clockTimeRaw = 300000 function updateRoundClock() --This function is triggered by a timer every 1 second. totalTime_Seconds = clockTimeRaw/1000 totalTime_Minutes = totalTime_Seconds/60 minutesLeft = string.sub ( totalTime_Minutes, 1, 1 ) secondsLeft = 60 - ( 300 - totalTime_Seconds ) if secondsLeft <= -1 then secondsLeft = 60 end if secondsLeft < 10 then textItemSetText ( roundClock_Time, minutesLeft..":0" ..secondsLeft ) else textItemSetText ( roundClock_Time, minutesLeft.. ":" ..secondsLeft ) end clockTimeRaw = clockTimeRaw - 1000 end I can get the TOTAL number of seconds left over in the clock but I want it to be between 0 and 60. Please help me.
  13. OMG This is perfect for what I had in mind. Anyone remember the object browser script? It has sort of died out in the DP days and doesn't really work with 1.X clients now. I took it among myself to update it and restore it to full functionality. It now shows you the object and spins and everything. The only problem is it still seems to spew errors into the debug, but regardless it seems to work flawlessly. I just don't know how to attach it here. Someone tell me how and I will edit my post with the download.
  14. Lets say I make a GUI window for a script. I don't know exactly how to center that GUI in the exact center of my screen, no matter the resolution. Can someone help me please
  15. If you want to pass an element from client to server, an ideal way would be to use triggerServerEvent. The first 3 arguments for triggerServerEvent I think is 1. elements to trigger for 2. name of event to pass (this is a string value) 3. source of the event The above are the 3 required arguments. You can supply extra values after those. This is where you will pass your element. Example. triggerServerEvent ( getLocalPlayer(), "nameOfYourEvent", getLocalPlayer(), elementToPass ) After that you do addEvent ( "nameOfEvent", true ) to a server side script so it can communicate with your client.
  16. jkub

    US hosting?

    *BUMP* I am using serverFFS. For the most part, it is reliable. But is it cheap? NO
  17. Ok guys. Thanks for the help, I may try out some of this when I get to this part of my system. But if you have more ideas, please don't hesitate to voice them here.
  18. I mentioned the changing of dimensions earlier
  19. It specificly tells you on the wiki that you can't use destroyElement on players. I don't think it says why, but my guess would be that if you were to remove a player from the element tree, it would be something like kicking him from the server.
  20. then just check does player position is 0 0 0 if is, then he isnt spawned and when he logout, freeze him, and set his pos to 0 0 0 and when spawn, unfreeze him. That is exactly what I have done before, and rewriting my code, I cannot fall back on methods like that and be able to rely on it.
  21. thats a start lol... Maybe there could be setting the player an another unused dimension but then again, that is ghetto.
  22. well then he would drown lol. Ive also tried the ghetto method of setting position to dead center of map b4 and that failed as well with some of my older systems. I don't know what to do
  23. I am rewriting my entire spawn system on my server for about the ten millionith time, and I was needing to know if there was a way to "unspawn" a player after he logs out of his account. For example, if you connect to a server with no gamemode or resources running, it is a strait black screen where the player is not in the actual world yet. Reason being is that once a player logs out in my server, he will be returned to a "login screen" and he is not allowed to do anything until he logs in. So if he still has a character spawned in the world, he can still be killed or manipulated. That will not only be annoying, but it will interfere with other scripts and in turn screw up my login system. So instead of "patching" it up I was looking for a 1 shot fix. I am shooting for something like that after logging out. But I looked in the wiki and saw nothing that would work. I was also wondering if there was a function that checks if a player is spawned into the world or not, I looked for that also but to my luck nothing turned up. I would appreciate any help with this, and thanks for any help I can get.
  24. I was unaware of your work on deleting car mods. I greatly appreciate your work even if it is to the smallest extent relative to the massive amount of noobs uploading them. Hats off to you sir
  25. Thats not a bad idea, and where is the massive facelift lol?!?!... anyway another feature which would be nice is a button "report this resource/script as stolen". Once pushed that resource is sent to a database of flagged resources on which either some web code or a human reviews it. I know it sounds kind of ghetto though lol.
×
×
  • Create New...