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robhol

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Everything posted by robhol

  1. Send it as strings instead?
  2. Please, do yourself a favor and don't bump/spam after 45min; this is a forum, not an instant chat room. Bumping is considered stupid, if not rude, and is not going to get you more answers. You can try borrowing/copying an EXE file from a friend with the game. You could also theoretically (covering my ass here ) get a no-CD patch. If you own the game legally, it's legal, if you don't, you don't care in the slightest anyways, do you.
  3. While storing arrays will obviously work, I suspect the reason for this problem is that, when getElementData'ing it, you get an actual array instead of a pointer to it. (Which makes sense since element data is supposed to be synchronized between server and clients and pointers of any kind would be a bad idea.) After setting the value, you will need to setElementData the resulting array back into the element data.
  4. Indent much? It's not a crisis this time, but if you ever post any larger pieces of code and don't indent it, people will run screaming from it... The problem I see here doesn't really match the error message you game, but there's no function named SetElementHealth. It's setElementHealth. (Function names are case-sensitive.) Apart from that, a little gotcha. In this example, you're tripling the damage, not doubling it, like I assume you intended. You can either modify the amount set in the script, or just cancel the event with cancelEvent.
  5. Depending on the amount, I might be able to take on a few jobs. I won't commit to being a full-time scripter, but a "mission" here or there isn't out of the question. What kind of missions are we talking about, and what kind of amounts?
  6. Are you seriously stupid enough to try recruiting people for a SA-MP server on the MTA forums? 0.o
  7. One .lua file does not a resource make. A resource can contain any number of script files you'll likely need, but for the sake of neatness, I suggest you at least use different .lua files for different things. Functions and variables can be used between files in the same resource completely seamlessly. Inter-resource communication isn't quite that easy (you'll need to export functions, or declare events) although it's hardly a major problem. Ultimately it's up to you, but there's no need to jumble everything up in one massive file like in, for example, SA-MP.
  8. Function #1: function relativePoint(x, y, dist, angle) local a = math.rad(90 - angle); local dx = math.cos(a) * dist; local dy = math.sin(a) * dist; return x+dx, y+dy; end I assume this is what you wanted. If I understood you correctly you can just use the same function for the second question too, if you put 0 for x and y and just use the distance and angle/rotation arguments.
  9. robhol

    Player menu

    Bet you've never even thought of THAT, huh!
  10. robhol

    Hash.

    Someone made an implementation of adler32, too, I think it's in the useful functions topic (sticky, anyone?) Neither of them are really "secure", though, I guess.
  11. You haven't started a gamemode yet, that's why. If you didn't modify any configuration files, you can simply write /votemode in the chatbox and get a nice menu of gamemodes you can play.
  12. robhol

    MTA Unicode

    Right, no nagging here. * runs *
  13. robhol

    MTA Unicode

    First of all, you can't really grab statistics out of your butt and throw them into random discussions. Those numbers are uncommonly low both for SA-MP and MTA. You also can't attribute it all to Unicode, nor call it the principal cause without any sources that can confirm this. MTA will get unicode when it gets unicode, in the meantime, nagging won't help all that much. If you want it that fast, why not code it yourself?
  14. There are any number of ugly rumors about the DP2 uninstaller, maybe you should get out your GTA:SA disc just to be safe...
  15. robhol

    MTA Unicode

    Important? Sure. Important enough to make all devs drop what they've got in their laps, take it up and push back the release with weeks/months? Doubt it. Don't people learn English in school anymore? I also see tons of Russians and other people speaking languages with non-Latin letters, who seem to manage just fine with what they've got. As jhxp said, the first priority should be actually getting 1.0 released, Unicode support can always be added later.
  16. While I have no official right to speak for the MTA team/developers, I think the team is busy working on a mod that's not outdated, highly limited, and obsolete, to make it work with an OS that was highly limited and obsolete the moment it came out. Anything you can do in MTA:Race, you can do in the Race gamemode for 1.0, and more. There aren't that many developers, so if MTA 1.0 is going to be released in 2009, they need to keep focus on 1.0. The fact that you're trying to flame a development team into making something you want, WHILE having SA-MP as your "gang" (which, by the way, makes no sense at all,) seems a bit odd to me. Do you think people are more likely to take up work on a dead (development-wise) mod if you flame them and support rival mods instead? Because I don't.
  17. 00110000 00110110 00110101 00110000 00110110 00110100 00110000 00110110 00110100 00110000 00110111 00110000 00110000 00110110 00110100 00110000 00110110 00110101 00110000 00110110 00110010 00110000 00110110 00110000 00110000 00110110 00110100 00110000 00110110 00110011 00110000 00110110 00110100 00110000 00110110 00110001 00110000 00110110 00110100 00110001 00110000 00110010 00110000 00110110 00110100 00110000 00110110 00110101 00110000 00110110 00110010 00110000 00110110 00110000 00110000 00110110 00110100 00110000 00110111 00110001 00110000 00110110 00110101 00110000 00110110 00110011 00110000 00110110 00110010 00110000 00110110 00110000 00110000 00110110 00110100 00110001 00110000 00110101 00110000 00110110 00110100 00110001 00110000 00110110 00110000 00110110 00110101 00110000 00110110 00110100 00110000 00110110 00110010 00110000 00110110 00110000 00110000 00110110 00110100 00110000 00110110 00110001 00110000 00110110 00110010 00110000 00110110 00110000 00110000 00110110 00110100 00110001 00110000 00110011 00110000 00110110 00110100 00110000 00110111 00110001 00110000 00110110 00110100 00110000 00110110 00110101 00110000 00110110 00110000 00110000 00110110 00110000
  18. You can do something like this: function round(n,decimals) return math.floor( n*(10^decimals) + 0.5)/(10^decimals) end
  19. I meant MTA:SA in specific.
  20. robhol

    Bad argument

    Receiver is either a string or nil, givePlayerMoney takes a player element. use getPlayerFromNick. function GiveMoney( thePlayer, reward, receiverName ) local receiver = getPlayerFromNick(receiverName) if ( receiver ) and ( receiver ~= thePlayer ) then givePlayerMoney ( receiver, 10000 ) else outputChatBox("Syntax error: /reward <receiver>", thePlayer, 255, 0, 34, false ) end end addCommandHandler( "reward", GiveMoney )
  21. Check your single-player settings. If it's set to Joypad, set it to Mouse + keys. Gamepads are not supported in DP2.
  22. Wtf? What does sync level have to do with server physics?
  23. The list in Pawno (the default PAWN editor) isn't half as useful as the lists in the wiki, so if that doesn't help you, I don't know what will.
  24. A) This is really not something you can just throw out an answer to, there are way too many variables. For example the bandwidth of server, hoster and clients, what is being done with the data and how long it takes to travel back and forth. Sync in DP2 often kind of messed up at around 40 players in my server, but to be honest, DP2 sync is notoriously unreliable anyways. B) The thing you gotta remember when comparing SA-MP to MTA is that SA-MP only syncs the bare minimum. That's why you have people teleporting into cars, unoccupied cars not taking damage, idiotic bugs and quirks like that. You can have more players in a SA-MP servers, but because the sync is already rudimentary to the point of almost being non-existent, you won't be noticing the difference. Considering how much more additional sync data MTA sends back and forth, higher bandwidth usage is kind of unavoidable. I can't see how/why you'd need 200 players in a server anyways. C) Lately, in 1.0 development, there have been a LOT of improvements and optimizations in bandwidth usage, and this will probably help increase the amount of players that can be on a server without it turning batshit crazy...
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