
Arran
MTA Contributors-
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Everything posted by Arran
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^ Also, giving that many resources full admin might not be a good idea, use the principle of least access and only give them what they need.
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This could be done, to a certain extent just with scripting and if anyone actually wanted this apart from the person who made this poorly formatted request they would have made a resource which added some peds on the street and they could be partially synced, you wouldn't want too much bandwidth usage just for this.
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This is something I made to fade windows in 1 of my scripts, might help you: Note that its not time based so for people with low FPS it takes ages for the GUI to load (bad) it should be time based and if you wanted to fade out one you do fadingGUI[window] = true and to fade in: fadingInGUI[window] = true local GLP = getLocalPlayer() fadingGUI = {} fadingInGUI = {} function fadeGUI() for ent, ind in pairs(fadingGUI) do local newalpha = guiGetAlpha(ent) - 0.025 if (newalpha <= 0) then guiSetAlpha(ent, 0) guiSetVisible(ent, false) fadingGUI[ent] = nil else guiSetAlpha(ent, newalpha) end if (fadingInGUI[ent]) then fadingInGUI[ent] = nil end end for ent, ind in pairs(fadingInGUI) do guiSetVisible(ent, true) guiBringToFront(ent, true) local newalpha = guiGetAlpha(ent) + 0.025 if (newalpha >= 0.95) then guiSetAlpha(ent, 0.95) fadingInGUI[ent] = nil else guiSetAlpha(ent, newalpha) end end end addEventHandler("onClientRender", root, fadeGUI)
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Max player slots is 65535 (2 bytes) in 1.1 but you'll be lucky if you could hit 300 actual players.
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Awesome, never seen anything like that in the thousands of hours I've played MTA.
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Time _____ Recv game _____ Sent game _____ Sent HTTP 21:00 _____ -458103 _____ -3056657 _____ 143.38 MB 20:00 _____ 7.24 KB _____ 4.49 MB ______ 557.13 MB Appears to be a bug in the bandwidth monitor. RAM usage was about 250MB. CPU usage was about 10% of an i7. Bandwidth usage was about 30-35mbps with 140 players
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MTA San Andreas v1.1 Testing Server
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Remi-X this debug was happening a lot: WARNING: hedit\functions\doServer.lua:466: Bad 'value' pointer @ 'setVehicleHandling'(3) Add an isElement check.
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Hedit is in there, the current revision (r122) fails to load due to 2 missing files (had to remove them from meta)
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Beta test will be freeroam, race, TDM, maybe something else too
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I've learned that it will be hosted on a well connected server, also Will its 8pm not 7pm (due to daylight saving adding on an hour)
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Hopefully it'll have a highish max player count and hopefully the server hosting it has all 100mbps available because I know from experience that 254 players will be using 75mbps+
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I set up a second 1.1 server with all the default resources play, freeroam, race etc. So unless MTA want to host their own beta test, I suppose this could be it? The name is MTA San Andreas v1.1 Testing Server or connect via mtasa://cit2.net:22023 I remember the 1.0 beta tests where the server got full in under a minute, we should do that again, but even bigger!
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The new resource structure is currently unsupported in 1.1 so get the 1.0.x resources until http://bugs.mtasa.com/view.php?id=6276 is fixed.
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I nominate this idea for stupid ideas 2011.
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This is actually a rare occurence and not worth worrying about. Denial of service attacks never last that long and unless you plan on having a server which is either very popular or going to make enemies nobody is going to be attacking you, though if you're with a game server host there is always a chance somebody might attack another gameserver and affect yours.
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function randomize() alive = getAlivePlayers() if (#alive > 0) then random = math.random(#alive) random = alive[random] x, y, z = getElementPosition(random) createExplosion(x, y, z+4, 4) outputChatBox("Airstrike is coming to"..getPlayerName(random), root, 0, 255, 0, false) end end setTimer(randomize, 60000, 1) --shouldn't that 1 be a 0 for infinite times?
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You can't prevent these attacks, its not related to MTA.
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Its a local server so there is no reason why connection speed would matter. Do you have an extremely slow computer system?
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For your information the attacks against CIT and other MTA servers is a distributed reflected denial of service attack related to another game's servers. Attacker sends request to those servers with fake source IP address (where the hell is IP spoof filtering when you need it...) and those servers respond back to us with much larger response, like 200 servers sending responses to us. There are only 2 ways of stopping it: hardware firewall which might not even be that effective, or get tons of available bandwidth more than the attacker can flood. Or the attacker slips up and reveals their identity or we waste loads of time trying to contact these servers that are unintentionally flooding us and hope that they might be able to find the source, unless of course the IP address coming to them is spoofed. This wouldn't be a problem if every single ISP had egress filtering (stop fake packets leaving their network)
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"which I add to the resources?" Do you mean the newest version of map editor? Get it here: http://mtasa-resources.googlecode.com/f ... s-r717.zip
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g_P = getLocalPlayer() rocketTimer = false function rocket() local g_V = getPedOccupiedVehicle(g_P) local rotX,rotY,rotZ = getElementRotation(g_V) if not rocketTimer then local x,y,z = getElementPosition(g_P) createProjectile(g_P, 19, x,y - 10,z + 1, 200,nil,rotX,rotY,rotZ) rocketTimer = setTimer(function() rocketTimer = false end, 3000, 1) else outputChatBox("You must wait 3 seconds to fire again", 0, 255, 0, true) end end function onResourceStart() bindKey("lctrl", "down", rocket) end addEventHandler("onClientResourceStart", resourceRoot, onResourceStart) Getting the vehicle and its rotation had to be inside the firing function.
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1. You're using onResourceStart in a client side file it should be onClientResourceStart. 2. Why even bother having some code inside it, and not another bit? I'm talking about that bindKey. 3. g_Root isn't needed as root is a predefined variable. 4. If that element data doesn't need to be known server side, don't sync it (set arg 4 to false) 5. Indent your code so we can follow it (press tab at things like if, function, for) 6. You're using thePlayer inside client side outputChatBox, remove it. 7. thePlayer inside your rocket function won't work because its client side so there is no person arg needed.
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I believe that the reason of removal was that it would cause problems for hosts who force game servers to have branding, and this function would conflict with that. I suppose the only way to have it then would be if you could reload the config file without restarting the server, that would prevent the problem.