
Gamesnert
MTA Contributors-
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Everything posted by Gamesnert
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Textures, Frame Limiters, Haze effects, View Distance, etc.
Gamesnert replied to inteGReddy's topic in Suggestions
He means in the settings menu for as far as I am concerned. And I hope it is what he means, because it would indeed be weird if the server would get to handle that. -
Textures, Frame Limiters, Haze effects, View Distance, etc.
Gamesnert replied to inteGReddy's topic in Suggestions
He means in the settings menu for as far as I am concerned. And I hope it is what he means, because it would indeed be weird if the server would get to handle that. -
You could also just do that without a "Pause mode" and it would work fine too.
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You could also just do that without a "Pause mode" and it would work fine too.
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Well, by server-side I mean the server handles the money. Every time the server changes a player's money (giving, taking etc) the client will get this number and probably override the hack. The server should never accept money values from the client, and therefore as long as you check the player money server-side, you should end up pretty well protected against money hacks.
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Well, by server-side I mean the server handles the money. Every time the server changes a player's money (giving, taking etc) the client will get this number and probably override the hack. The server should never accept money values from the client, and therefore as long as you check the player money server-side, you should end up pretty well protected against money hacks.
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Money is handled server-side. But let me ask you this: Why in the name of Spongebob would you hack money, not even to mention on your own server.
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Money is handled server-side. But let me ask you this: Why in the name of Spongebob would you hack money, not even to mention on your own server.
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http://bugs.mtasa.com/roadmap_page.php Make sure the "Project" bar in the upper-right is set to "All projects".
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http://bugs.mtasa.com/roadmap_page.php Make sure the "Project" bar in the upper-right is set to "All projects".
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function spawn(player) local playeraccount = getPlayerAccount ( player ) local playerposX = getAccountData ( playeraccount, "positionX") local playerposY = getAccountData ( playeraccount, "positionY") local playerposZ = getAccountData ( playeraccount, "positionZ") if ( playerposX ) then spawnPlayer ( player, playerposX, playerposY, playerposZ ) fadeCamera(player, true) setCameraTarget(player, player) else spawnPlayer ( player, 2315.0593261719, -2968.7006835938, 1816.2529296875, 90, math.random(1,2) ) fadeCamera(player, true) setCameraTarget(player, player) end end function onPlayerQuit ( ) local playeraccount = getPlayerAccount ( source ) if ( playeraccount ) then local playerposX,playerposY,playerposZ = getElementPosition ( source ) setAccountData ( playeraccount, "positionX", playerposX ) setAccountData ( playeraccount, "positionY", playerposY ) setAccountData ( playeraccount, "positionZ", playerposZ ) end end I just did a quick sweep and fixed some minor stuff. Important stuff to note: - getElementPosition returns X, Y and Z. Not just 1 value - In the "spawn" function there is no such variable as "thePlayer" - In the "onPlayerQuit" function the player who quit is marked by "source", not "thePlayer" - I don't see any event handlers
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function spawn(player) local playeraccount = getPlayerAccount ( player ) local playerposX = getAccountData ( playeraccount, "positionX") local playerposY = getAccountData ( playeraccount, "positionY") local playerposZ = getAccountData ( playeraccount, "positionZ") if ( playerposX ) then spawnPlayer ( player, playerposX, playerposY, playerposZ ) fadeCamera(player, true) setCameraTarget(player, player) else spawnPlayer ( player, 2315.0593261719, -2968.7006835938, 1816.2529296875, 90, math.random(1,2) ) fadeCamera(player, true) setCameraTarget(player, player) end end function onPlayerQuit ( ) local playeraccount = getPlayerAccount ( source ) if ( playeraccount ) then local playerposX,playerposY,playerposZ = getElementPosition ( source ) setAccountData ( playeraccount, "positionX", playerposX ) setAccountData ( playeraccount, "positionY", playerposY ) setAccountData ( playeraccount, "positionZ", playerposZ ) end end I just did a quick sweep and fixed some minor stuff. Important stuff to note: - getElementPosition returns X, Y and Z. Not just 1 value - In the "spawn" function there is no such variable as "thePlayer" - In the "onPlayerQuit" function the player who quit is marked by "source", not "thePlayer" - I don't see any event handlers
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First of all: Wrong board. This is the board for MTA SA 1.x, not MTA Race. Second of all: Search contains dozens of about the same posts. Finally: Why not just use MTA SA 1.x? At least it's compatible with Vista/Win7, unlike Race, and it also contains an upgraded Race gamemode and upgraded Map Editor. Heck, you don't just have race gamemode anymore, but stuff like DM too.
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First of all: Wrong board. This is the board for MTA SA 1.x, not MTA Race. Second of all: Search contains dozens of about the same posts. Finally: Why not just use MTA SA 1.x? At least it's compatible with Vista/Win7, unlike Race, and it also contains an upgraded Race gamemode and upgraded Map Editor. Heck, you don't just have race gamemode anymore, but stuff like DM too.
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A bottle of search and a cup of patience will do.
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A bottle of search and a cup of patience will do.
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if (not pistolstat) then ... elseif (pistolstat < 500 ) then ... ... end I haven't edited the original code itself, but this is just to give you an idea of where your errordetection should be. (I hope ) In simple words: In front of your "if pistolstat < 500" check. As that's the place where the script would otherwise abort due to comparing an int with a boolean.
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if (not pistolstat) then ...elseif (pistolstat < 500 ) then ......end I haven't edited the original code itself, but this is just to give you an idea of where your errordetection should be. (I hope ) In simple words: In front of your "if pistolstat < 500" check. As that's the place where the script would otherwise abort due to comparing an int with a boolean.
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I doubt there's anything to change the visible distance, as it's not on the wiki. For the alpha issue: issue #3945. This means there are only 2 options left: (for as far as I can see, at least) - Destroy and re-create the blip (which you don't want) - Make it server-side and use setElementVisibleTo (which, frankly, is even worse)
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I doubt there's anything to change the visible distance, as it's not on the wiki. For the alpha issue: issue #3945. This means there are only 2 options left: (for as far as I can see, at least) - Destroy and re-create the blip (which you don't want) - Make it server-side and use setElementVisibleTo (which, frankly, is even worse)
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[solved] problem with getPedOccupiedVehicleSeat
Gamesnert replied to dzek (varez)'s topic in Scripting
You can do: getVehicleController(vehPlayer) OR getVehicleOccupant(vehPlayer,0) I don't exactly get why there's a getVehicleController if getVehicleOccupant can be used to do the same, but oh well. Choose whichever you want, basically they'll do the same. -
[solved] problem with getPedOccupiedVehicleSeat
Gamesnert replied to dzek (varez)'s topic in Scripting
You can do: getVehicleController(vehPlayer) OR getVehicleOccupant(vehPlayer,0) I don't exactly get why there's a getVehicleController if getVehicleOccupant can be used to do the same, but oh well. Choose whichever you want, basically they'll do the same. -
[solved] problem with getPedOccupiedVehicleSeat
Gamesnert replied to dzek (varez)'s topic in Scripting
I can't help to wonder: Is this script client-side, or server-side? As getLocalPlayer is client-side only, and getPedOccupiedVehicleSeat, is server-side only. -
[solved] problem with getPedOccupiedVehicleSeat
Gamesnert replied to dzek (varez)'s topic in Scripting
I can't help to wonder: Is this script client-side, or server-side? As getLocalPlayer is client-side only, and getPedOccupiedVehicleSeat, is server-side only. -
I think all of the data you want to keep (client-side, at least) is in: %MTA install folder%/MTA/coreconfig.xml Backup that file, and you've got most stuff covered. I don't think you'd really need any other files. But eh, 1.0.3 won't override your settings for as far as I know... You can always backup just in case, but I doubt it's really necessary.