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Gamesnert

MTA Contributors
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Everything posted by Gamesnert

  1. Hospitals = { {1634.4591,1768.1781,10.8203,270.0}, {1225.4983,308.7397,19.7472,157.0}, {-2655.7307,636.2322,14.4531,188.0}, {1174.2993,-1323.4747,14.7891,270.0}, {2027.4967,-1406.1840,17.2150,191.0}, {-2119.7444,-2388.7043,30.6250,55.0}, {-316.1642,1054.7610,19.7422,354.0}, {-1514.6053,2523.7820,55.8071,0.0} }; This should do it I think.
  2. Gamesnert

    Network module issue

    What version are you trying to install? Try installing another version for a change. Don't worry about not being able to play, as 1.0 works with 1.0.1, 1.0.2 and even the 1.0.3 nightlies. Of course, the opposite also counts. As long as you don't try to use the DP's, Race or SA-MP to connect, it will work. (unless the error pops up again) (Might you not have seen it, each version number carries a download link)
  3. There's a skin selector on community: Simple Skin Selector Never tried it, but it appears to work.
  4. Gamesnert

    MTA IV

    no Oh and by the way: https://forum.multitheftauto.com/viewtop ... 15&t=24428 https://forum.multitheftauto.com/viewtop ... 15&t=24674 https://forum.multitheftauto.com/viewtop ... 15&t=23694 (a few topics I dug up. Really, General MTA Discussion board is chocking on them) It sounded like something cool before IV released on PC. After however, it seems like it would be the biggest waste of time on the planet.
  5. This entire topic is off-topic, as there is no real topic. Be happy with your 41 line WIP, MOH. But frankly, I doubt anyone cares until it's actually a mode and not a pile of scripts. Actually, I doubt people would actually care when it IS a mode.
  6. Something like this? Web panel - Multi Theft Auto Community
  7. Start a server, portforward the ports to your PC and make your friends connect. Default ports: Dedicated server application: - 22003 UDP - 22005 TCP - 22126 UDP "Map editor" menu button: - 22010 UDP - 22011 TCP (Note: Not visible on the server browser!)
  8. setVehicleOverrideLock doesn't exist, setVehicleLocked does, however. The example pretty much shows how you should do it.
  9. I think crappy internet is more of an issue here. It's probably just that you're not receiving several packets. It's a known issue, and I think it's still being solved by the devs. It just appears to be a little difficult.
  10. *ahem* https://forum.multitheftauto.com/viewtop ... 04&t=25693 Besides that, there is a search bar on the upper-right. You'll find your answer in the matter of seconds...
  11. Gamesnert

    Nothing

    Could you please tell us what part of the lower script isn't working?
  12. Gamesnert

    Progress

    You don't HAVE to update. 1.0 users can join a 1.0.2 server. (unless version kickers are enabled) Heck, I have a 1.0.3 untested-2 client (which is a nightly) and I'm joining servers from 1.0.2 and 1.0.1.
  13. There's a solution, but it's for server-side only. getResourceExportedFunctions
  14. Gamesnert

    Lan server

    Seems like you're using an outdated version of Admin. If I remember correctly, the newer admin resource has this piece of code disabled.
  15. These were added in 1.0.2, but are "removed" in the early versions of 1.0.3. The way I see it, you have 2 choices on "fixing" this problem: 1. Back to 1.0.1 2. Upgrade to 1.0.3 untested-2 (Note: 1.0.3 untested-2 is technically 1.0.2 with minor changes. (like synch trouble disabled by default) And well, kinda needs (play-)testing.)
  16. Issue #4391 - Game crashing when starting a local server on Win7 Seems like you're using WIndows 7, so just so you know, you don't seem to be the only one. There's an easy way to get around this, however. Go to the directory where you installed MTA, and open the "server" folder. Open "MTA Server.exe". A kind of DOS-like window should appear. Wait for it to start and type "start editor" and then hit enter. Now open the MTA client, and join: IP: 127.0.0.1 (localhost, aka your own PC) Port: 22003 (if I remember correctly) I guess that should help you. Oh by the way, if you open the correct ports, you can also use the map editor with multiple players. So you can map together with your friends. (for instance) Nice little detail if you ask me.
  17. Gamesnert

    Progress

    Besides, 1.0 is compatible with 1.0.x and the other way around. If you don't like to update, just stick to 1.0. (although several servers kinda refuse connection for version < 1.0.1)
  18. You can easily hack in radio channels in a script.
  19. setVehicleDamageProof is the answer.
  20. I'm just wondering, what's the difference between this resource and the one already on community? Except for a longer name and a small window? Besides that, I think this should be in the Resources board.
  21. Because you don't even want to tell HOW and besides that, this is the SUGGESTIONS board. Do you know what suggestions are? They're ideas on making something better, not to place something stupid like this. Just to clear it up for you.
  22. Ah that way. I thought you meant the camera on top of Mt. Chilliad. I have some hack in one of my scripts which calculates a specific distance behind the player, set the camera matrix to that and then setCameraTarget with a small timer. Although for a real solution, I guess you need to poke the MTA devs with something to make them fix issue #4579.
  23. There's your answer, because it's by far not just restricted to his own. Think about it. function callServerFunction(funcname, ...) local arg = { ... } if (arg[1]) then for key, value in next, arg do arg[key] = tonumber(value) or value end end loadstring("return "..funcname)()(unpack(arg)) end addEvent("onClientCallsServerFunction", true) addEventHandler("onClientCallsServerFunction", root, callServerFunction) This tells the server to do exactly the function entered. It won't just simply kick the player itself if he uses kickPlayer, but it targets the target specified. For instance: callServerFunction("kickPlayer",getPlayerFromName("unsuspecting_victim")) -- Not sure if I used it correctly, but it's about the theory The server would handle this piece of code like it's a piece of a server-side script. Therefore, it would kick that player. Now you might be at some point, "how could they access callServerFunction anyway?" Don't ask me, I don't know. But frankly, I wouldn't want to find out either. The best way for preventing is is to simply place the falselogins check server-side. This means you would need to send the amount of falselogins with the triggerClientEvent though.
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