Jump to content

Gamesnert

MTA Contributors
  • Posts

    2,035
  • Joined

  • Last visited

Everything posted by Gamesnert

  1. 1. Cheating is wrong whether people know it or not. 2. gta3.img isn't checked for mods, meaning you can simply use model / texture mods.
  2. Gamesnert

    Help?

    This means you have stuff like handling mods, weapon mods etc. You need to remove them to play on most servers. Overwrite the contents in: %Your GTA San Andreas folder%/data ...with the contents of the original data files package.
  3. Do you get a download error if you wait some time? Note that downloads in MTA can be slow and might take some time to initiate. If you really can't join, there are a few things you should check: - Can other players join that server? - Can you join other servers? If nobody, or only a few people, can connect to the server, it's a problem with portforwarding on their side. The HTTP port required for supplying the files, is probably blocked. Contact the server staff and try to find a solution. If you can't join any server, the problem is on your side. Check for anything that could block programs from using the internet, including firewalls, anti-virus applications, internet security, routers, etc. Disable them one-by-one to see if it solves the problem, and enable the things that didn't block MTA again. If other players can easily connect to the server, and you can connect to other servers, contact god that he should stop messing with your life. Ok, well... Just in that case, I don't know what could be wrong. Perhaps if your internet is wireless and unstable, try fetching a wire somewhere and just connect the router to your PC in that way, see if it helps. Except for that I can't come up with anything.
  4. Shall I help you right now then? Versionchecker For the serial system, I mean that you should make your own. For example: --------------------------------------------------------------------------------- - Make an SQLite table, specifically for storing serials. - When the client joins, the resource should check if a specific file (for instance "dontopenthis.lol" as filename) - If the file exists - Check content (there should be some sort of uniquely generated serial key) - Send the serial to the server for verification - If banned or non-existant - Kick the player - Else - Nothing - Else - Request the server for a new serial key - Receive the key, and store it client-side in the same file as in the check - Nothing else --------------------------------------------------------------------------------- The SQLite only has to consist of 1 column: The serial. However, a "banned" column would also be useful in case you accidentally banned a serial which you weren't supposed to ban. For more about the SQL part, I refer to the SQL pages on the wiki. I'm just listing one of the ways in which you could make it. --------------------------------------------------------------------------------- Randomly generating serials shouldn't be hard. Basically you could do this: local serial = "" while serial == "" do -- As long as the serial is empty... for i=1,10 do -- Repeat 10 times serial = serial .. string.char(math.random(97,122)) -- Randomly generate an alphabetic character end if serialExists(serial) then -- This should be a check, or function of your own. Just done to try and make it easier serial = "" -- Serial already exists, so let's reset the serial to empty so another serial is generated end end addSerialToDatabase(serial) sendSerialToClient(serial) For a list of codes for string.char, I refer to the ASCII page on the wiki. --------------------------------------------------------------------------------- Client-side, you can save it in an XML file. But, never save a serial in a .xml file. Sounds confusing? Let me show what I mean with this: local xmlFile = xmlCreateFile("something.jpg","getout") -- Create an xml file which we cloak as a jpg file That's right. Saving XML data in an image file works. Just... Don't try opening it in image viewing applications, as you'd be wasting your time. (note: Since jpg is mentioned in this example, it might be recommended to use another common extention, as people who read this topic otherwise know where it's saved) --------------------------------------------------------------------------------- So that's a bit of hinting you how to do a small, simple serial system. Of course, this is not the best way of doing it, and not the safest way either. But it's just an example. Just note: Whatever you come up with, people will find a way to avoid it eventually. You can only slow down ban evaders, never stop them. Just in case it gets cracked, you can do: - Hiding copies of the serial file in different resources with different file names, to make sure it's harder to crack - Having a login system which requires players to login - Making it more difficult to obtain a serial key - All other sorts of protection - Making the client request which files to look at, so people can't look into the script and see which files in which resources are blocking them - Cloaking the resource to look like it's something that belongs to a gamemode - Hiding the same script in several resources - Whatever you can come up with ** NOTE: Security measures, although sometimes required, can also affect normal users. Find a right balance to hurt normal users the least possible, yet have a way to block the cheaters / hackers **
  5. You could of course block MTA 1.0.2, or you could think of something to replace the (currently broken) serial system. Something like a hidden client-side XML file, in which some randomly generated serial is stored. On join, the serial would be checked if it's banned, and if it is, the script should kick the player. (I wouldn't advice auto-banning, as you'd end up with a list of so many IP / Serial bans that nobody can join anymore) I really hope the username system will come online sooner or later. Preferably sooner. To evade a ban, they'd have to register another account. If only this would become time consuming, then it just wouldn't be worth joining the server just to get banned again.
  6. How about closing down AVG? Does that work?
  7. That's in the same bug report. The only thing you can do for now is to see what has changed between the time before and after it broke.
  8. There are several problems with your code, CTCCoco. General tips - Try scripting in English, even if your English isn't good. Practice makes perfect anyway, and it gives us more of an idea what you're trying to do, making support easier. (currently most variable and function names are not easy to understand for anyone outside of your language) - Indent your code properly. At the moment, your "crearComprarCasasWindow" (whatever it might mean) is an unreadable chunk of code. Put a few tabs or spaces in front of lines to make the code a lot more readable, making support yet again a lot faster Possible issues - Line: 5 / Where is "casasnum" defined? - Line: 9 / Col sphere "posicionjugS1" is created, but never destroyed or used. (except for line 10) Delete the col sphere as soon as it has outlived it's use - *** Skipping to remotePlayerJoin() due to difficulty understanding the code *** - Line: 46 / setTimer - I don't know what you're trying to do, but you do realize that putting 0 for the 3rd argument means that it would keep running, don't you? Because right now, you're creating a new GUI every 3 seconds for every player that joined after you. Speaking of memory waste. @Famas... eh... or his brother? : Do note that placing the event server-side will only create more hassle, bandwidth usage and error message spam (while downloading for instance) in the server console.
  9. He meant that there are 2 functions which appear to be exactly the same. And both are bound to the same command. He also noticed you aren't calling the teleport function. (god I should learn to read before posting D:) And finally, this is a tip for the use on the forum from him, to use [lua] (or ) instead of just [code]. It makes reading your code yet another bit easier.Anyway, put that event handler I posted before into the cUFO function, just after you create the marker. If onMarkerHit would work with attached markers, it'll work properly. If not, then... It doesn't eh?
  10. Perhaps you should try it first, it might just be me who had a failed test with attached markers about 2 years ago.
  11. will there every be a version that can use mods in the future ? I really think I shouldn't repeat myself, but here goes: It has been blocked for a reason. As I (should have) said before, modding is not supported. aka, no there won't be such version You just need to find servers which allow mods, which are in low numbers. Or wait for MTA SA 1.1, which will probably have handling functions for scripters. (to make something like this)
  12. For as far as I know, attached marker elements don't trigger onMarkerHit. In fact, you forgot to add the event handler entirely addEventHandler("onMarkerHit",beam,teleport)
  13. I mean adding your own event with addEvent and then using triggerServerEvent.
  14. It has been blocked for a reason. As I (should have) said before, modding is not supported.
  15. Trigger a server event for the kicking, since the client can't kick itself.
  16. You could try disabling internet security. However, this is a known problem and occurs far too often. Bug report on this problem: issue #5174
  17. Also note that you can replace: bindKey ( "(key)", "down", funcInput ) bindKey ( "(key)", "up", funcInput ) with: bindKey ( "(key)", "both", funcInput ) Should save you a bit in lines.
  18. Or overwrite your data files with this. Extract in %GTA San Andreas install folder%/data (overwrite all files)
  19. True and true. MTA has blocked game file modification since 1.0.3. Since all other versions (except older than MTA 1.0) still work with 1.0.3, though, you can just go to a lower version and still play with your edited files. ... In theory. There are servers which block any version older than 1.0.3. Because of the edited game file check. Note that this check isn't there for nothing, though. It's blocked because any editing of your game files will give you a certain advantage, which is cheating, obviously.
  20. You should just replace them, yes. What error are you getting? Let me put this in this way: If you want to play with your drift handling, go find a server that allows custom content. (data files checks are disabled for those servers) Custom handling scripting functions have yet to be implemented into MTA, so the only options you have is either don't play with your handling mods, or just find/host a server which allows mods.
  21. Gamesnert

    Big Problem

    how can i do this in mtaserver.conf file ? Simply said, you can't. The only way you can do it, is by script. Add an event handler to onPlayerConnect, check the player's version and if it's too low (259 = 1.0.3 I think, if it's lower, it would be an older version) then you'll use cancelEvent to stop them from connecting. Note that you can use the "reason" parameter of cancelEvent to show them a message why the connection was refused. (See example on onPlayerConnect page)
  22. Fixed. If what you really said would be true, we wouldn't have issues like these: Issue #5222. I'm glad every vehicle in MTA has a radio though, it's easier to disable the radio for certain vehicles than it is to enable them for certain vehicles.
  23. For as far as I know, just editing the ACL.xml should work fine. For instance to block "createvehicle", you just don't give the "Default" class access to "command.createvehicle".
  24. Gamesnert

    Col Circle

    Although it's nice and all you post images, just pasting your code directly into your topic makes helping you a lot easier. outputConsole ( "Syntax is: set_zone " 154 2029 " ) What are you trying to do here? I think it should be: outputConsole ( "Syntax is: set_zone [X] [Y]" )
  25. Check your mtaserver.conf. Look what ports you need. (look for and ) Assuming these values: serverport: 22003 httpport: 22005 Your first state of business would be looking what ports you require: Server port (22003) UDP HTTP port (22005) TCP ASE port (???) UDP <-- Server browser So the only thing we lack is the server browser port. But actually, we don't lack it. As the mtaserver.conf says: There we go. Now we know what ports we need: 22003 UDP 22005 TCP 22126 UDP Now you just need to portforward your router and done. At least, you still need to wait a couple of hours until game-monitor registers your server in the server list, but after that everyone should be able to connect. Enjoy I guess.
×
×
  • Create New...