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myonlake
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Everything posted by myonlake
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No. Unmanaged and managed hosting are not in any way related to your personal computer. Those two terms mark what kind of services you are ordering from a host. A host can either provide managed or unmanaged hosting, usually the latter, but there are some large companies that offer managed hosting, so they set everything up for you. It has nothing to do with uptime. Uptime is always 24/7 with servers and personal computers alike unless you shut them down. And yes, you can host a server on your personal computer and have 100 players playing on it if you feel like it. It doesn't eat that much internet connection, as long as you have no traffic limits.
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onWeaponFire is not triggered for non-custom weapons. You need to implement your own sender event client-side, which sends the stuff to the server. Make sure to call the server trigger only once, or otherwise you can get hundreds of requests per second, which is not necessarily the thing you want. You can use a timer to do that properly, client-side. You can use onClientPlayerWeaponFire, which you then bind to the localPlayer (instead of triggering for any streamed in players that fires their weapon).
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Use the download_priority_group tag in your meta.xml file.
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You're welcome. If you're still wondering why it's not returning anything other than a boolean (and it should be something else), then make sure the element data is set before the resource is started. In MTA 1.5 you can order the downloads so one resource starts before another one. Other than that, you could trigger a custom event client-side that will update the text after you have set the element data.
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CURLE_COULDNT_CONNECT (7) Failed to connect() to host or proxy. It means you cannot connect to it for whatever reason. Make sure your internet connection is up, is not blocking ports and same for the other servers. Note, that you might have the incorrect port set to the URL field. You must pass in the server IP and the HTTP port, not the server port. HTTP port is by default 22005. You also have to make sure you have the internal HTTP server on in the mtaserver.conf file (always is, by default), it might get messy otherwise.
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You cannot destroy non-elements. You need to use takeWeapon for that server-side.
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This means "ununtrium" element data is not set, or if it is, it is set to a boolean value, which means you need to tostring( ) the guiSetText like so: guiSetText( uut, tostring( ununt ) ) And by the way, you don't need the quotes and stuff... just pass in the variable. "" .. ununt .. ""
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It's like managed and unmanaged hosting. Managed means you get full support. You don't need to do much anything. Unmanaged means you get no support. You need to do everything yourself. It depends if you want to do things yourself, or if you even know how. Usually unmanaged hosting is significantly cheaper because you do everything yourself.
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rrdns and revproxy. problem solved.
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You can do it by passing in a variable number of arguments. addEventHandler( "onClientWeaponFire", root, function( ... ) triggerEvent( "eventName", source, ... ) end ) addEvent( "eventName", true ) addEventHandler( "eventName", root, function( ... ) local hitElement, posX, posY, posZ, normalX, normalY, normalZ, materialType, lighting, pieceHit = unpack( { ... } ) end )
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You clearly have no idea what they have done since the last update.
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Can also disable streaming on the objects. Then when you get out of range just put the streamer back on. Hacky but works.
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I am not certain, but I guess you cannot replace the collisions of world models (only create new objects with those model IDs). Or perhaps there is a special case for those specific world models that disable all collisions on those models? Maybe MTA team knows about this?
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Read my message above. That explains why it isn't working.
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That's because you have not read the Wiki for information of the onPlayerWasted event. There are a lot of differences between onPlayerLogin and that, so just a copy paste does not work. Please do some of the work yourself and investigate, instead of just throwing your problem here so we can permanently fix it for you.
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me too ! im willing to pay for mta5 , i think a lot more people will maybe we can make a donations pot for it ? just because i think that the online version that rockstar made is really crap ! i mean fuk off with police and the anoying lester cellphone calls People have donated more than enough money to get custom model IDs into the game, yet it has never been considered. No need to worry about MTA5, that'll never happen. Just someone else's name and someone else's script with less support.
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The way it works right now, is that whenever you die, log out or quit, it will save your data. Whenever you log in, it will fetch that data and spawn you to that location you were saved at. If you are using another respawn script, it will never work with the save system. This system does not have a respawn script in it, so obviously that happens. You need to apply that onPlayerWasted event to the same function as onPlayerLogin. You should also set the priority of the event to trigger after the initial save so it doesn't stack up incorrectly.
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Your script doesn't work, and besides, why are you kicking people who are trying to log out? Just cancel it or do it some other way, instead of kicking them. I suggest you use my script as a base for your attempt to do that.
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If width and height is set to 0, that would simply make it not visible. Are you sure that would be of any help? If the worcBreak and clip is false, it will be visible. Well... if you think that's the right way to do it then go ahead.
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Instead of setting every value invidually, I suggest using JSON to save the trouble and make it a little bit cleaner. Try the following, I tested it and seems to work just fine. function saveAccount( account ) local account = eventName == "onPlayerLogout" and account or getPlayerAccount( source ) if ( account ) and ( not isGuestAccount( account ) ) then local x, y, z = getElementPosition( source ) local _, _, rotation = getElementRotation( source ) local position = { skin = getElementModel( source ), x = x, y = y, z = z, interior = getElementInterior( source ), dimension = getElementDimension( source ), rotation = rotation } local stats = { money = getPlayerMoney( source ), health = getElementHealth( source ), armor = getPedArmor( source ) } local weapons = { } for i = 0, 12 do weapons[ i ] = { weapon = getPedWeapon( source ), ammo = getPedTotalAmmo( source, i ) } end setAccountData( account, "account.position", toJSON( position ) ) setAccountData( account, "account.stats", toJSON( stats ) ) setAccountData( account, "account.weapons", toJSON( weapons ) ) end end addEventHandler( "onPlayerQuit", root, saveAccount ) addEventHandler( "onPlayerWasted", root, saveAccount ) addEventHandler( "onPlayerLogout", root, saveAccount ) addEventHandler( "onPlayerLogin", root, function( _, account ) local position = getAccountData( account, "account.position" ) if ( position ) then position = fromJSON( position ) spawnPlayer( source, position.x, position.y, position.z, position.rotation, position.skin, position.interior, position.dimension ) else spawnPlayer( source, 2485, -1665, 13.5, 0, 0, 0, 0 ) end setCameraTarget( source, source ) fadeCamera( source, true, 2.0 ) local stats = getAccountData( account, "account.stats" ) if ( stats ) then stats = fromJSON( stats ) setElementHealth( source, stats.health ) setPedArmor( source, stats.armor ) setPlayerMoney( source, stats.money ) end local weapons = getAccountData( account, "account.weapons" ) if ( weapons ) then weapons = fromJSON( weapons ) for i, data in pairs( weapons ) do giveWeapon( source, data.weapon, data.ammo, false ) end end end )
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If width and height is set to 0, that would simply make it not visible. Are you sure that would be of any help?
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Do you know how old MTA is? GTA IV didn't stop MTA either.
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Yes. Off-topic: I hate your badly edited profile photo.
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Whenever you INSERT or CREATE something, you should just use dbExec instead of dbQuery. dbQuery returns a result everytime, and that's why you should use dbFree on your query. However, I suggest you use dbExec instead of dbQuery, you only need to know if it in theory went through. You would get errors if it didn't work, anyway (depends how complex you want to build this thing).
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The playerbase is still at 15,000 players and higher. At least yesterday I saw over 15,000 players playing at the same time. So no, it's not going to die any time soon. Just because you want to script in GTA:V does not mean Multi Theft Auto should be the base for that. It wasn't for GTA:IV either. There are various GTA:V online projects going on right now, so just go look at them if you so much want this to happen. And MTA is a project the developers want to complete one day. That is what I mean by "finishing". It will never be completely over, but to get the Mantis list resolved and game running even better... that is what we are looking forward to. There is no reason to abandon or slow down progress in a modification that is running well, is popular and has already grown to be really big script-wise, community-wise and so on. It's just not an option, until the game is completely down at 0 players, which won't happen in the next ten years.