myonlake
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Everything posted by myonlake
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Projectiles are not synchronized so this cannot be done, at least for now the only thing you can do is have an approximate, but that can vary under certain circumstances. Why exactly would you need to look if the vehicle was hit by a projectile anyway? Use onClientExplosion as an alternative, and in case we are talking about a single scene you should be doing exactly this, and have it be attached through inside the function on to the vehicle you want to check for possible projectile explosions. Projectiles explode when they hit something (or time out), it should be about the closest thing you can do for now.
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That's something you can't really fix, though you can try deleting all resources from this path: D:\Program Files (x86)\MTA San Andreas 1.4\mods\deathmatch\resources It has worked for me sometimes, but usually it has something to do with the server and the file/meta.xml.
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This has absolutely nothing to do with server related issues. Windows sometimes tends to lower the volume of programs by itself. You should check the volumes up from the start menu bar.
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People can enjoy gameplay with no objects placed at all. Maybe optimize your server a little bit instead of trying to overload everything to the maximum.
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Besides why the heck do you need that many objects in one spot? Just get someone to combine those models together, which will reduce problems dramatically if done right (has its drawbacks I know, but works). And like Crystal said just make a proper streamer. Smaller detail objects show up at close distance and hide at longer distances where LOD kicks in. Besides MTA:Eir branch already has this stuff covered more or less. I doubt you have tried anything except createObject to test your problem. Anything is possible and I would at least expect you to try all options before suggesting something on this forum to make your and other new/inexperienced scripters' lives easier. And if you have tried something, then revise your original post with the info so we can see for ourselves.
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Maybe consider adding more evidence that it is stolen and it is yours or someone else's. Just posting a photo of the last modification date does not count as stealing.
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HELLO ADMIN ? no respect with users Be patient and wait for them to review your report. And stop talking about respect - they are not your slaves, they do this by volunteering to do it.
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Well, it wouldn't be 1, but a lot lower amounts of objects to load and it ain't only 1 because maximum of 512x512x512 is the dimensions of an object (as far as i know, unless it was improved) Yeah well, the point still remains the same. Less model counts when you have a number of larger models containing smaller models within it. I have seen that some GTA's default interiors are made out of one big object. This is what you should be looking at instead of 1000 at one spot. Obviously there may be drawbacks, but I wouldn't say it's a bad idea.
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Well, that is when you need to start to think about marketing and making your server be the best of the best. It is possible, you just need to know in which part of the crowd you want to light a candle at.
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We cannot help you with that. You are using obsolete and unsupported code to connect to and communicate between a database server. Convert your code to use the database functions provided by MTA by default.
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So what is the problem with creating a combined model for all that "detail". You can just ask someone to make a combined model for you and apply the textures to it. That way you only have 1 object to surround your race track.
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They would need to have separate networking code and totally different back-end memory addressing and reading. It is a whole new project, so to say, as the whole game is different on back-end. Obviously front-end would change a lot too as we are talking about handheld devices. There are so many limitations for stuff like this to happen. Besides I do not think Rockstar Games would enjoy breaching onto another platform that they have conquered. Already lucky enough to have this spot.
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I think releasing something widely everywhere is most likely going to be a better idea than release it secretly or not do it at all. Someone is going to repost that one and claim it as yours - and this is when MTA team cannot help you at all (except the community, but what about forum posts eh, they actually said they do not care if something is stolen). Besides open source is what it is and in my opinion it works the best and is the current and the future. The only downside is you may have to respond to a lot of questions and issues while it is out there. I know, as I have been there a few times before on several projects.
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To be honest I think you should try to accept the fact that not everything can go as you please. As a matter of fact, I am part of "the everybody", as you call it. I have the right to go against a change if I want to if I explain the situation. You certainly have the right to keep posting those ideas if you like - no one is stopping you. But as you explained a few posts ago, you are no scripter and you cannot possibly pay attention to these things as much as those that actually develop stuff and deal with these kind of situations on a daily basis. That is why I would like you to respect my replies, as much as I do yours excluding all the insultive comments. This will not permanently fix any of what you think it does, like I said a couple posts ago. I hope you understand that for even the most perfect things there are always downsides and problems, which unfortunately are simply said unavoidable, or at least beyond a few hundred commits. And of course, there is never a way to exactly make everything work flawlessly, we are talking about a client-side program anyway am I right? But if you want to make an anti-cheat system work at least for the most part you would need to figure out how to go against problems of such sort. This can be avoided, but it has to be made right and tested out a dozen times. I know many good suggestions for MTA that were later dropped for core GTA related problems or simply the fact that there were more downsides than good sides. And if you want your suggestion really reviewed and possibly done, then you may as well post it to Mantis and donate some money to the issue while at it. Until then, I really hope you read your messages before you post because you are way out of line. And just to clear out the part where you think my reply is sort of wrong - it is not, because the thing here is that the cheat that this script would defend, would be avoided by another one. And if you defend that, it will be avoided by another one. That is what cheaters do all day long, trying to breach and find new access points of vulnerabilities. Those vulnerabilities cannot be fully patched as we are for Christ's sakes talking about client versus server communication. You can, at worst scenarios make the server do whatever you tell it to do - maybe send a global message, kill a player, shut down or even inject a self-destroy virus if you please. Of course for the majority of online games these are prevented, but falsified data is falsified data and if not accordingly parsed and verified then.. you know what happens then. But, I am no expert with MTA networking so I would not know how they do their usual verifications. This is however an important matter, which I wanted to point out to you. If there is anyone who knows differently - feel free to correct me, or ammend my reply if I seem to be correct at this and you have something to add.
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WTF? No badly i'm not scripter and it's not easy to script man i see this script client side in (C:\Program Files (x86)\MTA San Andreas 1.3\mods\deathmatch\resources\pl-Syncro) and it have got like 1500+ lines this script it's ultra advance scripting man it's not easy to script and what i'm suggesting it's much more better than the actual "Bullet Sync" because it fixes the laggers advantages and basically skinhackers will be obsoleted. If you don't want to do it then pay a scripter to do it for you. These "ultra advanced" scripts are not made for free nor there is any other way to get them. Either you buy it or you do it yourself. You can't possibly expect the MTA developers to treat each suggestion as priority, especially because they don't get paid for what they do and MTA is considered a personal project when applying for a job or studies, besides reverse engineering is against EULA of GTA, so that can be taken as a minus point despite all the hard programming work.
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Please revise your reply. I cannot see how exactly this is going to fix any existing bugs, or make MTA "a lot better". If people want to have problems with false packets and spoofed digital signatures then go ahead and script it yourself on your server. There is absolutely no way this will ever work as you may think it will. It works for those that play fair - but to the most that want to abuse every possible weakness, this is one of those. Not really wise to spend time on something that can be worked around by one line of code on client's computer - and don't bother digital signatures; the only thing that will do is kick the player, but not stop them from trying. Besides I believe you can trick those too. And banning is useless as well; I mean, it's quite clear already that you are able to spoof anything that is sent out from your end. This includes you spoofing your MAC address ending up with a new serial, or whatever static values MTA uses nowadays. And obviously IP is as easy to spoof as one click away. Not much you can do about that, sowwy. Unless you get a dedicated server dedicated just to be a gate between client and server and verify all possible data and refuse any other data that doesn't match. That way you won't have trouble with processor running at capacity all day long and eventually burn out. Though the least that will happen is it will spam your kick log file up to 1 Gb eventually. Your negativity doesn't help and tell me smart ass if you are as smart as you think DO YOU KNOW OTHER FUKING SOLUTION TO OVER WITH SKINHACKERS AND LAGGERS? Crying "no it won't work bla bla bla" doesn't help atleast i give ideas to make MTA much better, nowdays in MTA there are daily laggers who basically there isn't solution to over their de-sync or lag so the only way to make them possible kill i find it's this using "The False Self" LOL why? there is no bug nab. and i know i can disable edited skins and i remenber you that the 80% of people use mods for their San Andreas and the most of the mods are not to abuse they are to make san andreas beatifuler and it's annoying don't beging able to use an edited skin. Just because the idea might be good, the actual outcome will not be. That is something we all have to take into account before starting to make new features to anything. And in my opinion, the outcome will change at first, but eventually (probably not long), someone is going to release a public version of a spoofer tool, which by the way you can find in the intenet already.
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Please revise your reply. I cannot see how exactly this is going to fix any existing bugs, or make MTA "a lot better". If people want to have problems with false packets and spoofed digital signatures then go ahead and script it yourself on your server. There is absolutely no way this will ever work as you may think it will. It works for those that play fair - but to the most that want to abuse every possible weakness, this is one of those. Not really wise to spend time on something that can be worked around by one line of code on client's computer - and don't bother digital signatures; the only thing that will do is kick the player, but not stop them from trying. Besides I believe you can trick those too. And banning is useless as well; I mean, it's quite clear already that you are able to spoof anything that is sent out from your end. This includes you spoofing your MAC address ending up with a new serial, or whatever static values MTA uses nowadays. And obviously IP is as easy to spoof as one click away. Not much you can do about that, sowwy. Unless you get a dedicated server dedicated just to be a gate between client and server and verify all possible data and refuse any other data that doesn't match. That way you won't have trouble with processor running at capacity all day long and eventually burn out. Though the least that will happen is it will spam your kick log file up to 1 Gb eventually.
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Because it makes no sense. A XML handle cannot have an XML attribute, you must first find a child and then get its attribute.
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Please show your script in order for us to be able to help you with your problem.
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You can use the math.random function within Lua to make them fire at a random interval. You should also consider switching the third argument on the setTimer to 0 so it will run indefinitely.
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Please use the MTA:Eir branch via Google code in order to do something like that.
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What are you using the script for even - if you're using it server-side and it's used individually for specific players, you should know that you'd potentially have up to 4096 simulatenous timers running at the same time each second. Can you explain what exactly are you doing that timer for? And could it be moved to client-side, as that would be efficient for the server performance. Besides you can just use getTickCount( ) client-side.
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It may have a restriction on how many IP addresses can remotely access the database; or how many connections are allowed simultaneously. Also make sure your server is able to connect to the server itself by pinging it. You should also verify that your connection settings are the same as on your three other servers.
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You cannot connect to a database if it is remotely hosted for security reasons. You are, however, able to make an exception in the server settings. There is a cPanel extension (unless it comes by default) for remote access management, where you can add exceptions for specific IP addresses. I've used this feature many times before to allow my server have direct access to web panel. Not all hosts come with cPanel though, so you will have to define that in the server settings. In case you are not able to alter the server settings then you will have to start a support ticket in order to get the host do that for you. Most paid hosts allow remote access if you just ask them. Confirm this in their FAQ/rules/ToS page to find out if they disallow such action - they might actually drop your account for not complying to the ToS, has happened to me before (got that fixed up later on without extra cost - was not my fault anyway). Free hosts rarely allow remote access because of obvious reasons, there are some I guess, but that's quite rare and they might have limitations on everything else you might need. Remote access depends totally on the host though - some companies have lesser protection and security features up than some, and for that reason some hosts may not like remote access for their own safety. Besides you could potentially run your own SQL hosting if you just gave access to specific IP addresses, and without authorization it is disallowed everywhere and that will cause financial loss for the company big time - which may end up with you getting sued and they take all your money away. The best way to know if they allow remote access is to read their help sections, or just ask them directly via a support ticket - they will give you an answer.
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Instead of checking a specific location you should use a variable to define when the gate is totally open and totally closed and if in the middle then either go for the closest route or cancel the action. Checking object coordinates is not always accurate as it may depend on several things.