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Everything posted by IIYAMA
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How many times are they suppose to use that command? (like everyday or only ones per account) Well at least try this: local vipItemsSetLimiter = {} function useAgain() if vipItemsSetLimiter[source] then -- check vipItemsSetLimiter[source] = nil -- remove end end addEventHandler("onPlayerWasted", root , useAgain) -- clean up -- addEventHandler("onPlayerQuit",root, function () if vipItemsSetLimiter[source] then -- check vipItemsSetLimiter[source] = nil -- remove/clean up end end) -------------- function giveVipItems(thePlayer) if not vipItemsSetLimiter[thePlayer] then -- check if isObjectInACLGroup("user."..getAccountName(getPlayerAccount(thePlayer)), aclGetGroup("VIP")) then if use == 0 then setElementData(thePlayer, "Map", 1) setElementData(thePlayer, "GPS", 1) setElementData(thePlayer, "Box of Matches", 1) setElementData(thePlayer, "Toolbox", 1) setElementData(thePlayer, "Watch", 1) setElementData(thePlayer, "Night Vision Goggles", 1) setElementData(thePlayer, "Infrared Goggles", 1) setElementData(thePlayer, "M4 Mag", 150) setElementData(thePlayer, "M4", 1) setElementData(thePlayer, "CZ 550 Mag", 25) setElementData(thePlayer, "CZ 550", 1) setElementData(thePlayer, "Medic Kit", 1) setElementData(thePlayer, "Morphine", 1) setElementData(thePlayer, "Painkiller", 2) setElementData(thePlayer, "CZ 550", 1) setElementData(thePlayer, "CZ 550 Mag", 30) setElementData(thePlayer, "Milk", 2) setElementData(thePlayer, "Camouflage Clothing", 1) setElementData(thePlayer, "Pizza", 2) setElementData(thePlayer, "Infrared Goggles", 1) setElementData(thePlayer, "Night Vision Goggles", 1) setElementData(thePlayer, "MAX_Slots" , 26 ) outputChatBox("VIP: Items set !", thePlayer, 50, 255, 0, false) vipItemsSetLimiter[thePlayer] = true -- store end else outputChatBox("VIP: Only VIP users can use this command!", thePlayer, 255, 0, 0, false) end else outputChatBox("VIP: You can only use this command ones in a lifetime. : )", thePlayer, 255, 0, 0, false) end end addCommandHandler("vipitems", giveVipItems) -- not needed> , thePlayer
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If you really want that folder to exist. Like for keeping your resource administration. You have to put it like this: MTA/server/mods/deatchmatch/resources/[myserver] Mta will ignore folders when you put the name of the folder between those brackets [].
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Tanks can't damage other tanks, only the fire of the explosion causes damage. (fire damage can't be detected well and most of the time there is no owner) That you guys haven't figure that out yet. O_o
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Is it that worse? I haven't had any issues with it, yet I hardly get players in my server. (I haven't found out why yet) How much fps are you missing in compare to 1.4.1?
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You tested the event: onPlayerNetworkStatus ? I am freezing the players by using (client)>onClientPreRender+setElementPosition+setElementRotation+elementdata+(server x1)>setElementPosition+setElementRotation+setElementVelocity It is their problem that they have those connection issues, if I do not do this my server. A special script of mine that detects bullet hits serverside would work sometimes incorrect because the players will not stop moving, but doing what they last suppose to do(last packet they send). GetElementPosition will only return data of the last packet, which as result the players don't know where to shoot this snail. Already thought of it and added it 1,5 year ago. It is only the question on how much % of packetloss this should be used. Before I had 30%, 30% does not works on small issues which sometimes last longer than 2 seconds. Now I am applying 5% and I hope that will work.
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I am already using getNetworkStats > packetlossLastSecond. But it is kinda hard to check because it is over 1 second and require a timer which gets executed a lot. So I though that onPlayerNetworkStatus might work better.
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Did anybody tested/used the event onPlayerNetworkStatus? I am wondering how sensitive this event is. Also if it is for small interruptions or only large ones. Why I am asking this question? Because sometimes players have small network interruptions which causes teleportations and I am very curiously if this event can detect those. https://wiki.multitheftauto.com/wiki/On ... workStatus
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I ones wrote messy and unoptimised code for it. To try it out. You can use/edit it if you want, I don't really care what you do with it. If I need it, I will probably rewrite it from scratch. The problem with the code is that it is really slow ones starting creating it(texture) and it renders slow because it is an image according to the absolute resolution. https://dl.dropboxusercontent.com/u/631 ... reator.zip
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You can, by convert them to pixels and only using textures. https://wiki.multitheftauto.com/wiki/DxCreateTexture https://wiki.multitheftauto.com/wiki/DxGetTexturePixels https://wiki.multitheftauto.com/wiki/DxSetTexturePixels
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Your post didn't show up*, so you made another one. It is called slow internet.*
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Loading lots of mods/textures should be done with onClientRender(+getTickCount()). The engine will render a next frame when the process has been finished. The lagg will spread over a longer period of time and the amount of crashing should be reduced. onClientElementStreamIn should working too, but I do not recommend you to unload them when they got streamed out. Loading and unloading cost a lot of memory. You could try a combi with onClientElementStreamIn and onClientRender.
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What you can do is download the require files from another server. So you can speed up the download speed. Take a look at: MTA San Andreas 1.5\server\mods\deathmatch\mtaserver.conf
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This piece of code has nothing to do with your error.*
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Must have worked 1 of the 2 ways. The only thing you need is creativity and lua skills. There is another thing you can do if you can't get a long with getScreenFromWorldPosition and getWorldFromScreenPosition. By scripting an overwrite. Zooming in mta works with steps, there are an amount of steps you can zoom in/zoom out. bindKey -- "zoom_in" "zoom_out" > function -- create a variable which contains the zoom status. setControlState ( "zoom_in", true) -- zoom in setControlState ( "zoom_in", false) -- increase variable zoom status setControlState ("zoom_out", true) -- zoom out setControlState ("zoom_out", false) -- de-increase variable zoom status toggleControl -- "zoom_in" "zoom_out" > false -- onClientPreRender -- check if aiming with sniper else reset the variable zoom status. I have made it like this before (an overwrite of zooming with sniper), so I can guaranty it will work.
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There might be a way. (probably inaccurate) Using: getScreenFromWorldPosition getWorldFromScreenPosition Since you can convert pixels > units and units > pixels using those functions. When you zoom in, you can see less units than when you zoom out. Etc. Also it might be possible with only getWorldFromScreenPosition, if this returns a correct position. Then you can compare it with getPedTargetStart.
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Why are the .so files in the /x64 direction, of a 64 bit mta server? (core.so / net.so / xmll.so) Must I keep the: core.so / net.so / xmll.so in that folder? Or move it up like the 32 bit server? Very nice! I love it!
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No, I can only fix your script or learn you how to do it, not writing it for you.
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That is obvious, you aren't setting elementdata with in the function addPlayerZombieKills from line 12 t/m 18.
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outputChatBox('|...........Do Not Change Script............|', getRootElement(), 0, 0, 0, true) outputChatBox('|..................Eminem Created This....................|', getRootElement(), 0, 0, 0, true)
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Png-8 can be selected when you use the save for web methode. Png-8 is smaller, but is terible with alpha blending. Your game did also freeze using the onClientRender methode? Well you solved it, but I am still kinda interested.
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There are no functions for that, unless you make the F11 map yourself.
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Maybe your textures are too heavy? Try to save with "dxt5", dxt3 is an older version of dxt5. Still now chances? > Save large png's without alpha changes/levels, with png-8. And I strongly recommend to load a lot of textures with "onClientRender" in combination with getTickCount(). Because somehow the next frame has to wait before the function has been fully executed. This is an old bug from the gta san core. Example: local index = 1 local nextTextureLoadTime = 0 function loadingTexture () local timeNow = getTickCount() if timeNow > nextTextureLoadTime then nextTextureLoadTime = timeNow+30 local objects = zoneTable.objectsPositions local v = objects[index] if v then -- put your code here -- ------------------------ index = index+1 else removeEventHandler("onClientRender",root,loadingTexture) end end end addEventHandler("onClientRender",root,loadingTexture) So some slow pc's can now gets up with the replacement process and won't crash so fast.
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It is stupid, because the code I posted doesn't show any debug text, but 3D lines. It seems you didn't even looked at it, you are wasting my time.
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That is more than logic, to keep everything save. But you can copy the file to another resource. (or just temporary)
