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Everything posted by IIYAMA
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There isn't any sync-interval-setting for player data. Only for the player keys/location-rotation updates.
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Because I want to reduce as much as possible data, like btf3 does. (very stable ping) It is low, but I did like it to make it ZERO. Because for some players, it isn't that "low".
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Optional player syncs. I was wondering if you can add some sync control functions. Because more and more functions got added, but it will also increase the bandwidth. Some of the streamed data isn't really necessary, when you don't want to use it. Like as sample: setElementSyncData (element, "health",false) So my health data won't be synced with the server/ other clients. Health, armor, oxygen, rotation, position, movement, choking, etc. https://forum.multitheftauto.com/viewtopic.php?f=91&t=60642
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Thx skipper But I am talking about bandwidth reduction. (manually) Like as sample: 1. I got hit by a bullet 2. my health got changed 3. Another player can see my new health. I want to disable those sneaky streamed data. In my opinion this must be optional. Health, armor, oxygen, rotation, position, movement, choking, etc. I think I will make a request topic about this.
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remove events before you can trigger again?
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yes xml file is handy. But I like to have a full "decoded" version, build with a special structure, that isn't very easy to change. my structure will looks like this: gdsayfvsu*sbadfsdgia*safgsyvgdk*iusghidhad*!dsgfsid In combination with sha256 you won't be able to trace it back. When I put that in xml structure, I make it easier for exchange and maybe add able.(outside the game)
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simple, to save client side settings. (that aren't really important and don't need to be secure) Like if the client enables shaders/ special effects etc. You don't want to fill up your data base with that crap.
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How can I disable specific synced player data? Like health, armor or oxygen. I only want the player to sync this for him self. Will this disable the player health sync? (by cancel health changes) addEventHandler ( "onClientPlayerDamage", localPlayer, function attacker, weapon, bodypart ) cancelEvent() end) or will there still be send loss data?
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enteringPlayer doesn't exist, it will probably send to all players/error. addEventHandler ( "onVehicleStartEnter",root, function (player)-- enterVehicle if ( source == hunter ) and isVehicleLocked(hunter) then outputChatBox ("* Vehicle locked for a few minutes *",player, 255, 0, 0) end end)
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nothing projectile seriously? Learn lua pls and don't steal scripts.
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idd dat is waarom je me negeert.
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of course, that is why Castillo locked one of your previous topics. shootTimer = setTimer(shoot,2500,0,hitElement) Where is the "shoot" function? I only see a "shot" function.
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Is that everything you can say? Well why don't you create it your self? Instead of post other people their code and let us fix it. You did not even mention the owner of this script, in my opinion this one can be locked.
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I did not changed anything, it was more a question. ' ? ' -_-" You are bind/unbind a key every single frame.
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Kleine vraag over "vehicle_radio" script
IIYAMA replied to wesleywillems17's topic in Dutch / Nederlands
lees de syntax ff door, element playSound3D ( string soundPath, float x, float y, float z, [ bool looped = false ] ) local sound = playSound3D(newurl, x, y, z) -- 1 x local sound = playSound3D(newurl, x, y, z,true)-- herhalend tot het geluid word verwijderd. -
function move ( ) theVehicle = getPedOccupiedVehicle ( localPlayer ) if (theVehicle) then if (getElementModel(theVehicle) == 600) and (minigun1) then bindKey ( "vehicle_fire", "down", shot ) local xt, yt, zt, rxt, ryt, rzt = getCameraMatrix(localPlayer) attachElements (minigun1, theVehicle, 0, -1.7, -0.4, 0, 0, zt ) else unbindKey ( "vehicle_fire", "down", shot ) end end end addEventHandler ( "onClientRender", root, move) how many times do you want to bind/unbind a key?
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addEventHandler("onClientRender",root, function () dxDrawRectangle (100, 100, 400, 100) end)
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Destroys the zombie, not hide it. It will be hidden when you set it to another dimension/interior/location or something like that. addEventHandler("onElementDestroy", root, function () if getElementType(source)=="ped" and isElement(zombieBlips[source]) then destroyElement(zombieBlips[source]) end end)
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or you can enter one of the interior with the editor and use world tool to get it. There are a lot you can use.
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"onClientPlayerWasted" second one I don't understand.
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Short: So I am trying to get the camera position, but it is nil/false because it hasn't been updated?
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Sometimes it returns false, don't know why. if scx then --<
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You can also create offset. --syntax attachElements ( element theElement, element theAttachToElement, [ float xPosOffset, float yPosOffset, float zPosOffset, float xRotOffset, float yRotOffset, float zRotOffset ] ) -- try attachElements(speakerObject, vehicle,2,0,0) and no, moveObject doesn't work when the object is attached.
