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Posts posted by IIYAMA
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On 13/12/2023 at 17:50, FlorinSzasz said:
and add a 3d line to it to see where they aim.
Bullets do not start from the weapon Muzzle position.
The start position is:
https://wiki.multitheftauto.com/wiki/GetPedTargetStartAnd the end position:
https://wiki.multitheftauto.com/wiki/GetPedTargetEndBoth can be used to create a vector for the line you are referring to.
This is related to the reason why people can shoot around corners without showing more than their elbows. Since the bullets start more to the right of the weapon.
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5 hours ago, kajahun said:
I have an achievement list store in the scripts. How can I store the completed achievements for the users in the SQL?
As roaddog mentioned, toJSON is the easiest way to dynamic store data. But keep an eye on the limitations of JSON. Only store JavaScript structured default {} objects or [] arrays, nothing in between! (else it will be converted to the default {} object variant)
5 hours ago, kajahun said:Maybe a third connection table? Because it is a many-to-many connection
This would be the most space saving solution. Depending on the amount of players you receive every day, it might be a better solution when there are a lot. Just keep in mind that it will be more work.
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20 minutes ago, FlorinSzasz said:
I want to see your money every 20 - 30 seconds and from 1000$ you go to 999999999$ something is wrong.
If you are worrying about performance, in that case you might consider using MySQL triggers. Those are as close as it gets to your db, making sure you do not cause overhead and align the value-checks with the update moments.
https://dev.mysql.com/doc/refman/8.0/en/trigger-syntax.html
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Create a value-check table / rollback table:
- Stores the value that it is being incremented (within 30 seconds)
- Stores the future time, when elapse the incrementing value can be ignored and resets to 0
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Create a trigger which triggers on update
- Do behaviour of value-check table.
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If the value jumps too much UP:
- Report to a separate table
- Freeze account
- Rollback manually / automatic (not recommended)
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Create a value-check table / rollback table:
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2 hours ago, FlorinSzasz said:
I wonder what method should i use ?
Preventing is better than checking for unusual values. Especially when you can't don't keep track of how they have been changed. This could have been done by an exploit instead of real cheats. I personally consider exploiting almost cheating, since the developers should be responsible to deliver decent code.
Back to the subject:
Value changes in databases are often done by user input. This should be your primary objective.
For example if you have a marker that opens a GUI to transfer money:
addEvent("onPlayerTransferMoney", true) addEventHandler("onPlayerTransferMoney", resourceRoot, function (marker, transferAccountId) -- Possible cheating? = hard returns if not isElement(marker) then return end local playerX, playerY, playerZ = getElementPosition(client) local markerX, markerY, markerZ = getElementPosition(marker) if getDistanceBetweenPoints3D ( playerX, playerY, playerZ, markerX, markerY, markerZ ) > 10 then return end -- More user friendly returns if not checkPassiveTimer("event:onPlayerTransferMoney", client, 1000) then return outputChatBox(client, "You can only transfer money every 1 sec.") end -- Source code: https://wiki.multitheftauto.com/wiki/CheckPassiveTimer if not transferAccountId then return end -- resume operations -- end)
- Check if marker exist
- Check if player is close enough to the marker
- Limit execution speed (else users can create database lag by spamming the UI button)
Building an anti cheat system to check for anomalies in your database should be a secondary objective.
In this case you could start with defining limits. For example a money limit. A soft limit to detect possible cheating and a hard limit to define the impossible.
For a soft limit you only report to yourself, as it might be very active player.
And for a hard limit, you could for example freeze the money. In this case you could inform the user that you are investigating the issue. > As you might not know if the user itself is responsible for the anomaly or if another user is responsible. That user could also be helpful in finding/knowing the exploit that is responsible for the anomaly.
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51 minutes ago, hendawh said:
From what you wrote I understand that I should create and export the dbResponse() function in each resource that performs a database query at some point?
Yes, in every resource that is receiving data from the database manager, you should add an export function with the name dbResponse.
(it is important that the name 'dbResponse' is used consistent)
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19 hours ago, hendawh said:
You mentioned that I should prepare two functions (including one in a separate resource) and I don't understand what you meant.
A - Resource requesting data
B - Database manager
A > B
The first export function is db_query, located in resource B, which you have already created.
-- Resource A makes this call to resource B exports.database_connection:db_query(id, "SELECT * FROM `players`")
<!-- Resource B --> <export function="db_query" type="server" />
Spoiler-- Resource B function db_query(id, ...) -- The source resource that made this call (important to rename the pre-defined variable, else it will be lost) local theSourceResource = sourceResource if (db_settings.db_connection) then dbQuery(function(query_handle) local result, num_affected_rows, last_insert_id = dbPoll(query_handle, 0) call( theSourceResource, "dbResponse", id, result, num_affected_rows, last_insert_id ) end, db_settings.db_connection, ...) end end
B > A
The second one is dbResponse, located in resource A, which is where the response is returned to, with:
-- Resource B makes this call to resource A call( theSourceResource, "dbResponse", id, result, num_affected_rows, last_insert_id )
<!-- Resource A --> <export function="dbResponse" type="server" />
-- Resource A function dbResponse (id, ...) if not callbacks[id] then return end callbacks[id](...) end
Not sure if you want to keep your function naming style, else it will be db_response ofcourse.
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49 minutes ago, hendawh said:
Any help?
The following examples are part of a project I have build before.
You will have to set-up:
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2 export function (one each resource)
- For sending (as you have now)
- And for receiving
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You will have to generate an unique identifier for each query, so that each request can be wired back to where you want the data.
-- Resource A Identifier = {} function Identifier:newGenerator() return setmetatable( { index = 0 }, { __index = Identifier } ) end function Identifier:generate() local index = self.index + 1 self.index = index return "id:" .. getTickCount() .. "|" .. index end
-- For new ID's local identifierGenerator = Identifier:newGenerator() -- function () local id = identifierGenerator:generate() -- end
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Before you send a request you make sure that there is a destination:
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-- Resource A callbacks = {} -- function () local id = identifierGenerator:generate() -- Set-up the callback destination, anonymous func if you want to keep going where you left of. callbacks[id] = function (...) iprint(...) end exports.database_connection:db_query(id, "SELECT * FROM `players`") -- end
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Add wiring for receiving and calling back your callback function:
-- Resource A function dbResponse (id, ...) if not callbacks[id] then return end callbacks[id](...) end
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- Keep the wiring going in the db resource, so that the ID goes ping pong:
-- Resource B function db_query(id, ...) -- The source resource that made this call (important to rename the pre-defined variable, else it will be lost) local theSourceResource = sourceResource if (db_settings.db_connection) then dbQuery(function(query_handle) local result, num_affected_rows, last_insert_id = dbPoll(query_handle, 0) call( theSourceResource, "dbResponse", id, result, num_affected_rows, last_insert_id ) end, db_settings.db_connection, ...) end end
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2 export function (one each resource)
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9 hours ago, Ryuto said:
I also wanted to ask if it is possible to change the default fire color, without affecting the original fire.
Not sure about replacing it without affecting the original fire.
But if you look closely at the fire animations, you can see that it exist out of 2x > 2D animations. Each of them starts at one of the feet.
Which you could draw with: dxDrawMaterialLine3D (that is if you have the frames or a shader)
Note: Too much of those calls can be demanding, make sure to optimise the textures.
Please consider replying on your other topic.
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5 hours ago, MGO said:
if anyone knows any solution plz help.
Just move the text by 1 pixel:
local borderSize = 1 dxDrawText(v.text, sx - (0.5 * width) - borderSize, yPos, sx - (0.5 * width) - borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width) + borderSize, yPos, sx - (0.5 * width) + borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width) - borderSize, yPos, sx - (0.5 * width) + borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width) + borderSize, yPos, sx - (0.5 * width) - borderSize, yPos - (i * fontHeight), tocolor(0,0,0), 1, font, "left", "top", false, false, false) dxDrawText(v.text, sx - (0.5 * width), yPos, sx - (0.5 * width), yPos - (i * fontHeight), tocolor(unpack(v.color)), 1, font, "left", "top", false, false, false)
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17 hours ago, Ryuto said:
I'm sorry to reopen this post again but I have a question.
Is there a way to detect if the player is being selected from another external script so I can execute a function?
Yes, you use the event system for that.
--[[ Ⓒ FLUSHBICEPS ]] addEventHandler("onClientKey", root, function(button, press) if not press then return end if button == "mouse_wheel_up" then selectedIndex = selectedIndex - 1 if selectedIndex < 1 then selectedIndex = #nearbyPlayers end elseif button == "mouse_wheel_down" then selectedIndex = selectedIndex + 1 if selectedIndex > #nearbyPlayers then selectedIndex = 1 end else return end local selectedPlayer = nearbyPlayers[selectedIndex] if not isElement(selectedPlayer) then return end triggerEvent("onClientSelectPlayer", selectedPlayer, selectedIndex) end )
addEvent('onClientSelectPlayer', false) addEventHandler('onClientSelectPlayer', root, function (selectedIndex) iprint('Player-element:', source, ', index:', selectedIndex) end)
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32 minutes ago, Ryuto said:
What functions could I use?
It is not possible at the moment with the help of gravity functions, because there is only a gravity function for vertical for non vehicle elements.
That being said, you might be able to fake it. With some inspiration from the superman resource. But it will not be easy.
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-- Run this one time local fuelImage = dxCreateTexture ("fuel.png", "argb", true, "clamp")
And:
dxDrawImageSection(screenX - ScaleY(289), screenY - ScaleY(19), ScaleY(47), ScaleY(-(123*(fuel/100))), 0, 0, ScaleY(47), ScaleY(-(123*(fuel/100))), fuelImage , 0, 0, 0, tocolor(2,153,0,255), false)
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18 hours ago, erisP said:
I m trying to sort it Will I have any problems if I use it this way? or how can I do it better?
This is fine.
You could transform it in 1 query. But that basically means that you will have to split them up later with Lua.
SELECT name, 'time' AS type, time, NULL AS kills FROM general ORDER BY time DESC LIMIT 20 UNION ALL SELECT name, 'kills' AS type, NULL AS time, kills FROM general ORDER BY kills DESC LIMIT 20
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To solve this problem, you have to use debug lines(iprint) to get to the problem.
I fixed here a logic issue, where the player is not removed from the database when he is not ingame.
function unmutePlayer(serial, punisherName, ruleNumber, ruleDescription) local player = getPlayerFromSerial(serial) iprint( "<unmutePlayer> mutedPlayers[serial]:", mutedPlayers[serial], ", player:", player ) if mutedPlayers[serial] then if mutedPlayers[serial].unmuteTimer then killTimer(mutedPlayers[serial].unmuteTimer) end mutedPlayers[serial] = nil iprint("<unmutePlayer> remove from database") executeSQLQuery("DELETE FROM punishments WHERE serial = ?", serial) if player then local playerName = getPlayerName(player) setPlayerMuted(player, false) outputChatBox("#00FF00" .. playerName .. " has been unmuted by #FFFFFF" .. punisherName .. " #006600[#FFFFFFReason: Manual unmute#006600]", getRootElement(), 255, 255, 255, true) end elseif player then local playerName = getPlayerName(player) outputChatBox(playerName .. " is not currently muted.", getRootElement(), 255, 255, 255, true) end end
And here I added some debug lines, tweaked the select query and removed the loop.
addEventHandler("onPlayerJoin", root, function() local player = source local playerName = getPlayerName(player) local playerSerial = getPlayerSerial(player) local query = executeSQLQuery("SELECT * FROM punishments WHERE serial = ? LIMIT 1", playerSerial) iprint('<onPlayerJoin> query:', query) if query and #query > 0 then local row = query[1] local totalDuration = tonumber(row.duration) local ruleNumber = row.reason local ruleDescription = rulesTable[ruleNumber] iprint('<onPlayerJoin>', "totalDuration:", totalDuration, ", difference:", (getRealTime().timestamp - row.timestamp), ", remaining:", totalDuration - (getRealTime().timestamp - row.timestamp)) local remainingDuration = totalDuration - (getRealTime().timestamp - row.timestamp) if remainingDuration <= 0 then executeSQLQuery("DELETE FROM punishments WHERE serial = ?", playerSerial) else setPlayerMuted(player, true) mutedPlayers[playerSerial] = { duration = remainingDuration, startTime = row.timestamp } mutedPlayers[playerSerial].unmuteTimer = setTimer(unmutePlayer, remainingDuration * 1000, 1, playerSerial, "Console", ruleNumber, ruleDescription) outputChatBox("#FFFFFF".. playerName .. " has been muted by #FFFFFFConsole. Reason: RULE #" .. ruleNumber .. ": " .. ruleDescription .. ". Duration: " .. formatTime(remainingDuration), getRootElement(), 255, 255, 255, true) end end end)
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2 hours ago, Snakegold said:
THIS MESSAGE IS NOT APPEARING IN THE CHATBOX AFTER THE PLAYER RECONNECTS
Don't use playername, use serial.
And don't pass the player to this function:
function unmutePlayer(player, punisherName, ruleNumber, ruleDescription)
Pass over it's serial
function unmutePlayer(serial, punisherName, ruleNumber, ruleDescription) local player = getPlayerFromSerial ( serial ) -- utility function copy from: https://wiki.multitheftauto.com/wiki/GetPlayerFromSerial if player then -- is the player in the server? -- inform the player that he has been unmuted end
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On 23/08/2023 at 15:16, Kopi said:
getAccountData(source, "timeTrial"..i.."-"..j)
How does the data looks like? And what type does it have?
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21 hours ago, Xwaw said:
It's the same with the rest, the middle line, when it notices something
Keep it simple:
local hit = processLineOfSight(pedX, pedY, pedZ + distanceOfStart, lineEndX, lineEndY, pedZ+ distanceOfStart, true, false, false) local colorSet = hit and 1 or 2 dxDrawLine3D(pedX, pedY, pedZ + distanceOfStart, lineEndX, lineEndY, pedZ+ distanceOfStart, tocolor(color[colorSet][1], color[colorSet][2], color[colorSet][3]), 2)
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3 hours ago, Father0625 said:
triggerClientEvent("raceCevent", thePlayer)
3 hours ago, Father0625 said:addEventHandler("raceCevent", localPlayer, function()
Normally this combination should be working.
But there is one thing that is incorrect, and that is where the event is triggered.
Currently it should trigger for all players, but multiplied by the amount of players. Since there is no player target set to where the event is sending to.
triggerClientEvent("raceCevent", thePlayer)
My recommendations:
Serverside
triggerClientEvent( thePlayer, -- send to this player "raceCevent", resourceRoot -- source is resourceRoot )
Clientside
addEvent("raceCevent", true) addEventHandler("raceCevent", resourceRoot, -- activate the event based on the source resourceRoot function () end, false) -- disable propagate for security reasons
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3 hours ago, ewxlyz said:
can you help me fix this SQ
It is intended behaviour, your query is doing something that is not allowed:QuoteThe correct way to solve this (making sure it will always work) is to insert those default values when you insert a new row inside of the database.
INSERT INTO accounts ( name, email, ... etc, usedEmails /* the column */ ) VALUES ( ?, ?, ... etc, '[ [ ] ]' /* the intial value */ )
Note: I do not expect that you will be able to fix this in one go. Make sure to make a backup!
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24 minutes ago, Father0625 said:
outputChatBox ( user" "..pass.." "..mail, player, 255, 0, 0,)
Not sure if it is related, but there are missing some .. after the variable user:
outputChatBox ( user .. " " .. pass .. " " .. mail, player, 255, 0, 0,)
24 minutes ago, Father0625 said:Server side (the event):
This code is located in Checkplayer.lua or Connect.lua?
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5 hours ago, Egor_Varaksa said:
^[A-Za-z_0-9]+$
And what if you do:
^[A-Za-z_0-9]+$|^$
| = OR
^ = START
$ = END
^$ = allows empty string since there is nothing between the START and the END.
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42 minutes ago, Firespider said:
but the system indicates that the password is not correct and I enter it correctly
In that case you might want to view those in the debug console and check how they differ.
iprint(result[1]["password"], pass)
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7 hours ago, sepideh said:
i cant play mta i have this error plz help me
See this post with a similar issue.
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9 hours ago, Firespider said:
if result[2]["password"] == pass then
if result[
2]["password"] == pass thenAnd if you do:
if result[1]["password"] == pass then
Since normally you want to get the username and password from the same row.

Anti-cheat question/advice?
in Scripting
Posted
It does.
The new method is a utility function, which does everything for you. But also for some parts it forces you to be more strict. For example the: protectedKeys table part.
For resourceRoot you can also block this, instead of reporting. Saves you some lines of code.