-
Posts
253 -
Joined
-
Last visited
Everything posted by -ffs-Sniper
-
Fine introduction to the server. I personally miss the old times at SHC where at the end we even clearly defeated the mighty FFS Gaming in a clan war! History is history. The new SHC is definitely worth a visit!
-
Top right corner, I've even underlined the number.
-
Here is the exact record:
-
Scripting Union Team is offering its scripting services.
-ffs-Sniper replied to novo's topic in General
I would not trust n30x as I had experience with him copying other people's work. -
Boasting about your scripting skills is always easy. Then, why don't you show us what you have achieved yet? As for myonlake I was not able to find a server named SGC with a multigamemode. Show us proof or literally just shut your mouth.
-
https://community.multitheftauto.com/index.php?p= ... ls&id=7140 Just a texture mod. DONE
-
1. You can find thousands of userpanels on the community 2. I actually don't know your scripts but that one seems to be horribly bugged 3. https://community.multitheftauto.com/index.php?p= ... ls&id=6396 4. There are tons of those on the community already 5. See point 1 and 4 6. What for? 7. Why don't tell him what the "comminity no have" already? I consider everything except for point 2 a waste of time.
-
^this Try reinstalling the vanilla MTA server manually with all default configs from http://linux.multitheftauto.com/ If you want us to find out how they did this please post the server.log file in here if not deleted already.
-
You won't find a fully working and bug-free multigamemode for sale anywhere. It simply is too complex so it takes months if not years to develop such system and core. The only servers with a stable multigamemode yet are TG and FFS but they both wouldn't ever sell it and even if they would you'd most likely have to pay a four-digit amount of cash. I highly advice you not to buy a multigamemode from some unknown scripter or clan because from my experience they are bugged as hell and are missing fundamental functionality for Race.
-
Client side fetchRemote is an even better alternative to downloadFile. The default http server is extremely slow anyways.
-
Thanks to ccw and all the other devs for the most stable and bug-free version of MTA ever!
-
Try https://nightly.multitheftauto.com/?mtasa-1.3.2-rc-latest
-
Download latest client nightly, the crash has been fixed there: https://nightly.multitheftauto.com/?mtasa-1.3.1-rc-latest
-
Seems like this is a problem with your host. Most likely they are not shutting down the server properly using the "quit" command thus causing the data not to get saved.
-
https://code.google.com/p/mtasa-blue/so ... ail?r=5260
-
MTA version version 1.3.1-9.05216.20130401 game pad bugs
-ffs-Sniper replied to RustyCuyler's question in Client
Opened a mantis report for you (keep an eye on it as devs might ask you something): http://bugs.mtasa.com/view.php?id=7557 -
MTA version version 1.3.1-9.05216.20130401 game pad bugs
-ffs-Sniper replied to RustyCuyler's question in Client
Posting an issue on the forums is not the best way to get it fixed fastly. Developers are mostly looking into mantis, so I recommend you to retry posting it on mantis. -
Blocking VPN proxies will very much likely never happen, though I consider blocking UDP Unicorn as reasonable. The program itself is dedicated to UDP DoS attacks but is intentionally used in the gaming scene to cause network-lag on your machine. I am going to contact a developer so he can take a look at that program. Another hint to detect laggers: Use getNetworkStats and check for the player's packet loss. It shouldn't be more than 5%. The more sync packets get lost, the more lag appears; no matter what the ping is.
-
According to the MTA team's attitude it is your own fault if resources get stolen. To keep it short: None of the MTA team members will give a f*ck about your problem here (don't take this personally, just trying to make it clear to you). Source: viewtopic.php?f=115&t=54447&p=543741&hilit=accusations#p527268
-
It's a race map, I see. Forget about the part with the start I told you in my previous post then. You don't need to create a meta.xml. The map editor is already setting up your map the way you can just upload and play it. Just upload it to the mentioned folder, do a refresh in F8 and you will be able to do "/nextmap Dinghy Race" in order to play your map!
-
If the request was timed out, the WiFi operator most likely blocked that IP. There is nothing you can do except for asking the operator to unblock the server IP.
-
You don't need to convert a map created with the orginal MTA map editor to a "code"! Just search for your map resource in: \MTA San Andreas 1.3\mods\deathmatch\resource\ Now upload the whole folder (there is a meta.xml and *.map file inside) to your MTA server. On the server put that folder into: /mods/deathmatch/resource/ Afterwards type refresh into the F8 console and see whether your map is loaded. At last you only need to write start into the F8 console and the map objects will be loaded.
-
Did you try pinging the server ip using the cmd.exe? Start -> Run -> cmd.exe -> ping If that won't show any result the IP has most likely blocked in the public WiFi spot.
-
Yep, that should be working.
-
How can a player be logged in when onPlayerJoin is triggered? The player will always be set to offline team this way. In order to get this working you need to trigger an event right after the player is logged in (preferably use onPlayerLogin instead of onPlayerJoin).