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Everything posted by Mr_Moose
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Well making a jail only by a map would be a little basic, There are more features to protect this jail in game, try it out on our server: mtasa://gs.gtw-games.org:22005, I bet you can't escape from there, no matter how easy it might look
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Also known as "the walrus jail" is a jail map I made for GTW-RPG, believe it or not but it's actually one of my first maps. So what I've been trying to do is something similar to the Alcatraz jail, but instead of it's own island it's a semi island built on smaller rock islands near Bayside Marina (San Fierro), the map itself won't stop anyone from escaping however, to make it escape proof you need to complement it with the resource "GTWsafeareas" which will add rockets on the guard towers firing at anything in the water or in the air. A couple of prison guards won't hurt either The functionality is under development, but can be seen on the demo server, including police job, wanted level and jail: mtasa://gs.gtw-games.org:22005 Download: https://github.com/GTWCode/GTW-RPG/tree/master/%5Bmaps%5D/GTWjailmap Note that this release only includes the map currently, and here's some screenshots: Enjoy.
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You're both right, previously GTWcivilians also managed ranks but ranks is related to jobs and currently not open source, the solution should be to split up the third resource called GTWteam that manage the teams and some scoreboard data, as that part should be open source. Teams will be added before the 2.2 release, and a documentation as well explaining eventual exports and how to deal with them.
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@Ab-47, First reply had the same issue, it's all about how often you want to execute these functions, using the start/stop events of the resource may also be a good solution that would bypass this issue, without wasting to much performance.
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Would probably be more optimal to assign the timer on resource start and let it execute with 24 hours delay. setTimer(function, 1000*60*60*24, 0)
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WalrusPad (beta), only used by GTW Code currently. FTP client and IDE at the same time, with automatic backup on two or more different machines. Supports any language but was mainly invented for Web and Lua development.
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Corsair makes great PSU's actually, and this is a component I wouldn't recommend reducing the price for. Best results from a PSU comes when it's loaded to 50%, e.g if your system consumes ~500W you should pick a PSU that produce 1000W. Secondly, let's have a look at the hard drives, western digital may be expensive but they are quiet, (even at 7200RPM), they are cold and works forever, kind of. This system with water cooling and all will be pretty quiet while not being in game, a noisy hard drive would basically ruin the experience. And a cheap PSU could damage your system. The system is relatively balanced in it's original state and if you really want to go any cheaper you may try reduce the CPU and GPU a little, there's no huge difference between the best and the second best in these. As an example, I build my gaming PC 5 years ago, intel core i7-950, and Nvidia GTX 460, (older versions of the components you have here), and these are still giving great results in many new games. Don't misunderstand what I'm saying though, I'm not saying that you should buy old components that are many years old. But if you do want to save money, try to pick a little older CPU and GPU with similar performance and features, think of what you need and if it's worth the extra money.
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Depends a lot what you intend to use it for, gaming, work, server? Let's compare the differences step by step, as you can see, the first one uses an AMD CPU at 3.4GHz while the second one has an Intel Pentium CPU at 3.0GHz, both are dual core so none of them are really fast, and they are both cheap. AMD has half the price but I would still recommend the intel CPU as it has some more features making it more efficient than the AMD CPU. Same amount of ram, this may be overclocked to 1600MHz in bios (optional) for a little bit better performance, that depends on the CPU thought. Same HDD, DVD-RW and chase and finally the graphics. Same thing here, not very good cards, you may be able to use 1 monitor at max resolution 2560×1600. The card may support 2 but having a digital and an analog monitor next to each others looks pretty bad. The second one is to recommend as it's a little bit newer and has 4GB graphics memory, useful if you intend to use a Litecoin miner. Unless you have to choose something cheap I would look for another PC as both these lack in CPU and GPU performance, intel core i3, i5 and i7, from ~$200 and up will provide top performance for many years, when it comes to the graphics I assume you want to play MTA (and maybe some other games as well) with 60 FPS all the time right? I'm not familiar with AMD graphics but if you choose Nvidia graphics you should check the GTX xxx series. Nvidia are usually better with intel CPU's and AMD works better with AMD CPUs. Just an example of a proper Nvidia card would be GTX 460, that's over 5 years old now and should be relatively cheap but still, top performance in most games. Lower numbers means an older card and vice versa. Building it yourself or let someone build it for you are also a good idea, all pieces are cheaper if bought individually and you can choose pieces that works better together without falling in traps like the lack of CPU and GPU performance in these, they may be good for basic work like editing office documents but none of these where invented for gaming.
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That's not possible, unless a client side freeze only applies to the client it's triggered for, haven't tested that tho and you would still have the issue that you can't see the difference wherever the his player is on foot or in a vehicle. I've also seen some disadvantages with implementations like this such as players who use a packer truck to rise a frozen vehicle up in the air, then it just hangs there which would look really strange on a roleplay server. Solution Something you could try is to use the code by crismar and then add a clientside part which triggers on the event: onClientVehicleCollision. Now, as you can see this has a hitelement which you basically pass to the server side, if the hit element is a vehicle then set the vehicle unfrozen, otherwise ignore. Client: addEventHandler("onClientVehicleCollision", root, function(collider,force, bodyPart, x, y, z, nx, ny, nz) if collider and isElement(collider) and getElementType(collider) == "vehicle" then triggerServerEvent("disableFrozenState", localPlayer, collider) end end) Server: function disableFrozen( theElement ) setElementFrozen(theElement, false) end addEvent("disableFrozenState", true ) addEventHandler("disableFrozenState", resourceRoot, disableFrozen)
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The jobs are in their own resources as well, this is just the system that assign team and occupation as well as providing tools for the job, teams must be setup manually as well as some people doesn't want to use the predefined teams, the available data is mainly to show the layout of the table rather than being used in production. Farmer and fisher jobs are available so far.
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There is a simple one on the demo server, managed by the stat's system as it also shows the job progress and stuff like that. It needs an upgrade as well before it can be released.
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Auto teams? This resource sets both the team and occupation from a table with data. Is that what you meant or could you be more specific.
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Yep, that's the next project, code name for that is "GTWvehicles". It will be based on team and occupation as well to ensure full compatibility with this system. It will be based on that but as you may have noticed, it's extremely outdated in it's current shape. The code needs to be rewritten completely, and I'll check the possibilities to add properties to the list like if you wish to attach a trailer, maybe colors and similar features. Gearbox, lights, and stuff like that needs some upgrades as well.
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Changed status to release, here's the download link, enjoy: https://github.com/GTWCode/GTW-RPG/tree/master/resources/GTWcivilians
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At some moment your RPG server will have lot's of jobs, and all jobs needs a GUI, some kind of application system, description with help, skin selection, team assignment tools (weapons) etc.. How do we solve this without reinvent the wheel over and over again? With a job system of course. Video demo The video is a quick overview of the current version which will be released together with GTW-RPG 2.2 (Github), that's why it's labeled WIP currently. Suggestions and feedback are welcome as usual. Download link (Github) https://github.com/GTWCode/GTW-RPG/tree/master/%5Bresources%5D/GTWcivilians Features All data are stored in a huge table and new jobs can be added afterwards from exported functions Skin selection, define which skins you will use for a specific job Set team and occupation (element data) Set maximum wanted level Ability to buy weapons and tools needed for a job (e.g police job) 100% open source
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The main reason to upgrade is because the old function setPedRotation is deprecated, that means it'll be removed in future versions. You'll do this change mainly to prevent your resources from stop working after a future update that removes the old function.
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How hard could it be, you already posted the old working code, you need to write this: setPedRotation(ped, (360 - math.deg(math.atan2((x - px), (y - py)))) % 360) as: local rx,ry,rz = getElementRotation( ped ) setElementRotation(ped, rx, ry, (360 - math.deg(math.atan2((x - px), (y - py)))) % 360) Keep the rest of the code as it is, I assume that x,px,y,py are position coordinates.
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Start by looking at the syntax: setPedRotation( thePed, z ) setElementRotation( thePed, x, y, z ) You need to provide x and y rotations as well which logically should be the same as they where before you changed the z rotation, so to get x and y, simply use: local rx,ry,rz = getElementRotation( thePed ) Argument 1 and 4 will be the same as 1 and 2 in setPedRotation while 2 and 3 will get the values from rx and ry.
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Check the following: Do /debugscript 3 and see if you get any errors Make sure this is running on the server side (type="server" in meta.xml) Line 10 and 11 does the same as 1 and 2, remove 10 and 11.
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That can be done with just a few lines of code: function announce(plr, text) outputChatBox(text, root, 255, 255, 255, true) -- Accept color codes as well end addCommandHandler("dann", announce) addCommandHandler("ann", announce) It's not really worth to pay for that.
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You could try using this setElementStreamable Affected elements won't be streamed out and should thereby remain synced, note that you can't use this on to many elements at the same time.
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setElementSyncer does work but the problem with trailers are that they appears to be attached and synced client side even if the vehicles itself are server sided. The same issue applies on trains unless you write your own attach functionality, but I don't think that's an option for trucks as it would be to hard. You may have a look at these however attachElements setElementRotation setElementPosition as they could simulate the synchronization on server side relatively fair. Reattaching detached trailers with a few seconds delay is a fair solution even if it doesn't always know whenever it's detached, another way is to reduce the top speed of vehicles currently having a trailer attached as high speed also seems to trigger trailers to drop off. I'm dealing with the same problem x2 as I'm working on a trucker job/vehicle system allowing players to attach 2 trailers to the same truck, and of course long trains as well.
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Here's a simple one liner that does exactly that. addEventHandler("onPlayerLogin", root, function( ) spawnPlayer(source, x,y,z) end) Replace x,y and z with the coordinates you want to spawn the player at.
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Disable whatever resource spawning the player after he join then, usually this is handled by a spawn manager or freeroam, try "stop play" in the console and reconnect, you should now see a black screen.
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Good luck with that, all GUI components are available at the top of the client side parts so it should be relatively easy to modify. The shop GUI may be harder as it's mostly recycled from an older resource, but it will be updated soon as well. Thanks