subenji99
Members-
Posts
264 -
Joined
-
Last visited
Everything posted by subenji99
-
The "jumping cars on vehiclechange pickup" functionality has returned in 1.0.2 - under a setting called "classicchangez". If you don't like how race isn't quite compatible with older race maps, you should post the issues on the Bugtracker rather than brooding about it.
-
One known problem with race checkpoints in the editor currently is that cloning them does not work correctly. You have to click the create checkpoint button every time. This may be the cause of your problem.
-
In the editor, with the TDM definition loaded, I think the spawnpoints have a "team" property (F3) where you set a corresponding team element.
-
The defaults are 22003, 22005, and 22126. Best to just forward for both TCP and UDP.
-
getPlayerOcuppiedVehicle should be getPedOccupiedVehicle.
-
1. Some of us are actually good at racing and don't want a potentially good race with decent drivers ruined by some ass that cannot work out the brake from the handbrake. 2. I seriously doubt nearly every race server has ghostmode on constantly. What is most likely happening is ghostmode is on because the player count is too high. There's no way you can have a race on the majority of tracks in MTA with 15+ players or so without only the very first few not getting bogged down in a massive pile-up soon after the race starts. The gamemode is coded to force ghostmode on when a large amount of players are on. And because Dragon's comment is very likely an attack on our team (yet again) I'd like to point out that our server actually has ghostmode forced off (regardless of playercounts) for the time being.
-
Which gamemode? If you're referring to race, look in the racevoting_server.lua file.
-
Just use the X-Fire in-game browser. Or the Steam Overlay. Or any number of other methods available. Seriously, you have no idea just how much effort would be required - an entire browser + rendering engine would need to be added to MTA - it's not worth it. Even if a 3rd party's work like awesomium's library were to be added, the most you could hope for is weird floating webpages in the world. I've actually seen an implementation of awesomium in a game already, and the ONLY good point for having it was having a large group of people all watching a (somewhat) synced flash stream at the same time - and even that got boring fast, and wasn't particularly stable.
-
https://wiki.multitheftauto.com/wiki/Res ... otemanager
-
I would guess he removed a math.randomseed line - there was a bug with it that large enough numbers would not work properly. This has already been fixed, in race, votemanager, and the randomseed function was fixed for the 1.0.1 release. ( http://bugs.mtasa.com/view.php?id=4984 ) Update your server.
-
Post about the request here: http://bugs.mtasa.com/view.php?id=5002 This is a discussion (requested feedback) about race handling hitting checkpoints and pickups. I did mention the increase in height setting in there but it seems no-one made the connection that I was referring to this behaviour.
-
Try this one instead: http://www.microsoft.com/downloads/deta ... laylang=en
-
Well apparently you didn't read the FAQ properly or you would have known you need to update DirectX. https://wiki.multitheftauto.com/wiki/Kno ... ash_screen MTA crashes after the 'Stop playing with yourself' logo. Both single player and the MTA: Race ran fine before. Try downloading the latest DirectX Runtime files from Microsoft. Also check in Task Manager, if gta_sa.exe process isn't already running. If you run at any substandard resolutions (e.g. 960x720), try to change your resolution to a commonly supported one (e.g. 640×480, 800×600, 1024×768, 1152×864, 1280×1024) by launching Grand Theft Auto: San Andreas in normal mode, setting the new resolution and exiting.
-
I also get this, and I'm also using Vista. Happens with any sufficiently long audio file that is not set to loop. However, when it cuts off is seemingly random, sometimes it actually manages to play the whole sound. Friends of mine that run XP only get the sound to cut off if they change the "MTA Volume" setting while a custom sound is playing.
-
http://www.rackaid.com/resources/linux- ... ing-screen http://www.howtoforge.com/linux_screen
-
A default install of the server has a mtaserver.conf file pre-configured to start play and freeroam. You shouldn't need to do a thing more than click the "Start MTA Server" shortcut. (Except opening ports that is. )
-
That's still 16000 units to work with, (-8000x/8000x) and seeing as SA itself is only 6000 units wide (-3000x/3000x) it should be plenty. Not to mention you can always use alternate dimensions/interiors too, and as you said, there's no Z limit.
-
I ended up coding one too, as our server would enjoy this feature. While this is bound to sound like blowing one's trumpet here, I extensively bugfixed my own, and got the output to match race_mapratings too. It's available: https://community.multitheftauto.com/index.html?p ... ils&id=468 should anyone want it, or just to compare differing methods of the same goal. Also of note: No need for a clientside file to handle the output when outputChatBox works serverside: it can even just output chat to just one player if necessary.
-
I wouldn't mark the admin resource "protected". Now and then it needs restarting, (say if you've been creating cars with it and forget to clean them up, a restart deletes all cars created with the admin panel) and if it's protected, you cannot do that.
-
a GUI that should be visible only 4 client is visible to all
subenji99 replied to AlexMiller's question in Server
This got answered: https://forum.multitheftauto.com/viewtop ... 91&t=25412 He had posted here, realised it's the wrong section, and reposted in Scripting. -
Good point, I was at error. I actually have no idea why it doesn't work But it doesn't really matter at this point.
-
The barrel desync has already been fixed for MTA 1.0.1, and it's release is just around the corner (the Roadmap is sitting at 100% at the time of this post) so it's probably not worth attempting a scripting workaround at this time. Having said that, I did find your error. compare: g_Objects[cnt] = createObject(object.model, pos[1], pos[2], pos[3] + 2000, rot[1], rot[2], rot[3]) if (z < 1900) then I think you'll see it now. Your barrel is being created, but you're swapping position with one -2000 z, which doesn't exist. You created your duplicate at +2000 z.
-
Happens when a player says something but hasn't finished downloading client-side files yet. That players' chatbubbles are never removed.
-
You're getting this one for free: after this, you need to learn for yourself. function consoleSetPlayerPosition(player,command,x,y,z) x,y,z = tonumber(x),tonumber(y),tonumber(z) --convert strings to numbers if x and y and z then --if all arguments were valid setElementPosition(player,x,y,z) --move player to provided position else outputChatBox("Error: position invalid. Syntax is '/setpos x y z'",player,255,0,0) --output message on syntax error end end addCommandHandler("setpos",consoleSetPlayerPosition) --command used as "/setpos 1000 2000 30"
