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ramarama

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Everything posted by ramarama

  1. Бред конечно, но что тут сказать... Их царство – их правила. Отчасти из-за такой политики МТА я использую МТА только для игр по локальной сети (в основном).
  2. Если в ошибке явно не указано, что это бан, то остаётся делать чистую переустановку винды и сразу же прыгать в МТА без лишнего софта. Если же это бан, то связывайся напрямую с администрацией. Как вариант: через дискорд.
  3. Кикает с локалки с той же самой ошибкой? Скинь скриншот её полный. Выходит, что возможно и в самом деле бан, хотя с какого перепугу не пускать даже не локалку... Сбой? Вот кстати сообщение от администрации из похожей темы в этом году:
  4. Пробуй коннектиться на локалку при запущенном терминале. 127.0.0.1 Винда 11-ая? Если да, то повторюсь, что новые версии чудят, особенно в несовременных играх. Ставь 10ку, сразу же ГТА, после МТА, и пробуешь зайти на сервера. Увы, я не могу сказать больше, чем такие банальные вещи. МТА считает, что где-то у тебя сидит HWID изменялка, и, вероятно, она у тебя где-то есть, или что-то подобное как минимум. Отключаешь интернет наглухо, затем врубаешь сервер через терминал и коннектишься. Если всё равно ошибка – значит будь уверен, что дело точно не в бане, а в процессе, который МТА считает HWID изменялкой.
  5. При запуске сервера через MTA Server.exe Если не путаю, он ставится отдельной галочкой при установке МТА. Но судя по папке ГТА, с самой ГТА всё должно быть ОК. Какая винда?
  6. Для начала скринов побольше накидай. Все файлы в папке с ГТА, окно терминала с сервером, список всех подробных процессов винды и т.д. Информации больше. Откуда клиент ГТА, какая версии винды и откуда.
  7. Ну так на то он и локальный, что без интернета работает. Для него в принципе нету аккаунта. Ты можешь хоть кабель выдернуть инетовский и играть. Значит беда в ГТА клиенте или в винде. Как я и говорил выше: вероятно обнова, которая реагирует на какие-то левые файлы. Либо винда не совсем чистая, либо ГТА. Вот образец чистой папки ГТА. Можешь сравнить со своей. Ну и процессы чекни в винде. Хочешь – скинь сюда скрины и того и того. Ничего другого я подсказать не могу без дополнительных данных, вроде версии винды и т.д.
  8. Предположу, что сама МТА не пропускает из-за какой-то проги, которая является Спуфером (HWID изменялка), или которую МТА считает Спуфером. Попробуй ради интереса запустить локальный сервер МТА (качается отдельно, подключение на твой локальный IP или 127.0.0.1). Ну а по делу: ставишь чистую винду, и сразу же идёшь в МТА без промедлений тестить сервера. Если пропустит – значит беда с каким-то софтом на твоей стороне. Ставишь по одной программе и засекаешь, на какой именно отваливается доступ к серверам. Если не пропустит – предположу, что дело либо винде, либо в ГТА (левые файлы, неоригинальный образ и т.п.). "Почему раньше пропускало?" - Возможно, обновилась защита, и она на что-то реагирует – на то, что раньше пропускалось.
  9. Забавно, что, судя по ошибке, она просит удалить программу для подмены HWID и переустановить винду. Это конкретный сервер? Может, на нём стоит привязка акка к твоему HWID, а у тебя раньше стоял (или теперь установлен – может, левый образ винды, который каким-то образом делает подмену?) HWID changer или что-то вроде него. Крч, текущий HWID не совпадает с прошлым. Были попытки зайти на другие сервера?
  10. MTA is the best GTA:SA network client, except for one thing — forced auto-updates with no way to disable them. In SA-MP, you can safely play any version, even the oldest, and the client does not require an update. Why are MTA users deprived of this choice? Why do you care so much about security, but at the same time force players to connect to multiple IP addresses that may not be yours one day? My friends and I found a workaround: we blocked all MTA IPs — some of us did it via hosts, some via NetLimiter. "But you won't get important updates!" — so what? We are ready to play even on version 1.4, as long as they leave us alone. Many, like us, use MTA for local play. We do not need constant updates, and if we do, we will download the new version ourselves. What is the point of the <min_client_version> parameter in the server config if everyone is required to update sooner or later anyway? If you are not ready to give users a choice, why not disable local play altogether? Do it like in GTA 5 - access only when connected to network! Auto-updates are everywhere today, but in MTA - it is a blow to the heart.
  11. I mentioned this in the comments on another post, but I guess it deserves its own thread. The problem is: When you do redirect a player to any server (current, or another – does not matter) using this: redirectPlayer(source, "", 0) Then a clone appears in the game, occupying a slot and the player's nickname: In the first seconds it says that the nickname is unavailable, but then I can log in under the same nickname: When trying to contact a clone (by server or by another player) the server console will spam this: Just for cleanliness: 1) I use this to completely reset players after restarts. It's not rational to do this in other ways (for example, client events cannot be reset correctly in any other way). 2) The redirect worked fine until recent updates (I think it was still fine about a week or two ago).
  12. Important addition: i use redirectPlayer at ResourceStart (so that no one stays in their old position when restarting the server via console with "restart *myresource*"). Well, i did use, because now it duplicates every player. Do not remember why i choose exactly this way instead of spawnPlayer, but now i have no other choice.
  13. I have same problem after updating MTA. When I restart my resource, after reconnecting, my character still occupies a slot, so I can see myself (like a clone). If I beat him, there will be endless spam "Dead connection detected for *player*" in the server console.
  14. I realized that the MTA rotation system is broken when I was trying to write the most common vehicle flip. I encountered exactly the same (or about the same) that you show on the video – broken Rotation Y. As I understand it, the MTA tries to avoid Rotation Y. For example, instead of RY + 90, the MTA seems to have used the chain RX - 90 > RZ - 90 > RX + 90. I believe this is a global MTA flaw, which I hope will be fixed sooner or later. P.S. I would understand if you indicated the wrong ZXY instead of the correct ZYX, but all seems correct...
  15. But... I'M TIRED OF THESE CALCULATIONS. IT WAS FUN IN THE BEGINNING, BUT NOW I GIVE UP! YOU HAVE NO IMAGINATION HOW GRATEFUL I AM TO YOU. YOUR METHOD WORKS. I really hope that this topic will help other people as well, since for me personally this kind of object-movement is the basis for any server.
  16. I wrote a function to create objects in front of: function xyz_in_front_3d(x, y, z, rz, rx, distance) x = x - math.sin(math.rad(rz)) * (math.cos(math.rad(rx)) * distance) y = y + math.cos(math.rad(rz)) * (math.cos(math.rad(rx)) * distance) z = z + math.sin(math.rad(rx)) * distance return x, y, z end In short, the principle of the function: An object is created in front of you, based on your Z rotation and X rotation, in addition, the Y rotation of the object is changed to the same as that of the player. The distance is determined by the last parameter of the function. The command: function CMDo(source, command, parameterDistance) local x, y, z, rx, ry, rz x, y, z = getElementPosition(getPedOccupiedVehicle(source)) rx, ry, rz = getElementRotation(getPedOccupiedVehicle(source)) x, y, z = xyz_in_front_3d(x, y, z, rz, rx, parameterDistance) SpawnedObject = createObject(1634, x, y, z) setElementRotation(SpawnedObject, rx, ry, rz) end addCommandHandler("o", CMDo, false, false) Spoiler: The problems started when I wanted to change not only the range, but also X and Z. And so, I began to modernize the command to make this possible: function CMDo(source, command, parameterDistance, parameterWidth) --New parameter: parameterWidth local x, y, z, rx, ry, rz x, y, z = getElementPosition(getPedOccupiedVehicle(source)) rx, ry, rz = getElementRotation(getPedOccupiedVehicle(source)) x, y, z = xyz_in_front_3d(x, y, z, rz, rx, parameterDistance) x, y, z = xyz_in_front_3d(x, y, z, rz - 90, -ry, parameterWidth) -- New line SpawnedObject = createObject(987, x, y, z) setElementRotation(SpawnedObject, rx, ry, rz, "ZYX") -- New parameter: "ZYX" end addCommandHandler("o", CMDo, false, false) Why did I add "ZYX" for setElementRotation? – Worked incorrectly without it. And now i can do magic: Spoiler: And in this moment I'm stuck I can't figure out how to explain to the game how to do the same but for the height (it would seem that you just need to turn 90 degrees...). But ok, let's try: function CMDo(source, command, parameterDistance, parameterWidth, parameterHeight) --New parameter: parameterHeight local x, y, z, rx, ry, rz x, y, z = getElementPosition(getPedOccupiedVehicle(source)) rx, ry, rz = getElementRotation(getPedOccupiedVehicle(source)) x, y, z = xyz_in_front_3d(x, y, z, rz, rx, parameterDistance) x, y, z = xyz_in_front_3d(x, y, z, rz - 90, -ry, parameterWidth) x, y, z = xyz_in_front_3d(x, y, z, ry, rx + 90, parameterHeight) -- New line SpawnedObject = createObject(987, x, y, z) setElementRotation(SpawnedObject, rx, ry, rz, "ZYX") end addCommandHandler("o", CMDo, false, false) Spoiler:
  17. Already. The motorcycle only sways in all directions, everything is fine with the camera. The problem is tilt itself. Tilt, as it were, destabilizes the synchronization between the driver and the motorcycle, and therefore at the exit we can easily get a motorcycle doing somersaults three times, and at the same time it will be 50 meters from the teleport point. By the way, I tried to put Ped in the passenger seat, and then make a teleport with him. Everything went great. So we can be sure, that the problem is only in the tilt of the driver. And even if you are not tilted during the teleport, there is always a basic tilt (when CJ stands with one foot on the ground). In short, there is something like unaccounted rotation Y for the player in MTA, instead of assigning it to motorcycles.
  18. FLUSHBICEPS , I appreciate your help. Truly Unfortunately, this method doesn't work. And my mistake - I formulated the problem incorrectly. Falling off a motorcycle is not the problem. This is just a consequence of that problem. Take your script as an example. It works well, like all other teleporters, but only from a short distance. The further you drive away, the more chaotic the teleport. You can, of course, do repeating the command until you find yourself in place. But... Nevertheless, I will continue to use vehicle cloning, because, as I understand it, there are no other options to reset the motorcycle tilt.
  19. Using timer, as suggested by alex17" is not a bad option, but it works average. I "solved" the problem with resetting the tilt of the motorcycle when teleporting in my own way. It turned out that it is best to recreate the car through CloneElement. I would give the script that I wrote, but there too many confusing functions. But I will explain In a simple way, how should a working teleport look like, in which motorcycles will not throw themselves and the player when teleporting from far distance: 1. Write down all the occupants, so that later we can return them to the cloned transport. 2. Clone the transport. 3. Destroy the old transport. 4. Return the occupants back. 5. Teleport the cloned transport and set the necessary rotations and accelerations for it. Yes, you will have to do a lot of things if your mod has grown (for example, if some variables are assigned to vehicle ID, then after the teleport there should be a function to find and replace the assigned data with the ID of the cloned vehicle). However, I am more than satisfied. There are no delays, it teleports perfectly. In the absence of the ability to reset the tilt of the motorcycle, this is the best option that I could think of and implement. P.S. Even with the crutches that you have to use in the MTA, which is still a pretty green mod, the MTA has a lot of potential in my opinion. P.P.S. Also, sorry for broken english. I do use google translate to communicate here. But this very line i did write without google translate.
  20. I will try it at evening. Hope it will work. Looks like yes. However, I cannot understand. Version 1.5.9, and the behavior of motorcycles in some situations is still "outlawed" ... and you have to use crutches for the most ordinary teleport...
  21. Update: there is no bug when teleporting, if before the teleport itself (in the same function) destroy the old one vehicle and create a new one. It is strange that this works, because it is not clear what is the difference between this method, and a complete reset of all accelerations of the vehicle and the player (not to mention that in addition I do the removing of the player and warp him back).
  22. Пропуск параметров == предыдущие параметры. То есть если тебе нужен 0 - пишешь 0, если нужно то же самое, что и было - берёшь данные через get*...* параметр.
  23. Just as an addendum (probably off topic): motorcycles and bicycles in the MTA are generally "unique". Even setElementFrozen doesn't fully work on them - you can still tilt left and right
  24. This is my code: setElementPosition(playervehicle, 2263.8660, 1398.6057, 43.5252) -- setElementAngularVelocity(playervehicle, 0, 0, 0) -- setElementVelocity(playervehicle, 0, 0, 0) Teleport works great for any type of vehicle, except motorcycles and bicycles. When the teleportation distance is more than 100 meters, then when teleporting, the two-wheeled transport scatters in all directions, while not sparing the driver himself, first throwing him out. The greater the distance, the more chaotic. I tried everything: all combinations of setElementVelocity, setElementAngularVelocity, removePedFromVehicle, warpPedIntoVehicle, even used timers in an attempt to make such a crutch. The additional teleport of the driver himself does not help either. The only similar thing I found on the Internet is a bug report by ArranTuna ( https://github.com/multitheftauto/mtasa-blue/issues/529 ). It mentions that there is a fix using setElementGravity, but does not specify how.
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