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Showing results for tags 'synchronization'.
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Hello, please tell me how to organize the synchronization of the movement of an object between two players in 3D, like this L
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We all know that cheaters and hackers are not people you want on your server, or on any server for that matter. In order to prevent these people who get banned on one server for cheating, hacking (or just being a dickhead) from joining another server and doing the exact same, ruining the game for other players I have developed Bansync. Bansync is a way for a server owner to both contribute, and profit from a ban database, somewhat similar to how VAC works. Where getting banned from one server would mean you get banned from others as well. Anyone can sign up to join bansync as a server, and contribute to the database. And as a server owner you will be able to specify per server what types of bans you want to enforce on your server. ( See screenshot in spoiler below) Besides just being a ban database, it's also a platform for people to appeal their bans which were handed out using bansync. When an appeal is accepted the ban is automatically lifted and the player will be able to play on any servers enforcing bansync. Bansync runs as a website at https://bans.nanobob.net/ , once you sign up for a server account you will have information on how to implement bansync available on your admin dashboard. I welcome any questions, and encourage you to browse the website, it contains a more detailed and in depth explanation of the project. I would also like to ask for anyone who is interested and owns a server, or plays on a server which you think should be hacker free, to implement this, or ask the developers to implement bansync. This way we can make the MTA community just a bit nicer for everyone. Screenshots:
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Hi there. Currently I'm writing large gamemode with smart NPCs and other features that needs a lot of data to be synchronized to all clients. Data update will be very short, I mean a lot of data needs to by sync every ~100ms. Should I use Element Data or may be I need to use one table with data every time sending to all clients? Please give me an advice. Because my current code seems to be really not good for server bandwidth. Also can somebody tell me how to track current bandwidth when scripts running? Thanks.
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--Client local shader = dxCreateShader("tex.fx",0, 0, true, 'ped') addEvent("broadcastEnableShader", true) -- allow remotely triggered (from server) addEventHandler("broadcastEnableShader", root, function(some_data) -- receive broadcast from the server local img = dxCreateTexture(""..math.random(1,3)..".png") dxSetShaderValue(shader, "tex", img) engineApplyShaderToWorldTexture(shader, "Hoodie_green_co",some_data) end ) addEventHandler( 'onClientResourceStart', resourceRoot, function() for _, p in ipairs(getElementsByType('ped')) do if isElementStreamedIn(p) then local clothing = getElementData(p, 'blood') if clothing then triggerServerEvent("announceEnableShader", localPlayer, p) end end end for _, p in ipairs(getElementsByType('player')) do if isElementStreamedIn(p) then local clothing = getElementData(p, 'blood') if clothing then triggerServerEvent("announceEnableShader", localPlayer, p) end end end end) addEventHandler( 'onClientElementStreamIn', root, function() if getElementType(source) == 'player' or getElementType(source) == 'ped' then local clothing = getElementData(source, 'blood') if clothing then triggerServerEvent("announceEnableShader", localPlayer, source) end end end) addEventHandler( 'onClientElementDataChange', root, function(name) if (getElementType(source) == 'player' or getElementType(source) == 'ped') and isElementStreamedIn(source) and name == 'blood' then if getElementData(source, 'blood') then triggerServerEvent("announceEnableShader", localPlayer, source) end end end) --SERVER addEvent("announceEnableShader", true) addEventHandler("announceEnableShader", root, function (some_data) -- triggerClientEvent(root, "broadcastEnableShader", source, some_data) end ) Ita not Synchronization((
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