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  1. Hello everyone, I'm incredibly excited to announce some big changes that's come to everyone's favorite World War 2 TDM server! Back when this server first began I remember playing with my friends and having an amazing time - and over the years although Einheit got busy and could not dedicate as much time to server work, the gameplay held up and people continued to have a great time. I eventually extended my offer to help as a moderator or administrator to keep the server clean and ended up contributing in that way until today. As I stated, unfortunately Einheit got busy and was not able to continue giving the project the love and attention - but recently I did some thinking and wanted to do more: Einheit and I - amidst our usual DM conversations - privately came to an agreement for him to sell the server and all related properties to me. Now with this being said, I am very aware of the time, effort, and love he put into this from-scratch project and how much it matters to him. He has been the sole owner and developer on this project since the beginning with only a couple admins and mods to helpfully watch the server from time to time (looking at you @*UndecomingMedic9). I think in order to preserve this server properly and ensure it doesn't end up like many other servers we've seen eventually shut down, It's important for someone with the time, interest, and motivation to take control of it. A bit of background about me - I'm nearly 27 years old and from the US, I joined MTA in 2013 with it being nearly the first online-multiplayer game I've ever played (although I didn't even know the forums existed until two years later haha). I started on freeroam and eventually moved to English roleplay, owning and helping with some servers there while still keeping some enjoyment in freeroam on and off. I'm a huge history guy focusing more around WW1 and WW2 but very much enjoy learning about any past conflicts. I'm currently in the US military doing what I love and aside from that, just trying to live life. So I guess everyone's next question is what's going to happen from here? I'll start with saying nothing in SAAW is going to get worse - It's only going to get better with time. Personally I'm not to best developer on MTA and Einheit was certainly better than me regarding that, but I'm still capable enough to make good things happen with little to no error given the right amount of time. On the player side, the only two things that will change is the IP (which will be attached to this post, announced in our Discord when it's ready, and appended to the original server's name to redirect people in-game) and the fact that development will finally continue. On the development side, in the long scale of things I'm hoping to: Eventually move to MySQL for certain data (while making sure current players don't lose their existing stats/hours/etc) in hopes to move away from the mass amount of element data used Redesign a bit of user interaction such as the login/title screen and potentially some light in-game hud as well Convert several of the maps to utilize the createBuilding function once out of nightly Improve some current features to the best of my ability Address existing bugs and see what can be done to remedy them Create new features given some ideas I've had from players/friends that will fit well in-game More, as time goes on Some final notes: All current staff on the server will remain in their same positions for the time being, but may be replaced if I notice they haven't logged into the new server months after its release. Einheit will remain a permanent staff member The new SAAW will be a server managed under my multi-game community, Monky Gaming Community. Aside from a War Thunder squadron and Minecraft server, this community owns Monky Gaming MTA and San Andreas: A Singleplayer Experience. Our Discord is https://discord.gg/WtRCWSjJuM Interested in helping or have suggestions? Join our Discord and send me a message there or drop suggestions in our suggestions channel Thank you @Einheit-101 for trusting me to keep the project alive and well, and thanks for creating it in the first place If anyone has any questions, comments or concerns please feel free to comment them or send me a message and I will answer to the best of my ability The original SAAW forum post: (To be slightly edited later to encompass this post) A cool feature video made by @Didi:
    3 points
  2. Currently, you can find Milestones on GitHub that track the intended updates for the next MTA release, as well as other issues for future releases (backlog).https://github.com/multitheftauto/mtasa-blue/milestones There are also several project boards on GitHub that track the progress of certain topics like Framerate fixes. https://github.com/multitheftauto/mtasa-blue/projects?type=classic I feel like these methods of showing the goals for the platform are limited. The milestones are just plain lists of GitHub issues and pull requests, with no categorization other than basic labels (ie. enhancement or bug). I believe that Multi Theft Auto should have a central development roadmap, like any major work-in-progress project, that lists the general goals for the platform and its services: we are talking not only about MTA:SA-Blue (the GTA:SA multiplayer mod), but also about its web services (like community.multitheftauto.com that should be modernized), and other plans. It is not a small project. It seems crucial that the objectives are organized in categories, and also sorted by priority that is according to the MTA Staff, Contributors and the community's general interest, as well as how everything spans across time. Why not create a Wiki page, a forum thread or a dedicated web page for this purpose? MTA still has a lot of improvements to make, and this would be a step towards more transparency and coherence. Everyone would appreciate having easy access to such information on the development process & plans. I often see people criticize MTA Staff for their lack of communication on the development of the main MP mod. PS. I know this Roadmap wiki page exists, but it pointed to a Roadmap on the old Bug Mantis, which essentially just became the GitHub milestones we have today. I believe something more detailed is necessary, like described above. Opinions?
    3 points
  3. Lua Language Server - Definition files The Lua language server is a powerful tool that enhances the development experience for Lua programming. It provides a comprehensive set of code editing features, including suggestions, auto-completion, and error checking. With the Lua language server, developers can effortlessly navigate through their resource files, access documentation easily, and ensure code correctness by giving warnings. Why should you care? The language server will inform you about all sorts of problems: type mismatches, missing function arguments, missing variables, etc. You have access to a lot of MTA syntax/autocomplete out of the box. The syntax information will remain while writing. You do not have to restart your resource so often in order to validate if everything is working. Type validation Having value type validation in your code editor is one of the main key features of the Lua Language Server. When working with variables, parameters, and arguments in Lua, you are not restricted to specific value types. This flexibility can make mistakes more likely to happen. However, being able to validate those mistakes instantly saves you a lot of time and frustration. Type annotations for your own functions Adding type annotations to your own functions can help improve validation and catch logic mistakes. It is particularly useful when calling functions from different parts of your code, as the annotations provide clarity on the expected input (arguments) and output (return values). Additionally, comments that are placed above or adjacent to a variable or function are visible when hovering over them in another file or line. This can provide helpful information and context when working with the code. How that looks like: How can I quickly add annotations in less than a second? Open the spoiler: AddEventHandler auto-complete Most MTA addEventHandler functions have full eventName autocompletion. And the attached anonymous function is fully autocompleted and typed as well. Navigation features of Lua Language Server It can be time consuming to find out where a (global) function or variable is located. Being able to jump right to it, saves you a lot of time. Other information which you can find in the readme Installation for the Lua Language Server How to use the definition files? Known issues Make sure to always have an empty new line at the end of your files, as recommended in this issue. Currently, the Lua server language definition files do not have a clear separation between serverside functions/events and clientside functions/events. However, it is possible to enforce this separation for specific functions if needed. outputChatBox--[[@as outputChatBox_server]]("Serverside", player) In certain cases, certain functions in the Lua server language definition files may return multiple types, even if you have selected a different syntax. To handle this situation, you can use the `cast` or `as` notation to explicitly specify the desired type or adjust the returned type. See `Casting and as` syntax below. Casting and as In certain situations, you may have a strong understanding of the type(s) that a variable or expression will have. This is where the keywords "cast" and "as" come into play. These keywords enable you to explicitly specify the intended type, ensuring proper type handling. local varName = exampleFunc() ---@cast varName string local varName = exampleFunc() ---@cast varName string | number local varName = exampleFunc() --[[@as string]] local varName = exampleFunc() --[[@as string | number]] Download The definition files can be downloaded here.
    3 points
  4. UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    2 points
  5. #WePaid Join us, today! @ UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    2 points
  6. Oi @#DeltaSCR, vi o tópico e infelizmente não entendi como aplicar. Sou novo em Lua/MTA, desculpe se a pergunta é besta mas segue o código: addEventHandler ("onPlayerJoin", root, function () showChat (source, false) end) function onChat(message, messageType) onChat(message, messageType) if string.find(message, '/showChat') then -- Searches for the string 'kill' in the message sentif string.find(message, 'kill') then -- Searches for the string 'kill' in the message sent cancelEvent()() outputChatBox("#FF0000[ERRO] #FFFFFF Chat desativado! Use o somente o chat local!", source, 255, 255, 255, true) endend end --End of the functionend --End of the function addEventHandler("onPlayerChat", root, onChat)("onPlayerChat", root, onChat)
    1 point
  7. DBFrame este o resursă dedicată celor care nu au experiență în utilizarea bazelor de date sau celor care doresc o abordare diferită în utilizarea acestora. Resursa oferă un panel pentru: - inserare in tabel - update de tabel - creare de tabel - ștergerea unui rând din tabel - crearea de baze de date - pentru a vizualiza bazele de date existente - pentru a vedea denumirea coloanelor dintr-un tabel și tipul de date pe care îl reprezintă Bonus funcții exportate: updateTable() InsertIntoTable() SelectFromTable() // Funcțiie sunt explicate mai detaliat in documentul info.txt din arhiva unde sunt regăsite resursele. Link -> https://community.multitheftauto.com/index.php?p=resources&s=details&id=18897
    1 point
  8. Nevermind, figured it out in the end.
    1 point
  9. Hi, Would not the attached players follow the vehicle when switching dimension or interior if player is set as children of the vehicle. I'm not sure if it works, could be worth to try. Maybe attachElements is already setting element as children ... -- NOT TESTED function attachPlayerToVehicle(player, vehicle) if not getElementType(player) == "player" then return end if not getElementType(vehicle) == "vehicle" then return end attachElements(player, vehicle) setElementParent(player, vehicle) end edit : I tried with runcode, attached myself to a vehicle, set myself children to this vehicle, set a different interior and dimension to the vehicle and I was following it. I tried also wihout setting myself as children and I was not following. You whole code can only be a short function You could also override attachElements to handle any case by default. Have a nice day
    1 point
  10. Dear Multi Theft Auto players and supporters! Today is the 20 Year Anniversary of Multi Theft Auto! On the February 9th 2003, a rudimentary GTA3 multiplayer prototype was released by our founder, IJsVogel. It did not take long for contributors to join the effort and turn it into a real multiplayer mod. The mod IJsVogel created was originally named “GTA3: Alternative Multiplayer”, but soon after it became “GTA3: Multi Theft Auto”. The Multi Theft Auto (MTA) name became the identity of all following projects. As new GTA games were released, new projects were created for GTA3, GTAVC, GTASA and GTAIV. Respectively, the main project names are: GTA3:MTA, MTA:VC, MTA:SA, MTA:IV. The development during GTA3 showed what the team was capable of with enough learning and reverse engineering. At this time, game modes were made for deathmatch and vehicle stunts. These game modes were hard-coded into the mod and could not be altered. It was not perfect, but it was an amazing accomplish for the time. Not only was it the first multiplayer for GTA, but it was an unprecedented undertaking. An early version of GTA3:MTA 0.2 (client and server). Some time in the first half of 2003. The working experience on GTA3 laid the framework for the second project, MTA:VC. It did not take long after GTA: Vice City for the 1st version of MTA:VC to release. The MTA Team succeeded in creating the basic multiplayer functionality much quicker through past-experience. At this point, MTA was well-known and there were mentions on gaming websites, magazines and even a TV interview on the gaming channel G4TV. Even Rockstar Games developers, the creators of GTA, contacted the MTA Team from time to time. The MTA:VC mod still offered a hard-coded deathmatch and vehicle stunting game mode that could not be altered. However, it had better synchronization and supported many new features. When GTA:SA came out, the contributors to the project were much more seasoned and mature. The 3rd project, MTA:SA, was much more ambitious. Although the first release was restricted to racing in vehicles, it was a proof of concept for a vastly superior framework that empowered users to make their own content. An editor was produced to allow in-game editing for the first time. When the full-featured product began development, a constantly evolving Lua-based scripting system accompanied it. This allowed the user to manipulate game code and modify various settings, elements and added features to create unique servers and game modes. Some added features include: voice chat, custom GUIs, web browser components. The MTA Team had the foresight to release this modification to the public as Open-Source code to attract future developers and embraced many new tools of game development that have become commonplace today such as installers, bug reporting, nightly builds, wiki documentation, anti-cheat, and Steam version support to name a few. MTA:SA 1.1 public tests. August, 2011. The release of GTA:IV did result in the beginning stages of MTA:IV, but once Rockstar released their official multiplayer, many of MTA’s most seasoned developers and contributors were ready to move on with their professional lives. Providing the same level of quality to GTA:IV would have been an extreme undertaking. It was decided that the best course of action would be to discontinue further projects and continue making MTA:SA better. The MTA:SA project still receives Open-Source contributions and still retains a consistent player base that is large enough to make developers of new games jealous! Thank You We would like to thank everyone who helped and participated over the years: developers, community/clan leaders, moderators, patch contributors, helpers, donators, testers, translators, scripters, mappers, server hosts/owners, streamers, players and fans. There were hundreds of thousands of such people over the years and they all had their place here. Many people have come and gone. Some are still very young and some are quite old now! Some of us have even developed life careers from our experiences working on this modification. We had the honor of befriending a lot of wonderful people in various stages of the project and many were just as enthusiastic about MTA as we were. Multi Theft Auto would not be here right now, had it not been for their hard work, interest and dedication. No seats? No problem. Screenshot from MTA:SA 1.0.5, taken by Zango. August, 2011. The social aspect has always been strong in MTA. No one knows what the future will bring, but there are things that will remain regardless of anything - and that is the time you all have spent here and your memories. Feel free to share your MTA stories in the comments! Feel free to say hi to us in Discord as well! Thank you all past and present MTA staff members, players and fans for sticking with us! Happy Birthday, Multi Theft Auto! Onwards to the next 20 years or more! -MTA Team
    1 point
  11. Good Luck to everyone who will contribute to this in the future. Maybe we meet again for some submarine action!
    1 point
  12. Please read this post regarding SAAW - It is now under new ownership!
    1 point
  13. 1 point
  14. I have some wild guess in the animation that you probably looking for, which might look like holding a zipline. "CAMERA", "picstnd_take"
    1 point
  15. Hi, there are already several threads in the Suggestions forum regarding the improvement of community.mtasa.com Also, there is currently an active discussion channel on the MTA Development Discord for this topic. @Carl Rayanitch DZ
    1 point
  16. It's basically using combinations of binding a key and telling it what to do, then you need to render the fly sequence where you define which key does what, for example if the player presses up then it goes forward or something like that. You can use these: BindKey Math functions getCameraMatrix setElementPosition setElementRotation
    1 point
  17. Add a larger column to the database: VARCHAR(64)
    1 point
  18. You can prioritize the resources which means two ways. The first way is to prioritize their download, so you can kinda line them up, which should be downloaded first and things like that. But I think you mean, you need to start the other resources first, then I recommend you create a serverside resourcestarter script, which basically will use timers and predefined args to make your own way of loading the needed resources.
    1 point
  19. #WePaid Join us, today! @ UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    1 point
  20. he means the interiors table structure like what columns and data type do you have and so on.
    1 point
  21. dbExec(connection,"UPDATE interiors SET megujitva = CURRENT_TIMESTAMP(6) WHERE id = ?",idd)
    1 point
  22. #WePaid Join us, today! @ UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    1 point
  23. A törlés teljes mértékben kivitelezhető, viszont utána foltozgatni kell az adott maprészt, vizeket létrehozni az adott squareben és a többi. A szigetet cserét is meglehet oldani viszont valószínű hogy azt neked kell lemodellezni(már ha online nem találsz valami hasonlót) is beilleszteni úgy a pályára szintén kóddal ahogy neked azt ízlésed teszi.
    1 point
  24. addEventHandler("onClientSoundStopped", resourceRoot, function(reason) local soundtrack = playlist[math.random(#playlist)] if reason == "destroyed" then playSound(soundtrack[1], false) elseif reason == "finished" then playSound(soundtrack[1], false) elseif reason == "paused" then playSound(soundtrack[1], false) end outputChatBox("Agora você está escutando: " .. soundtrack[2]) end)
    1 point
  25. local sound = playSound("https://upload.wikimedia.org/wikipedia/commons/0/0d/Hino-Nacional-Brasil-instrumental-mec.ogg", false) addEventHandler("onClientRender", root, function() for i, v in pairs(getElementsByType("sound", resourceRoot)) do if getSoundPosition(v) >= getSoundLength(v) - 10 then setSoundVolume(v, getSoundVolume(v) - 0.005) end end end)
    1 point
  26. Let's not be extreme like that, MTA isn't exactly stuck in time, it has evolved a lot over the years, although slowly. A roadmap of this nature would be beneficial for showcasing the project's big goals and give people an overview and better understanding of the necessary progress. I can't see any cons/downsides.
    1 point
  27. aclGroup = aclGetGroup("Corp") or aclCreateGroup("Corp")
    1 point
  28. #WePaid Join us, today! @ UCP: https://ardicgaming.com/ Forums: https://forums.ardicgaming.com/ Community Rules: https://wiki.ardicgaming.com/ Discord: https://ardicgaming.com/discord/ Server IP: mtasa://164.132.200.104:22003
    1 point
  29. Then the code looks fine. Unless the numbers are a mixture of numbers and strings. 123 vs "123" In theory it shouldn't be possible because this function is ran single threaded. There will always be one that is first. The whole function chain-call should have been ended before a new call can be made. The following should be finished before the root function can be called again.
    1 point
  30. I opened a merge request to add two little client function defs that were missing
    1 point
  31. Version 1.2.1 Released: Fixed bug which didn't allow to move groups in version 1.6 Fixed problem with archived editor. Tool can now extract it automatically. Fixed mirroring groups across Z axis in mirror tool MSTU is now open source (except libs). Feel free to modify it as you like. Just do not publish modifications without my permission. I also updated tutorial where all updates are included LINK Download link > DOWNLOAD < IF YOU HAVE PREVIOUS VERSION DO NOT DELETE / REPLACE cover.xml and library.xml FILES BECAUSE YOU WILL LOSE ALL SAVED GROUPS AND COVER COMPOSITIONS.
    1 point
  32. Hello there, Today I am presentin you with my latest Old School map named "Fontaine." The unique atmosphere and storyline of this region has inspired me from the GI. I had initially promised to create a "Griddle of the Sands" map which is the second desert area in Sumeru, but Fontaine's vibes and atmosphere were too tempting for me to resist. Therefore, I decided to create it first before focusing on other regions such as "Griddle of the Sands", "Mondstadt", "Liyue", and "Dragonspine." Fontaine is the home nation of the Hydro Vision, and where justice reigns supreme. The punishing machine named "Oratrice" here hold zero tolerance for error. There is no mercy for those who defy the rules or do wrong in this region. Also, people have transformed their large opera house "Opera Epiclese" into a court, so that performances and trials can occur simultaneously. It's common to see those who are being punished act like they are part of a play. The crowds are free to watch like they're watching a show, just as they would watch a performance they paid for. It seems that the justice system here is one of entertainment rather than fairness. Enjoy the video! The map contains some mechanisms from the game; Water Bridges This structure you see is a kind of creation developed by Fontaine engineers that allows boats to pass over it. In this map, you'll get to experience this structure first-hand and witness its capabilities. The Diving The waters here are nothing to fear. In this map, you are free to dive into the depths and explore the wonderful underwater world. Keep your course and enjoy the refreshing atmosphere of the waters. During your journey, you will enter and exit the waters multiple times. So get used to it already. But that doesn't mean you can stay underwater for long periods of time hehe) Floating Hydro Cubes The Fontaine Research Institute of Kinetic Energy Engineering, often shortened to Fontaine Research Institute, is an organization in Fontaine. During your journey, you'll have to achieve this weird scenery. The pressure inside is quite density so you'll feel it yourself when you get in. Underwater life The underwater life here has covered the area with diverse and vibrant species and forms of life, including mosses-covered structures, underwater grasses, and a plethora of aquatic animals. Natlan? You may notice the volcanic build in the end of the map; which references the next map will be about Natlan but I am not following any kind of time period so, I may bring different maps before this region like as, Desert of Hadramaveth as I was promised in my previous map "Mausoleum of King Deshret" But I've added it in the end of the map because it will be the next upcoming region after the Fontaine in GI. Natlan is one of the seven regions of Teyvat and is renowned for its worship of Murata, the Pyro Archon and the Archon of War. The region is slated to be released in Version 5.0 and will bring with it an array of vibrant volcanic events, although we haven't seen much of it as of yet since it has not been released yet and remains a mystery. However, when that day finally arrives, we can be certain that exploration in such a unique region will bear unique rewards. And I'll make sure to create a new Old School map based on this region, which will serve as a continuation of my 'GI-Regions' series. The map is synchronized with the music, and scripts as in the Mausoleum of King Deshret, Sumeru and Inazuma from my previous maps. You will feel the harmony if you can play the map without fail. (The screen will shake, atmosphere will change etc.) Credits Video & Edit by VonKasty Detailed credits can be found in the video's description. You may subscribe to Nakvie's YouTube channel as the owner of the Channel) Beta Tester Now, for my upcoming map conversions, I wish to extend my gratitude to Shady & VonKasty for serving as the initial testers. You're both very insightful and have been exceptionally helpful throughout the map-making process. And to all you out there who wish to participate in the beta-testing phase of my upcoming old school projects, feel free to send me a direct message, and I'll be more than just happy to have you onboard as well! Something more to add: FDD Maps Update As for the lovers of FDD, I wish to announce that in the foreseeable future, I'll begin the process of converting my GI-Region-Series maps to the FDD gamemode. This specific series will include aspects of several regions, one such as Fontaine, Sumeru, and Inazuma. From the different point of view, those regions will their own areas as in the GI. For example Inazuma: The Grand Narukami Shrine, Inazuma: The Watatsumi Island, Inazuma: Seirai Island. Fontaine: Poisson, Fontaine: Merusea Village. Sumeru: Port Ormos, Sumeru: Ruins of Dahri, Sumeru: Chatrakham Cave, Sumeru: Vanarana, Sumeru: Mausoleum of King Deshret Now, in regards to my FDD conversions, I've set a condition for myself to only complete the ones that have already been released. In other words, Fontaine, Sumeru & Inazuma are already released, so I'll create FDD maps based around those regions. However, when it comes to regions that have yet to be released, such as Natlan, Liyue, Mondstadt, the likelihood of FDD variants not yet coming into fruition remains high. If everything goes smoothly, Antartica 3 is on the way & Deep N Deeper series will continue too.
    1 point
  33. * clears the dust off his old forum account * Happy birthday MTA! WOW, 20 years! Lots of memories here. I'm one of the few original contributors from the early days (~2003). I introduced novel techniques for injecting code into GTA (MTA:Blue) through my time experimenting with game hacking (yes, the kind where you see through walls, though as an educational exercise). I "studied" under some of the creators that made counterstrike OGC, namely a guy named PharLap, who was insanely smart. Also, some folks in the #winprog channel on EFNet. Never in my wildest dreams did I imagine MTA would bring so much joy to so many. I was initially interested in MTA for selfish reasons: Not too long out of high school, I was drifting away from my friend who would play peer to peer GTA2 with me over dialup. When GTA3 came out, I was severely disappointed: No multiplayer support. I quickly realized keeping up a remote friendship by bonding over games wouldn't be possible. I searched around for "GTA multiplayer" on an early Google. Not much came back, except a couple early mods, one by our friend, IJs. Early MTA used to directly overwrite memory from an entirely outside process. Because of the way that worked, the outside process never had true knowledge of what the game was doing. Gameplay was choppy and crashed quite a bit. However, it was still mostly fun. Working with IJs, Cray, eAi, and others, we started development on a new foundation for the mod based on the premise of injecting code directly into GTA. That foundation was called MTA:Blue. It was actually modeled after some of the naming conventions and structures in Quake (the source was available by this point), except we had additions for hooking various subsystems. I'm sure I have some backup artifacts on old disks somewhere but I'm remote at the moment. I remember the fun problems. There were very hard problems for us to figure out how the game worked, and how internal memory structures worked with zero access to source code (I distinctly remember discussing this often with eAi). It's akin to feeling your way around a room when it's pitch black, using intuition and past knowledge to reason about what likely steps to take to make progress on our goals. Seeing players move around live in game--after contributions from folks like Cray who developed initial "net code" -- were super fun. We also had a prototype for in game voice communication around 2004 or so. Then came the editors, scripting, etc which added fuel to the fire and made MTA truly remarkable. Since MTA was basically GTA itself by this point, I remember needing a GUI. I prototyped CEGUI in, and others piled in to add additional elements. The in-game menu system was born. We added health bars, and all the fancy foundational stuff that made it feel less like a mod and more like just a solid game. Yes cray, I still remember your g4tv interview! Haha. It was cool. EDIT: Speaking of drama, I also remember when Rockstar added DRM to San Andreas that seemed to spell the end of the mod. I remember figuring out a bypass, and the subsequent demo we posted for the forum showing SA was ON. What an exhilarating experience. I remember the drama. A certain developer we had who ran off with our source and open sourced it as their own under a different name (early MTA was not open source). I remember seeing my name in the source files they produced and claimed as their own. Awkward! I'm still amazed that so many people play MTA. While I haven't been actively involved in ages (same as eAi--circa 2007), I actively watch progress and keep tabs. I also idle on discord, so say hi Lots of friends that I know in there. I would love to meet some folks in person at some point in my life over a beer. As others have said, MTA was really a bunch of dorks working remotely at their houses and communicating over IRC. As others have said, working on MTA has definitely impacted my life trajectory. I was hired into a (then) little known cybersecurity company named Rapid7 in 2005 (went public in 2015). I was CTO at another security company, and I currently run https://furl.ai with a bunch of super smart people.
    1 point
  34. Resource de Segurança: Resource protegido: Obviamente o meu sistema de segurança é mais avançado do que este. Mas já resolve seus problemas.
    1 point
  35. I just want to address a few incorrect statements, community has been developed from scratch by us back in the days (as no CMS did fit our needs), it's only outdated in terms of ''old code'' (which isn't objective.. also the initial dev was extremely experienced) and being prone to spambots (which we'll fix when we got manpower). The current version of community is still being actively developed, as we have a private repository, it's just that we aint got much manpower for web development, however there's been quite some updates rolled out silently over the past months. ''Little to no management'' - we do moderate it, but as the same mentality has stricken people there (no longer taking the time to report or even be arsed to) as on the forums as of recently, it's more difficult to locate violating content. You also said ''there seem to be no requirements for posting a resource'' - please refer to https://forum.multitheftauto.com/topic/98514-community-regulations-guidelines/ In regards to your suggestion, we've recently (a few months ago) tried to assemble a team of web developers to start working on a new Community, but it failed due to lack of manpower. @CodyJ(L) You are suggesting a CMS, which is generally a bad idea because we'd have to customize alot of it's codebase to fit our needs, I won't get in-depth here but we got some plugins/extensions that would be needed in order to fit our specific needs, these systems are currently integrated in our own Community and would need to be rewritten and manually added to the IPS downloads CMS. This further complicates the updating process, as IPS gets updated regularly and because security bugs circulate pretty quickly for outdated versions off major CMS'es like that, requiring us to update swiftly as we do with the forums, which will be practically impossible due to customisations. So while the suggested IPS downloads CMS may look fancy, it's an unrealistic idea due to the named concerns. Better said, don't fix what ain't broken, the concept for a new Community site is a long-term idea that some day will have to be worked out, when we get sufficient manpower. But again, in order to fit needs I won't further describe for security reasons, we will have to customize it, something impractical with a CMS's nature. The only feasible option is a completely redesigned Community, developed from scratch by ourselves, but for now we can go ahead for a while and may fix the spambot problem on a separate occasion to increase the current community's longevity.
    1 point
  36. DOWNLOAD: https://community.multitheftauto.com/index.php?p=resources&s=details&id=14305 This script adds infinite nitro to your car, never re-add the upgrade anymore!Also changes mechanism:- Hold down Mouse button left-click to use nitro aslong you need it, release it and it'll be gone. (useful for when you need just that extra boost)- Press right CTRL for infinite persistent nitro (it will never stop) and you don't have to hold down anything. Drive with Nitro permanently, until you interrupt it (interrupt: click left-mouse again, or press right CTRL again to switch it off)The first mode (hold left click) works similarly to the ''nos-nfs'' script, so it may be familiar - but it's all from scratch and implemented differently.By default, it also removes the speed blur of nitro, due to it becoming annoying to the eye when you keep using nitro as it's infinite. Remove that from .lua beginning if you want to keep blur. Simple, but useful for several types of gamemodes.
    1 point
  37. تابل صحح الغلط ^ مشكور والشباب الباقين ماقصرو , وحياك الله ي صاحب الوضوع
    1 point
  38. نفس الخطأ الي صححته onClientGUIClick طيب مافيه مشكله هذا لاني نسخته ماني فاضي اكتبه ض1 + عندك غلط انت وكلاسيك accName = guiGetText ( اسم الايدت ) -- accName هنا موجود مايحتاج تتحقق منه if accName and accName ~= "" then يعني يصير مره وحده كذا if accName ~= "" then ميحتاج تتحقق منه لانه موجود اصلاً ذذ
    1 point
  39. #Client addEventHandler ( "onClientGUIClick", resourceRoot, function ( ) if ( source == اسم الزر ) then AccountName = guiGetText ( اسم الايديت ) if ( AccountName ~= "" ) then triggerServerEvent ( "GiveAdmin", localPlayer, AccountName ) end end end ) #Server addEvent ( "GiveAdmin", true ) addEventHandler ( "GiveAdmin", root, function ( AccountName ) if ( AccountName ) then aclGroupAddObject ( aclGetGroup ( "Admin" ), "user.".. AccountName ) end end )
    1 point
  40. addEventHandler ( "onClientGUIClick",resourceRoot, function ( ) if ( source == اسم الزر ) then AccName = guiGetText ( اسم الايديت ) if AccName and AccName ~= "" then triggerServerEvent ( "GiveAdmin", getRootElement(), AccName ) end end end )
    1 point
  41. -- #Client addEventHandler ( "onClinetGUIClick",resourceRoot, function ( ) if source == اسم الزر then AccName = guiGetText ( اسم الايديت ) if AccName and AccName ~= "" then triggerServerEvent ( "GiveAdmin", getRootElement(), AccName ) end end end ) -- #Server addEvent ( "GiveAdmin", true ) addEventHandler ( "GiveAdmin", getRootElement(), function ( Acc ) local Account = getAccount ( Acc ) if Account then aclGroupAddObject (aclGetGroup("Admin"), "user."..Account) end end ) ماجربته
    1 point
  42. حوسسه !!!! كيف حاط بالتريقر الفنكشن الي مسويه ؟ وحاط الاند قبل الافنت ومو مسوي addEventHandler بسيرفر ومو مسوي فنكشن وتتحقق ان الحساب الي بالايديت معه كونسل وبعدين تعطيه ادمن ؟ كودك كله خططاء
    1 point
  43. event : "onClientGUIClick" </p>\n<pre class=\"prettyprint lang-lua ipsCode\"> \nguiGetText \ntriggerServerEvent \naclGroupAddObject \naclGetGroup \n \n</pre>\n<div></div>\n<p>
    1 point
  44. جرب ذا ## --******************* -- By Manster .. --******************* local Manstermarker1 = createMarker(1515.8553466797,-1627.5756835938,-41.237499237061, "cylinder", 1.3, 255, 0, 0, 153) addEventHandler("onMarkerHit", Manstermarker1, function (player) if ( isPedInVehicle(player) ) then return end setElementInterior(player, 0) setElementPosition(player, 1553.404296875, -1675.5402832031, 16.1953125) end) --******************* -- By Manster .. --******************* local Manstermarker2 = createMarker(1554.919921875,-1675.7703857422,16.1953125, "cylinder", 1.3, 255, 0, 0, 153) addEventHandler("onMarkerHit", Manstermarker2, function (player) if ( isPedInVehicle(player) ) then return end setElementInterior(player, 0) setElementPosition(player, 1517.2532958984, -1627.3626708984, -41.237499237061) end) --******************* -- By Manster .. --******************* local Manstermarker3 = createMarker(1540.5455322266,-1627.1486816406,-41.237499237061, "cylinder", 1.3, 255, 0, 0, 153) addEventHandler("onMarkerHit", Manstermarker3, function (player) if ( isPedInVehicle(player) ) then return end setElementInterior(player, 0) setElementPosition(player, 1585.603515625, -1624.2552490234, -80.043746948242) end) --******************* -- By Manster .. --******************* local Manstermarker4 = createMarker(1585.6459960938,-1625.8737792969,-80.043746948242, "cylinder", 1.3, 255, 0, 0, 153) addEventHandler("onMarkerHit", Manstermarker4, function (player) if ( isPedInVehicle(player) ) then return end setElementInterior(player, 0) setElementPosition(player, 1538.8150634766, -1627.0251464844, -41.237499237061) end) زبط تممام التمام لبى قلبكك صراحه مدري شقولك ع تفاعلك معي والله يكثر من امثالك بـ هـ المنتدى ذذ وفوق هيكك طلع شكل الماركر خقق بعد تكبيره
    1 point
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