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Showing content with the highest reputation on 15/09/21 in all areas

  1. My kind of "weird stuff" is mostly technical if that's the right word for it. My favorite example is probably weapon pickups. Something that should've been so easy. I'm using createWeapon and attach to weaponise my peds. Turns out you can't disable collisions for them (not sure if that's still the case) which means when they are equipped with a weapon, you aren't able to shoot them. Their weapons will block your bullets. Not only that, but they will also attempt to jump over their own weapons since their collision is still there, resulting in extremely buggy behavior. I replaced weapon collision files with empty files in order to fix this. It worked, but there is now another problem. Empty .col files apparently make weapon pickups invisible. So I had to make my own client-side pickups, which is no big deal. The problem is I'm using a lot of weapon pickups on my server for deathmatch events and hidden weapons on the map. Eventually I had to make a very small collision file and use that one instead, which seems to solve the problem and it works perfectly fine. It's something very unassuming, but it was a headache. Had to deal with a lot of similar annoyances that I didn't expect. Some of them are pretty funny looking back. Other than that I'm quite content with its current state, and I think it's great at what it was intended to do. Which was something that can fill up the world and offer some life without littering other aspects. A good example is how peds will panic and start running when there is player conflict around them (including cops), and no new ones will spawn until pvp has stopped in that area. They are mostly absent when there is hostile player activity going on nearby. They are there to fill up the world and offer something when there isn't much player activity going on, so client-side peds are perfect for what I wanted this script to be. It saves a lot of headache. Traffic is synced and based on the traffic script that comes with mta, so that's a different story of course. I'd like to improve path finding eventually and give peds a bit more freedom, but I think I'll pass on that since it might cause performance issues for low-end computers. I'd rather keep it accessible. Everyone seems happy with how it is at the moment. Currently the script optimizes itself depending on client performance by reducing ped count, adding delay between spawns, reducing despawn distance etc., maybe I could add some settings for players to play around with. All things considered I think I'm done with major updates to peds. Anyway sorry for rambling. I'm just excited to talk about peds with someone who knows them and inspired me to make my own. Scripting for MTA is definitely nostalgic in a way. I always feel the urge to make something even if I know I'll never release, use or showcase it. No other game has that effect for some reason. I'm excited to see what you can come up with if you get back to scripting. It's fun to play around with stuff nobody else wanted to touch, haha.
    2 points
  2. Fico feliz que tenha sido isso mesmo! Infelizmente nós não podemos fornecer código que iria sobrescrever um arquivo compilado. Pelo menos não aqui, em público.
    1 point
  3. Re-install GTASA with a legitimate copy Where to buy GTASA
    1 point
  4. https://discord.gg/sYVPptDb
    1 point
  5. Wow guys, I'm very happy to know you appreciate my work! When I was making the traffic in 2012, even though I stayed around for quite a while afterwards and even made my own server, it was already MTA scripting sunset for me. I had no idea where my life was going, and since I still had barely made anything usable on MTA in general, I wanted to finally produce something that actually works. But I didn't know what would come of it. And I wouldn't have thought that after this many years, my scripts would still have such an impact. It seems like not only it didn't fade away with time, but to the contrary, over time more and more people see them, get inspired and make their own works that impress me. It's a little hard to believe that this much time has passed, and I miss those days I scripted on MTA. Not making any actual plans yet, but maybe after the sunset the new day has to come Precisely what I used to think, though depends on what that "weird stuff" is. Some things may be unexpected and look very weird at first but totally understandable once you get to know them, like ped without syncer ending up in completely different positions for server and clients. Others, such as health or ammo not being preserved between stream out and stream in, look like bugs, although I don't know if that's still the case. I was a little worried we might hijack this topic if I start commenting about your videos without saying anything else, but now I feel as if I had done some backseat moderating or something like that, I don't know, maybe I'm just thinking too much
    1 point
  6. Olá! Fiz um código e funcionou corretamente. local controlState = false addCommandHandler("ctoggle", function(player) controlState = not controlState for index, control in pairs({"fire", "action", "jump"}) do toggleControl(player, control, controlState) end iprint(controlState and "unblock" or "block") end) Verifique se realmente não há outro script em execução que esteja redefinindo os controles do jogo.
    1 point
  7. Olha, alguns pontos que eu pude observar são: 1 - A função JogadorQuit nessa linha provavelmente está dando erro no console pois não existe o the player na função >> local acc = getAccountName (getPlayerAccount (thePlayer)) 2 - Uso de setElementData >> prefira usar tabelas que são mais leves. 3 - Uso de ACL >> ACL pesa um pouco o servidor, eu prefiro optar por outros meios de verificação como setAccountData ou banco de dados SQLite + tabelas. 4 - Nomes de variáveis >> Isso não diminui o desempenho mas é uma boa prática de programação criar variáveis com nomes que definam o que elas representam. Por exemplo, você criou uma variável com o nome de nomeConta que tem o valor do nome do player, não da conta. Melhor seria se o nome dessa variável fosse algo como "nomePlayer", "playerName" etc...
    1 point
  8. I'm sorry that you feel that MTA is bloatware. I agree the download size has increased significantly from our modest days of <5mb installer. But I don't believe for a second that it's a dealbreaker for someone in 2016, even those with terrible internet. The truth of the matter is, MTA has reached a very mature stage in it's lifetime. Future development is really focused on projects that our developers find interesting, because the heart of the mod itself is more or less complete. Let me give some insight into why MTAIV was abandoned: IV itself was poor. For starters, it was one of the worst PC ports for that entire generation, and we've only just got to a point where it runs well. Moreover, you lose some critical RPG elements and gameplay that makes MTASA great. I also find the cover-based shooting and more realistic physics pretty boring. Not only that, the actual game is highly fragmented. You've got GTA4, EFLC and then GTA4+DLC. It makes it hard to target. Then there were the awful patches released by Rockstar - each time making performance worse and making us have to spend significant time re-engineering. Considering all these problems - plus large install size and higher system requirements, I don't think GTA4 would ever gain the same traction San Andreas has. Frankly, at this point, the entire MTA Team are tired of working on something for the benefit of R* when they have absolutely no care for us. But let me clear in that it had very little to do with capability. Orange, although in early stages of development, was shaping up to be one of our best products yet.
    1 point
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