Rynet

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About Rynet

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  1. Hopefully that functionality will be added in a future developer release and make things much easier to do with this script.
  2. Nice work, I will put it into testing and post any feedback here.
  3. seems using the admin panel to place a person in the car when the car is destroyed by the player it automatically spawns in the position that you gave the person the car and doesn't stay destroyed.
  4. Seems when you put a player in a car via the admin panel that person loses use of their mouse when they exit the vehicle.
  5. Can't it be made to have some form of ownership recorded. We could use the players id and the vehicles ID and attach them if he leaves and creates a vehicle and no one entered his previous vehicles then it will destroy his previous vehicle. If occupants exist in the vehicle then it will not destroy the vehicle until all occupants have either left the vehicle or it will be put on a timer then remove the car after the occupants leave or die or log out. If someone takes control of the car via stealing it then they become the owner of the vehicle and it will not be destroyed till they log, die, or create another vehicle. I think I have that right not sure lol I sound like a lawyer!
  6. If occupants do exist in his old vehicle or someone else is using the vehicle then if scenario a: occupants exist and no driver exists then it will put it in a separate array till they exit and wait so and so time before manually destroying it. Scenario B: give ownership of the car to the new driver and destroy the drivers old vehicle not the previous owners.
  7. Ya you are right, but adding in this will lighten the queue up id think. I have another solution why didn't I think about it before? Why not also add a function that destroys a players vehicle if he creates another vehicle or if he enters a different vehicle? It would need to run a check to see if his previous vehicle has occupants still in it or what not but that wouldn't be too hard to add with an event handler that the script already uses. This would lessen the queue tremendously. This would work in conjunction with people quitting, dieing, and what have you? Sometimes easier is better. lol This would have to be used in conjunction with a timer because if someone quit then it would remain because they didn't create a new vehicle. This would be a new circumstantial addition.
  8. I have another solution why didn't I think about it before? Why not also add a function that destroys a players vehicle if he creates another vehicle or if he enters a different vehicle? It would need to run a check to see if his previous vehicle has occupants still in it or what not but that wouldn't be too hard to add with an event handler that the script already uses. This would lessen the queue tremendously. This would work in conjunction with people quitting, dieing, and what have you? Sometimes easier is better. lol
  9. The solution would be to create two queues. You would add a global timer to take all the information from queue one and transfer it into queue 2. Queue 2 would then start removing the vehicles lets say 10 by 10 or something? Would have to see exactly how many cars can be removed simultaneously without impacting server performance. I would guess that it would need to parse the queue one file and not transfer any cars that have been left abandoned for less than 30 seconds so if someone just created a car and went to jump into it and it poofed because it was moved to queue two during the global timer. A variable adjuster perhaps? A line that is modifiable or set by server workloads. Example: It would check the total cars on the server amount and if there is x amount of cars compared to x amount to players. 100 cars and 20 players it would dynamically adjust the vehicle decay timer from 10 minutes to every 1 minute? Then it would revert back to 10 minutes if lets say 20 players and 30 cars or what have you?
  10. Alright, I am working on a portion of this that will also create a menu based list of the cars that are abandoned that an admin can bring and manually select abandoned cars to remove. Just adding some more functionality to it. I will post here when I have completed the scripting for that portion and merged it with yours. Probably could even add a function to destroy all cars in the queue at once via a command even tho the script is running it will destroy them all and remove them from the queue for a very populated server and you want a instant performance boost
  11. I have also found that running /vrdelay start when it is already running gives you a invalid syntax because it doesn't check to see if it is already started and I'm guessing it doesn't run a check if it is already stopped when you run the command itself. So you would need to add a check for that and then output that it is already running or it is already stopped if the command issued is in direct contradiction to its current state. Might as well add a /vrdelay status or something to output if it is already running or disabled.
  12. Not sure if this will help but seems console once in awhile outputs a debug problem. here is the log file. I didn't notice any problems with it removing the cars we already used, not sure however if it still removes it if the player has logged out? 10:10:12] JOIN: JJ joined the game (IP: 192.168.15.6) [10:11:01] CONNECT: Rynet connected (IP: 127.0.0.1) [10:11:09] JOIN: Rynet joined the game (IP: 127.0.0.1) [10:20:41] WARNING: ctvdebug.lua: Bad argument @ 'createVehicle' - Line: 189 [10:20:54] WARNING: ctvdebug.lua: Bad argument @ 'createVehicle' - Line: 189 [10:28:42] WARNING: delayedVehicleDestroy.lua: Bad 'vehicle' pointer @ 'getVehicleOccupant'(1) - Line: 123 [10:28:42] WARNING: delayedVehicleDestroy.lua: Bad 'element' pointer @ 'destroyElement'(1) - Line: 113 [10:32:49] WARNING: delayedVehicleDestroy.lua: Bad 'vehicle' pointer @ 'getVehicleOccupant'(1) - Line: 123 [10:32:49] WARNING: delayedVehicleDestroy.lua: Bad 'element' pointer @ 'destroyElement'(1) - Line: 113 [10:35:28] WARNING: delayedVehicleDestroy.lua: Bad 'vehicle' pointer @ 'getVehicleOccupant'(1) - Line: 123 [10:35:28] WARNING: delayedVehicleDestroy.lua: Bad 'element' pointer @ 'destroyElement'(1) - Line: 113 [10:57:14] WARNING: delayedVehicleDestroy.lua: Bad 'vehicle' pointer @ 'getVehicleOccupant'(1) - Line: 123 [10:57:14] WARNING: delayedVehicleDestroy.lua: Bad 'element' pointer @ 'destroyElement'(1) - Line: 113 [10:58:57] QUIT: JJ left the game [Quit] [10:59:04] QUIT: Rynet left the game [Quit] [11:01:26] WARNING: delayedVehicleDestroy.lua: Bad 'vehicle' pointer @ 'getVehicleOccupant'(1) - Line: 123 [11:01:26] WARNING: delayedVehicleDestroy.lua: Bad 'element' pointer @ 'destroyElement'(1) - Line: 113 as for the script not checking which player left the vehicle I think there is an event handler for the driver position in the vehicle. It has some ID attached to it which is global so could grab the ID and look for the onplayerexit of the position of that car.
  13. Update: Upon testing the script does not remove vehicles that nobody entered nor does it remove vehicles that someone died in and didn't exit. I am guessing the script needs another event handler for on the use of /createvehicle that it either gives the ownership to the player or starts a decaying timer as soon as it is created rather then entered. Then have the event on player death to start the decay timer on the vehicle? not sure how that would work because once the player died it wouldn't be attached to the vehicle anymore without continuously polling to see if that character is still in that vehicle.
  14. Does this still remove the vehicle if it is created but never entered by a player? Does it also add it to the despawn timer if a player quits while in a vehicle and doesn't exit it? Just seeing if it has it all covered.
  15. Rynet

    Vista?

    Did you just install the developer preview and not the actual "Grand Theft Auto San Andreas" game?