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mabako

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Everything posted by mabako

  1. Might want to try if the exception still happens with http://github.com/downloads/mabako/mta- ... er-1.6.zip - I never got those so I can't really reproduce it.
  2. I've updated it a bit here and there so if you have had problems with your router and this before, it should be (hopefully) fixed, I've updated the links in the first post. adamix ported it to Qt, but you better ask him as I do not have a download link for that.
  3. Just something small that lets you use the Game-Monitor.com server list without actually using Game-Monitor. It's pretty much self-explanatory, always ordered by max. players and can be searched by Name, IP, Map, Game Type and Players. The Windows version lets you connect to servers by just clicking the Server in the List, then clicking Connect. Windows includes Connect button, gtk+ and curl. Windows includes Connect button and curl. needs gtk+ - if you have no clue what that is, download the file including gtk+ Linux needs gtk+ and curl. Basically for people like me who're too lazy to go in-game and want to see the server stuff without opening Game-Monitor's site. It's actually useless for most of you but pssh...
  4. You need to cancel http://wiki.multitheftauto.com/wiki/OnPlayerChangeNick whenever the player is logged in.
  5. 1.0 Release is skipped, Work on 1.0.1 has begun and is expected to be complete due to 2012.
  6. We have 5 issues left! /me slaps Fenix with magic code fixing
  7. that seems to develop in a direction similar to php. Applications (resources) that are completely for a weird purpose, i.e. having RTS in a sandbox game (or for php, a webserver written in php)
  8. actually, I could bet not a lot of those buttons were working, i.e. the entity-tree etc. could've just been an empty form element wihtout any function.
  9. Are you sure about that? http://development.mtasa.com/index.php? ... oldid=6651 Now sure, that screenshot is showing the map editor at it's current state (tbh, it doesn't show anything map-editor related except a console window)... I believe it looks 'a bit other' now, where 2 years passed already.
  10. I've been asking whetever it'll get for ages, yet noone seems to do anything about it I doubt that'll happen before DP3's release, you haven't seen any screens of it yet, either.
  11. I still wonder in which direction people would like to use a 'phone'... just as sending messages to people on the SAME server? or yet again on all "connected" servers (which wouldn't make sense with the buy-phone thing)
  12. And herein lies the problem. DP3 isn't released, noone (appearantly) intends to create a working serial generator for DP2.1.
  13. Work of two days, I might improve it later if I see a lot of people use it... It's pretty easy, since it's only 4 keys and some mouse buttons. To get an object, simply press F2 and click at some place at the screen, the model-menu will pop up, select a model and double-click. Features: complete ingame editing using 1+ key on your keyboard, the mouse buttons + the scrollwheel loading of objects and vehicles from all (not running) resources creating, teleporting, rotating, model-changing of entities GUI-based selection menus, object/vehicle-selection, information about current object etc. time is always around 12:00 to 13:00 you can't take any damage every entity is processed client-side and regulary updated to the server, so everyone should have the same map Please make sure you read the included 'README'. Thanks to arc_ for providing his freeroam GUI-script, of which the 'gui.lua' and 'utils.lua' have been used (and partially extended). I'm not aware of anyone's other work used here. The objects.xml contains all elements with IDs and IDE names, based on the categories chosen in MTA:Race (which I converted myself) Never forget to make backups, It's not my fault if you ruin your maps. Some screenshots: Viewing an object in editor mode Changing model (or if none selected, create one) community.mtasa.com download Loading/Saving the map
  14. Work of two days, I might improve it later if I see a lot of people use it... It's pretty easy, since it's only 4 keys and some mouse buttons. To get an object, simply press F2 and click at some place at the screen, the model-menu will pop up, select a model and double-click. Features: complete ingame editing using 1+ key on your keyboard, the mouse buttons + the scrollwheel loading of objects and vehicles from all (not running) resources creating, teleporting, rotating, model-changing of entities GUI-based selection menus, object/vehicle-selection, information about current object etc. time is always around 12:00 to 13:00 you can't take any damage every entity is processed client-side and regulary updated to the server, so everyone should have the same map Please make sure you read the included 'README'. Thanks to arc_ for providing his freeroam GUI-script, of which the 'gui.lua' and 'utils.lua' have been used (and partially extended). I'm not aware of anyone's other work used here. The objects.xml contains all elements with IDs and IDE names, based on the categories chosen in MTA:Race (which I converted myself) Never forget to make backups, It's not my fault if you ruin your maps. Some screenshots: Viewing an object in editor mode Changing model (or if none selected, create one) community.mtasa.com download Loading/Saving the map
  15. That's not a MTA bug, it's the way nohup works. Though, you can disable it using something around the following lines nohup ./mta > /dev/null 2>&1 &
  16. mabako

    Train Bug

    There are 4 rails ingame, one of them is the "normal railway", one the tram in SF, one is indeed around the SF Docks (east of train station) really - you might've got that one
  17. mabako

    radararea brokes

    this seems to happen when your radar area has one size negative - at least in SA:MP, it broke the radar to have an area where "min x" was larger than "max x" etc...
  18. I'm sure I pointed out this problem before, you need to STREAM "arrow" markers - GTA should fade them in when you're near, but they do simply not appear.
  19. it's probably executeCommandHandler( "report" ). If that doesn't work, use getLocalPlayer() as player-argument.
  20. function Money( player ) givePlayerMoney( source, 10000 ) end why aren'T you giving the money to the player, but to the ColShape?
  21. you can configure all sold weapons, their ammo and price in the shops.map, you may also add new line, there's some small documentation inside - but do not forget to change rows/columns accordingly.
  22. Theres an option for that in the mtaserver.conf and you can type /debugscript 3 on client-side as well (if you're admin)
  23. you would need to have to make it a random selection. right now, both spawnplayers are executed and the later one is the only one really important, as it overwrites the before info. You should maybe do it like the following: local spawnSet = randInt( 1, 2 ) if( spawnSet == 1 ) then spawnPlayer ( player, -711+randInt(1,5), 957+randInt(5,9), 12.4, 90, randInt(9,288) ) else ... end , or with more spawnsets: local spawnPositions = { { posX=-711, posY=957, posZ=12.4, rotation=90 }, { posX=-359, posY=1094.6, posZ=12.4, rotation=90 } } function spawnThePlayer ( player ) local spawnset = randInt( 1, #spawnPositions ) spawnPlayer ( player, spawnPositions[spawnset].posX+randInt(1,5), spawnPositions[spawnset].posY+randInt(5,9), spawnPositions[spawnset].posZ, spawnPositions[spawnset].rotation, randInt(9,288) ) end
  24. so you're basically requesting access to the mtabeta/community.mtasa.com-database to get a nick by serial? I doubt they'll do, it's right now just available to check if a certain serial is valid and not what nick is assigned to a serial. Besides... just let them change their nick or set a 60 second-timer to kick them if they haven't changed until then...
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