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DazzaJay

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Everything posted by DazzaJay

  1. Ah, excelent, iil put it up when the servers are uploaded to the freshly formatted box
  2. in single player i kind of used the Garage Editor to give me a Bullet Proof, Fire Proof, Explosion Proof, Collision Proof, Hydra. so, i did kind of get a lot of practice, and even managed to chase them down a lot..... actually, iil do it again, and film it. :::EDIT::: Well, iu couldnt get them to drop flares. (now i start thinking, i might have gotten confused with Battlefield 2 on lan) but there was a noticeable difference when i started dropping flares, to what the rockets that were chacing me were doing. some would alter cource and go straight for the flare and explode on the flare, others would veer off, and some would still come for me.
  3. ok, then it mght not be liking the flares in race gamemode, because when dropping flares in there, and you try and lock on, the flares dont even try to pull your lock on icon. (Probably has somthing to do with Coll being off always in my race server)
  4. i have another bug in DP2 (not sure if its allready fixed, but i did not see it listed in Roadmap. The Hydra. well, more importantly, the Hydra's Countermeasures (flares). In Single Player, when your in a hydra snd have 4 stars, when you try locking on to an enemy hydra, they will drop flares, and instead your lock on will try to lock on to the flare. or, if you are being shot at, about 50% of the time if you drop a flare, the rocket will loose lock on you, and instead go for your flare. i have noticed that flares do not do anything attall in DP2. they dont change the lock of an allready flying rocket, and if your chacing a plane dropping them, they wont affect your ability to lock onto the plane your trying to shoot down. If this is not allready fixed, can it be added as an issue? Thanks.
  5. From what we have been able to tell by adding in a few Debug lines, the Default timer does not go off ( g_Messages[player].timer = setTimer(destroyMessage, 8000, 1, player) ), if the map changes before it can trigger. Which is why im trying to trigger it another way.
  6. me and Winky have been working on this for a while for PS Race Server, but we havnt got it working. iil show you what we have.... this is another LUA that will be added into our Race Resource. this may not appear correctly because of the Stupid Swear Filter. but you will still be able to get the idea. function clearStuckShit() local players = getElementsByType("player") for k,v in ipairs(players) do destroyMessage(v) end end addEventHandler("onGamemodeMapStart", getRootElement(), clearStuckShit) Now, we are expecting that to trigger an already coded function built into race.... we do get an error, which points to the First line of the function destroyMessage. (attempt to index field '?' (a nil value)) i know the problem is with the Above script, as that function is used on a Timer to remove "Times Up" by the gamemode, but that timer often fails to do its job if the map changes before it can remove the "Times Up" which is why ive been working on this script, so if it fails to remove, the script will force it on map Change. but as i listed above, it dosent work any ideas? --------------------------------------------------------------------------------------------- This is the section in util_server.lua (The following is just for reference so people can check to see why the script isnt triggering it properly) g_Messages = {} -- { player = { display = display, textitem = textitem, timer = timer } } function showMessage(text, r, g, b, player) if not player then player = g_Root end if g_Messages[player] then killTimer(g_Messages[player].timer) else g_Messages[player] = { display = textCreateDisplay(), textitem = textCreateTextItem('', 0.5, 0.5, 'medium', 255, 0, 0, 255, 2, 'center', 'center') } end local display = g_Messages[player].display local textitem = g_Messages[player].textitem textDisplayAddText(display, textitem) textItemSetText(textitem, text) textItemSetColor(textitem, r or 255, g or 0, b or 0, 255) if player == g_Root then for i,player in ipairs(getElementsByType('player')) do textDisplayAddObserver(display, player) end else textDisplayAddObserver(display, player) end g_Messages[player].timer = setTimer(destroyMessage, 8000, 1, player) end function destroyMessage(player) textDestroyDisplay(g_Messages[player].display) textDestroyTextItem(g_Messages[player].textitem) g_Messages[player] = nil end As you can see, our first script is tryig to trigger the destroyMessage function near the bottom. This is the original function in race_server.lua that triggers the "Times Up" message. function raceTimeout() for i,player in pairs(g_Players) do if not isPlayerFinished(player) then showMessage('Time\'s up!') end end clientCall(g_Root, 'raceTimeout') g_RaceEndTimer = nil setTimer(votemanager.voteMap, 10000, 1, getThisResource()) end
  7. Yeah, iil tell you what i find works well. I have Yahoo Widgets Installed, and i run This widget: http://widgets.yahoo.com/widgets/site-status i have it set to my servers url... it will ask for admin password to log into remote admin http system, but then, it will check every few minutes to see if the HTTP is still up. If it goes Red, its down, restart the server. i have attached a screenshot. [attachment=0]potholestatus.jpg[/attachment] doing this will let you know when the servers HTTP drops out, so you can know to restart your server. However, if you run a Linux server, you could set up a cronjob to kill and restart the process once a day, but ive found that once a day restarts are often not enough.
  8. we recently changed servers from a slow AMD Athlon 2000+ 1.0 GHZ with 512MB DDR Ram, ATA HDD. Windows Server 2003. to a much faster Intel Core 2 T5500 1.66GHZ per core. 2.0GB DDRII Ram, SATAII HDD. Debian Linux. So basically, i have switched from a Slow Windows server, to a fast Linux server. Kept all the servers the same (just copied the mtaserver.conf, acl, resources, carcols) and the differences i noticed. Linux build seems Much more unstable, often causes Gnome Terminal to crash. (Ive never seen CMD crash on windows) MTA's Built in HTTP server stops working only a few hours after server is started, (where as on windows, it could run for days.) A script that Logs Players [Nick, Username, Serial, IP] to an XML file causes the entire server stops uploading for about 5 seconds flat when a Player Joins. (did not happen on windows attall) (Apparently Linux cant handle a 400KB XML File) all of these bugs didnt occour on windows. and now, i was going to add a link to an open directory with a buttload of server dumps. but apparently, all 8 Pothole Studios Servers, which have all crashed repeatedly, have not made a single dump file. so thats another difference ive found. (Windows had many dump files, for not even a quarter the crashes) Not sure if these observations will help anyone in the development of the next version. just figured id share, :::EDIT::: Just remembered another one. votemanager (votemanagerV2) - On windows, the maps that appeared in a Votemap Race were In Alphabetical order. on Debian, they are random. (this was also the same in MTA:Race with scripts, Linux would send the map list to mIRC in order of Date Created, where as windows it went Alphabetically. :::EDIT::: On a different note, id like to report a bug, that hopefully can go to somone in the Open source. Lots of testing has shown in MTA DM DP2.* and DP1, that Hydras Flares do absolutley nothing in helping to avoid heat seeking rockets. (From the RL HS, or another hydra)
  9. thanks guys, i just made some slight adjustments, as i thaught "if more than one person joins at same time, say 2 people on a LAN, it would recognise more than one player and not start the vote" so i set it to If theres less than 5 players, and no mode running, then start the mode vote. i also added a timer that checks every so often if there is no modes running, and starts a mode vote. (just incase a moron joins and votes "Cancel Vote") (I have seen a lot of morons vote 9, then bitch about "i cant spawn" so it should kep poping up till a mode is started. i will edit with link soon. :::EDIT::: https://community.multitheftauto.com/index.html?p ... anddescr=1
  10. yeah, executeCommandHandler works, well, on this ServerSide script. not sure if it works Client Side.
  11. So i would change the line to this right? executeCommandHandler ("votemode", getElementByIndex ("console", 0))
  12. That looks like the Standard Votemanager resource you linked to. Which is completley pointless. Concidering im trying to make an Automatic Votemode function if a player joins and no mode is runing, and intergrate it with a FIXED version of that votetemanager. Which, has all the same functions of that.
  13. This bug is really really strange, and i cant for the life of me work it out. I see that you use the folllowing to start the mode vote. executeCommandHandler ("votemode", source) So im guessing it acts the same as if i just typed /votemode into the chat Diffrerence is, when i type /votemode it dosent get stuck. heres a stupid idea, (but worth a shot) i know i can type /votemode into console, and "Console" will start a vote. How would i change that command handler so the vote gets started by console? Would it be as simple as changing it to executeCommandHandler ("votemode", console) ? :::EDIT::: I think i may have found the issue. This error only happens when the modestarter script starts a mode vote. votemanager_client.lua: addEventHandler: onClientRender is already handled - line: 222 But i dont see how. this is line 222: addEventHandler("onClientRender", rootElement, updateTime) Either way, i still have a hunch that if it thaught "Console" was starting the vote, and not the player, it might work fine.
  14. iil check into it, as i know that after a vote finishess, Race Mode often starts another one on its own (Cos its retarded) Yeah, thats a bug ive never seen before. also, can it be put on a timer, so it starts a mode vote 5 seconds after the player joins? instead of on the spot, as it often starts the vote before the client can recoeve the votemanager, so, it dosent appear, then, reconnects result in lots of "You must wait 300 seconds before starting another vote"
  15. I tested again, No errors, nothing, no mode vote. I have attached a link, to show how i have incorperated it into Votemanager V2 its got its own LUA file "modestarter.lua" as it could be how im incorporating it in with VMV2 http://public.potholestudios.com/other/votemanager.zip iima get some sleep, iil be back in about 12 hours
  16. The first one didnt work, i didnt see any errors or anything, iil check that new one in a sec. But, How would i go about Exporting a Votemode function? is it as simple as adding to the Meta? or is there other stuff that would be needed? :::EDIT::: That one responds the same. i do see an error : "ERROR: call: Check the function exists, its exported and you've passed the correct arguments" Which could be anything.
  17. Cool, iil give it a test run in my test server, and if all is good, iil add it into VotemanagerV2 and roll out another ver.
  18. Would you mind if i add it into the VotemanagerV2 Resource? : https://community.multitheftauto.com/index.html?p ... ils&id=214 (Credit would be given to you for this part ofcourse)
  19. Ive searched around, and only found a thread of somone else trying to do the same thing, but that didnt work properly. https://forum.multitheftauto.com/viewtop ... de#p268362 Basically, im looking for a script that works like this: On player join, Check to see if a Game mode is running. If No game mode is running, then start a VoteMode. If a mode is running, Do nothing. Im sure more than just me are looking for a script like this.
  20. Well, my main reason for liking Notepad2 is because i have been using i for years. But i dont really understand the logic in saying that Notepad++ is "eaisier to use" than notepad. what was hard about opening notepad, and then, typing?
  21. Notepad2 is highly configureable, half the stuff in those screenshots is extra crab i have turned on.
  22. I have been using Notepad2 for a long time, because its as fast and as simple as "Notepad" but has had Syntax highlighting for a lot of code styles, like PHP and HTML and all that, and i have now found a Fan-Updated version with LUA Syntax Highlighting. http://zigmar.googlepages.com/notepad2withluasupport the things i like about it is: 1. it loads in less than a quarter of a second, even on a terrible PC. 2. its just notepad with some extra features, so its easy to use. 3. it has the Syntax highliting for LUA. 4. its Epic. i have attached some screenshots of it in action. [attachment=0]2.jpg[/attachment] [attachment=1]1.jpg[/attachment]
  23. i got it working, turns out im an idiot, and did sime as "airplane" and some others a "airPlane" God i hate case sensitivity... lol. ll good, works now, thanks for everyones help
  24. Ok, now a really dumb question, would the vehicleID of the AT400 (577) be the same as say, the modelID? Well, i tried that and it failed, Error bad Model ID. Ok, ive had SOME limited success. I got the plane to Spawn and Not fall by attaching it to an Object like this: function scriptCreatePlane () airPlane = createObject ( 2469, -943.5, 548.4, 30.0 ) airplane1 = createVehicle ( 577, -943.5, 548.4, 30.0, 0.0, 0.0, 180.0 ) setElementParent ( airplane1, airPlane ) setTimer ( attachElementToElement, 500, 1, airplane1, airPlane, 0, 0, -1 ) setTimer ( moveTimer, 600, 1 ) end function moveTimer () moveObject ( airplane, 10000, -1841.2, -345.2, 30.0 ) setTimer (destroyElement, 12000, 1, airplane) end addCommandHandler ( "plane", scriptCreatePlane ) But i get Bad Argument Line 10 (moveObject) just after it spawns.
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