Jump to content

DazzaJay

Members
  • Posts

    739
  • Joined

  • Last visited

Everything posted by DazzaJay

  1. Basically, here is the script i have function scriptCreatePlane () airplane = createVehicle ( 577, -943.5, 548.4, 30.0, 0.0, 0.0, 280.0, plane ) moveObject ( airplane, 10000, -1841.2, -345.2, 30.0 ) setTimer (destroyElement, 12000, 1, airPlane) end addCommandHandler ( "plane", scriptCreatePlane ) Im sure you can tell what im Trying to do. Create a Plane, then Move the Plane over 10 seconds, then Destroy the plane after 12. Problem is, the Plane spawns, then just falls. No errors are outputted, so i have no idea what its doing. any ideas?
  2. I WAS going to BUY GTAIV, but i am not going to waste my money now. It comes with SecuRom. Now, a Lot of you are thinking "Whats wrong with that?" Here comes the rant..... If you want to install a Trojan on your computer, Go ahead and Buy GTAIV. Because SecuRom has verry Trojan-Like Behaviour. First of all, it Fully intergrates with the Windows Kernel, making it almost impossible to remove without formatting. Secondly, i love this one, If you download an addon FROM MICROSOFT for Task manager, that allows the showing of Hidden Processes and other such Nasty's, SecuRom will REFUSE to allow you to run ANY SecuRom Protected games. i myself have this MS Addon, because i like to know what is "Hiding" on my computer. Thirdly. Its not just limited to that, if theres anything on your PC it dosent like, it will Refuse to allow the game to load. Fourth. It Reports Personal data back to SecuRom HQ. <- Sounds like a bloody trojan to me. oo, and here is somthing ELSE fun that i found. It has VERRY Rootkit like behaviour and i Quote: Now if you go and run rootkit revealer... It finds a rootkit hidden in the registry. furthermore if you check Then you'll find that the directory is full of files which have characters windows isnt normally allowed to use, you CANNOT delete these files by normal means, you cant rename them by normal means and they are also hidden from the user and protected from being edited. Now if Sony think thats not (another) rootkit, then please, why dont we just change the definition of rootkit so it excludes anything that sony make and be done with it? Either way, BAD SHIT. i will NOT buy the game BECAUSE of this crap in the game. I was going to, but now i will just wait for a Pirate Release with that crap removed. So anyway, back to the Point, Its because of this shit, and the fact that it only has a coupple of standard gamemodes, that people will Stay with MTA, than have to deal with the Trojan/Rootkit known as SecuRom. And WHY WOULD YOU PAY FOR SOMTHING TO INSTALL A TROJAN/ROOTKIT ON YOUR PC ANYWAY. P.S.: Just found a whole bunch of info on Lawsuits aimed at SecuRom and Companys that use it such as EA, Codemasters, and now it seems, Rockstar.: http://www.reclaimyourgame.com/index.ph ... &Itemid=57
  3. Might want to work on removing those email addresses from the side.... some people might use that for evil.
  4. well, i was also thinking it would be good for finished versions also, as there is always bugs being fixed, so im sure 1.0 wont be the last version ever released.
  5. Well, here comes Me, with my "Ideas" (This time, they are not crap) What about an Auto-Updater? or atleast a "A new version of MTA Is available" when you load the game, so everyone is always up to date. and also, seeing how its open sauce, or Tomato Source, or whatever, why not trying to intergrate the TS3 SDK into MTA, for voice chat (On servers that have it enabled only ofcourse) http://www.teamspeak.com/?page=teamspeak3sdk and either way, its about Bloody time, i was about to give up on MTA ever being released.
  6. Oh, i thaught it was to do with the module, mainly because of what it does when a person Joins the IRC Channel, (or is it quits the IRC channel) i think its Quits. When somone joins the IRC, it shows in the server window [PS]DazzaJay[AU] has Joins #PotholeStudios IRC (or somthing like that) But on quit of the IRC Channel.... IT(^#$P&T#@$&)Ptudos IRC (quit) or somthing like that. is that bug the Module, or is it also DP2?
  7. Yeah, it causes Server Crashes. But only if you /stop or /start it, or restart it. If it loads with the server, and i leave it alone, it does its job and dosent stuff around. any idea on if anyone is bringing out a Better IRC Module? like, ive tried other scripts, which none work with Rizon. but they all use the same Module.
  8. Im not sure if im seeing the link between that and the script not being able to start a resource. (yes im blind) like, i can start it with /start racerank but that script above cant do it for some reason (yes, i added it in the ACL) :::EDIT::: All good, Winky showed what i was doing wrong. function delayedload2() startResource ( getResourceFromName("racerank") ) end function delayedload1() setTimer ( delayedload2, 10000, 1 ) end addEventHandler("onResourceStart",getResourceRootElement(getThisResource()),delayedload1) it works.
  9. Or just math.random(10,99) thats the same... ^^ Only your example is more flexible possible Tried all the options i was given here, and Mr hankeys was the one that worked. ..tostring(math.random(1,99)) as he said, it needed the ..tostring Works perfectly, Thanks MrHankey. theres nothing left to do on this.
  10. Thanks. will try it out in a sec. +++++++++++++++++++++++++ :::EDIT::: Thanks, Works Well. +++++++++++++++++++++++++ :::EDIT::: I auctually have a Question for another script. Is it Possible for a Script to Load another seperate resource (NOT by the meta.xml) But on a Timer. So like.... On resource load (this script) (No, not the IRC one, a different one) Set timer 15 Seconds. Like, does this look like it will work? function delayedload2() startResource ( racerank ) end function delayedload1() setTimer ( delayedload2, 15000, 1 ) end addEventHandler("onResourceStart",getResourceRootElement(getThisResource()),delayedload1) Timer Loads resource "racerank" The main reason i am asking this is our Race Records system for DM has gotten to the Stage where the SQL Database is so big, that the Resource, if Loaded By the server on startup, Just causes the server to crash, because the SQL system is still loading. Instead having to not load the resource with the server, but manually later. Thus why i want a script that will wait 15 seconds, then load racerank resource. ---------------------------------------- :::EDIT::: Well, i cloned my server so i didnt have to take it offline to test, and the script seems to work all for one thing. WARNING: racerankloader.lua: bad argument @ startResource - Line: 2 No clue what i did wrong.... Concidering i worked from this: http://development.mtasa.com/index.php? ... rtResource function delayedload2() startResource ( racerank ) end function delayedload1() setTimer ( delayedload2, 15000, 1 ) end addEventHandler("onResourceStart",getResourceRootElement(getThisResource()),delayedload1)
  11. ok... we have a Customised version of IRC Echo.... Now, my Most recent change isnt working. (Not only is the change not working, its Stopped Players join message from Relaying to the IRC Alltogether) Ok, this is what i changed: BEFORE: function onPlayerJoin() if pIRC then ircMessage( pIRC, szChans[ pIRC ], "3* " .. getClientName( source ) .. " joined the server." ) end end AFTER: function delayedjoin() if pIRC then ircMessage( pIRC, szChans[ pIRC ], "3* " .. getClientName( source ) .. " joined the server." ) end end function onPlayerJoin() setTimer ( delayedjoin, 500, 1) end Which Just results in: WARNING: IRC Echo.lua: Bad Argument @ 'getClientName' - Line 64 ERROR: IRC Echo.lua:64: attempt to concatenate a boolean value. Whatever the hell that means. Ok, what i am Trying to do is Delay the Join message that is Relayed to IRC by 500MS. as When a Player joins with the name "Player" their name is changed by This Script LINK And i want it to Relay the Name the Server changed it to, not the one they first joined with. Previously when the Script changed to their mtabeta Username, the IRC Echo worked fine and relayed that name. But the New Auto-Ranamer is a Little Slower. So, IRC is saying their name before Its changed. And here is the Full script. --// VRockers MTASA IRC Echo \\-- --//--- Created by VRocker ---\\-- --//------- Functions: -------\\-- -- ircInit() - Initializes the module with the resource so it can be used -- ircOpen( IP, Port, Nick, Channel, [ Password ] ) - Readys a connection to a specified IRC Server. Returns IRCConnection -- ircDisconnect( IRCConnection ) - Disconnects from the IRC Server -- ircMessage( IRCConnection, text ) - Sends a message to the current IRC channel -- ircNotice( IRCConnection, Nick, text ) - Sends a notice to Nick -- ircChangeNick( IRCConnection, newNick ) - Changes the bots nickname to newNick -- ircJoin( IRCConnection, channel ) - Joins a channel -- ircPart( IRCConnection, channel) - Parts a channel -- ircRaw( IRCConnection, text ) - Sends raw commands to the IRC Server -- ircIsVoice( IRCConnection, szChan, szNick ) - Checks if the nickname is voiced on the channel -- ircIsHalfop( IRCConnection, szChan, szNick ) - Checks if the nickname is a half op on the channel -- ircIsOp( IRCConnection, szChan, szNick ) - Checks if the nickname is an op on the channel -- ircIsSuper( IRCConnection, szChan, szNick ) - Checks if the nickname is a super op on the channel -- ircIsOwner( IRCConnection, szChan, szNick ) - Checks if the nickname is an owner on the channel -- ircGetStatus( IRCConnection, szChan, szNick ) - Returns the status of the person ( 0 = no status, 5 = owner ) --//-------- Callbacks: -------\\-- -- irc_onConnecting( IP, Port ) - Called when the IRC connection is connecting -- irc_onConnected() - Called when the server is connected -- irc_onDisconnected() - Called when the server loses connection to the IRC server -- irc_onFailedConnection() - Called when the server loses connection to the IRC server -- irc_onPrivMsg( nick, text ) - Called when somebody speaks in the current channel or PMs the bot -- irc_onNotice( nick, text ) - Called when the bot is sent a notice -- irc_onJoin( nick, channel ) - Called when a user enters the channel -- irc_onPart( nick, channel ) - Called when a user leaves the channel -- irc_onQuit( nick, text ) - Called when a user quits IRC -- irc_onNickChange( oldNick, newNick ) - Called when somebody changes their nickname -- irc_onRaw( text ) - Called when an unrecognised IRC command is recieved root = getRootElement() szChans = {} function irc_sendMsg ( msg ) ircMessage( pIRC, szChans[ pIRC ], msg ) end function onResourceStart( res ) ircInit( ) if ( res == getThisResource () ) then pIRC = ircOpen( "irc.rizon.net", 6667, "[RACE]", "#potholestudios" ) szChans[ pIRC ] = "#potholestudios" end end function onResourceStop( res ) if ( res == getThisResource () ) then if pIRC then ircDisconnect( pIRC ) pIRC = nil end end end function delayedjoin() if pIRC then ircMessage( pIRC, szChans[ pIRC ], "3* " .. getClientName( source ) .. " joined the server." ) end end function onPlayerJoin() setTimer ( delayedjoin, 500, 1) end function onPlayerQuit( reason ) if pIRC then ircMessage( pIRC, szChans[ pIRC ], "4* " .. getClientName( source ) .. " left the server. (" .. reason .. ")" ) end end function onPlayerChat( text ) if pIRC then if ( not getElementData ( source, "autils.muted" ) ) then ircMessage( pIRC, szChans[ pIRC ], "12 " .. getClientName( source ) .. ":1 " .. text ) end end end --// Callbacks \\-- function irc_onConnecting( szIP, usPort ) outputServerLog( "Connecting to IRC (" .. szIP .. ":" .. tostring( usPort ) .. ")" ) end function irc_onConnected() outputServerLog( "IRC Connected!" ) end function irc_onDisconnected() outputServerLog( "IRC Disconnected :(" ) end function irc_onPrivMsg( szChannel, szNick, szText ) outputServerLog( "IRC <> " .. szNick .. ": " .. szText ) outputChatBox(szNick .. " [iRC]: " .. szText ) if string.find( szText, "!players" ) == 1 then ircMessage( pIRC, szChannel, "7There are currently " .. getPlayerCount() .. " players connected" ) end end function irc_onNotice( szFrom, szTo, szText ) outputServerLog( "IRC Notice <> " .. szFrom .. ": " .. szText ) if szFrom == "NickServ" then if string.find( szText, "This nickname is registered" ) then ircMessage( pIRC, "nickserv", "identify yourpasshere" ) end end end function irc_onJoin( szChan, szNick ) outputServerLog( "IRC <> " .. szNick .. " joined " .. szChan ) --outputChatBox ( "IRC: "..szNick .. " joined " .. szChan, getRootElement(), 150, 0, 240 ) end function irc_onPart( szChan, szNick ) outputServerLog( "IRC <> " .. szNick .. " left " .. szChan ) --outputChatBox ( "IRC: "..szNick .. " left " .. szChan, getRootElement(), 150, 0, 240 ) end function irc_onQuit( szNick ) outputServerLog( "IRC <> " .. szNick .. " quit IRC." ) --outputChatBox ( "IRC: "..szNick .. " quit IRC", getRootElement(), 150, 0, 240 ) end function irc_onRaw( text ) --outputServerLog( text ) end function irc_onNickChange( oldNick, newNick ) outputServerLog( "IRC <> " .. newNick .. " changed their nick to " .. oldNick ) --outputChatBox ( "IRC: "..oldNick .. " changed his nick to " .. newNick, getRootElement(), 150, 0, 240 ) end addEventHandler( "onResourceStart", root, onResourceStart ) addEventHandler( "onResourceStop", root, onResourceStop ) addEventHandler( "onPlayerJoin", root, onPlayerJoin ) addEventHandler( "onPlayerQuit", root, onPlayerQuit ) addEventHandler( "onPlayerChat", root, onPlayerChat ) addEventHandler( "onPlayerWasted", root, onPlayerWasted ) Any ideas?
  12. Thanks Guys, will post back here if i have any issues, but im pretty sure it wont
  13. You mean changing This: setClientName ( source, names[math.random (1, #names)]) to setClientName ( source, names[math.random (1, #names)]math.random(1, 99)) ? ___________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  14. Works perfectly, altho its not adding 2 random numbers after the name that its changing to. I looked into it, but theres no wiki page on math.random. so i have no idea on how it even works. http://development.mtasa.com/index.php? ... ndom&go=Go Im guessing its not as simple as changing setClientName ( source, names[math.random (1, #names)]) to setClientName ( source, names[math.random (1, #names)]math.random(1,99)) ___________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  15. Thanks, iil test, and report here if it has any issues. ___________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  16. Hello, this is a serverside script. function checkName() if getClientName ( source ) == "Player" then setClientName ( source, getPlayerUserName ( source ) ) end end addEventHandler ( "onPlayerJoin", getRootElement(), checkName ) and it used to work perfectley. But then DP2.3 was released and it ofcourse now dows not work. (Because DP2.3 no longer returns the correct username with getPlayerUserName it only returns DP2.3 for P2.3 users) What i am looking for is a Slightly more complex version of this script. Basically, what i want it to do, is kind of like the script that somone has that changes their names to "Noob**" But i dont want it limited to One name (noob) Basically, on join, if the player is named DP2.3 or Player. to then Select a Random name from a list of names. and change their name to that (with ofcourse some random numbers at the end) The main reason why i dont want to change people to just Noob** is because its too comon, i want to mix it up a bit. Here is the list of names i have so far... (yes, its for use in my Race server, can you tell) So basically, in the end it would act like this: As having a list of names like this wouldbe better than just "noob**" ever been in a server, with everyone named Noob** i have, its kind of irritating. at the moment, Our server just kicks people with Player or DP2.3 or Noob** with the message "Change your name before returning" and i want to remove the kicker, which is why i want this Complex renamer. The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  17. Microsoft Did, with Vista. Beta 1 was Stable. beta 2 was Terrible, Beta 3 was the worst of the lot, and the Final release of vista was...... Beta 3. as for Playing hay all the time. it has a lot to do with a lot. if you think about it. Playing hay all the time, means only hay ever got tested. nothing else, and not under much load. (We are still fixing bugs in race for our server, 90% of which almost look to have been written ON PURPOSE) Things like, in Race 0.8.0 NOS worked just like Classic race, then 0.8.1 came out, and it had a new bug, NOS could be picked up, ONCE, then not picked up again, not even if you switched car. this was all due to one line which was easy to remove which wasn't there in the previous version. Or what about when going from a plane like the Skimmer, into a car, say the BF Injection, and having it act like no wheels were on it. and i quote that bug because the Default MTA DM package came with Race, and the map "Funny Changes" which had that bug. which was easy to fix. as simple as, when vehicle change occurs, get vehicle health, Fix vehicle (which would fix the wheel issue) then set health to what it was before. This bug was not to far into the map, Quite obviously never tested, because 3 versions of Race for DM have been released, all have the same bug. and it was easy to fix, even for me with pretty much No knowledge of LUA. Here is our List, of things we have fixed in Race game mode, and Votemanager, and other scripts running on our DM Race Server. You will probably be surprised at the number of bugs that we have fixed. http://www.potholestudios.com/ForumsPro ... art=0.html Here is just some of them: (all of which are bugs that were in the release, some of which are still not fixed in V 0.8.1) Things like this make me think, are the creators of these modes even testing them before they are released? because if someone with virtually no LUA knowledge can fix a lot of these dumb issues..... __________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  18. I know a guy that used to be part of the Beta Team, all the way back in the Alphas of MTA, and he told me a while back that the Alphas were far more stable than DP1, or DP2, not only that, there was AI Planes, that could seek out their own targets, and drop bombs, and the Importing of Objects didnt stuff up all the time. Then he went on to complain about how all the MTA Team ever did in testing was Play Hay. --------- also, somone told me that Cleo replaces thru memory, but i never really looked into it. http://cleo.sannybuilder.com/ __________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  19. Ugh. How annoying. The Best thing about MTA (Custom Objects, cars, textures) is all so limited, and so buggy. and, from what your saying, hasnt improved one bit in DP3. Cars dont have seating or Light positions right, Custom cars show up white, and often need a command in the script entered multiple times to replace over and over and over till the texture alone works, or just crash's your game. i figured it would have improved. __________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  20. nah, ive checked the Wiki, and asked somthing similar before, and the reason why you cant just change the Paintjob, is because it dosent have a Model ID. ok, look: Sultan is made up of this: Sultan.DFF Sultan.txd and then its 3 extra paintjobs. sultan1.txd sultan2.txd sultan3.txd and i have asked how to replace one of those 3 "Paintjobs" before and was told that its not possible in DP2. So, is it possible in DP3? ok.. here we go txd = engineLoadTXD ( "data/sultan1.txd" ) engineImportTXD ( txd, 560 ) Code from the wiki, its trying to replace the Texture for the model 560 (Sultan) but cos its trying to do it by Model Number, its trying to replace the PRIMARY texture, and NOT the TransFender Paintjob. ---------------------------------------------------- EDIT. Ok, ok, ok, i remember this same crap from when i was asking about this working in DP2 a Long time ago, it took MANY posts for people to understand just what i ment by PAINTJOB. So, i will explain it so ANYONE can understand. Now, With the Elegy. MOST cars are made up of only 2 files, a .DFF file, and a .TXD file. But The elegy is made up of 5 Files. here is the list of files, and explanations of what they do. Elegy.DFF - This is the cars Model. Elegy.txd - This is the cars Primary Texture, it does everything from Wheels, to Mirrors, to Interioer. ALL of the car. Elegy1.TXD - Defaultly, this is a Blue Paintjob with Black Flames, Purchaceable at TransFender. When this is on the car, the car is Reading from 2 Different Texture Files. This one, and elegy.txd. elegy.txd is still texturing the Wheels, seats, mirrors. where as elegy1.txd is ONLY REPLACING THE PAINTJOB. Elegy2.txd - Defaultly, this is a Yellow "Access" Paintjob, Purchaceable at TransFender. When this is on the car, the car is Reading from 2 Different Texture Files. This one, and elegy.txd. elegy.txd is still texturing the Wheels, seats, mirrors. where as elegy2.txd is ONLY REPLACING THE PAINTJOB. Elegy3.txd - Defaultly, this is a Purple "Rockstar" Paintjob, Purchaceable at TransFender. When this is on the car, the car is Reading from 2 Different Texture Files. This one, and elegy.txd. elegy.txd is still texturing the Wheels, seats, mirrors. where as elegy3.txd is ONLY REPLACING THE PAINTJOB. Now, what i want to make Serverside is a CUSTOM paintjob Texture, Elegy2.TXD (Shown in the Above images, alongside the Other elegy paintjobs) it CANNOT Replace the elegy.txd, as the elegy.txd is needed for the Seats, Mirros, wheels, and all that. as all ELEGY2.TXD has in it is a SINGLE TEXTURE, of NOTHING BUT THE BODYWORK. No seats, No Wheels, No Nothing. Just the Paintjob. i KNOW this is NOT possible with DP2, because one of the BETA TEAM said that in an OLD THREAD. what i want to know is IF ITS POSSIBLE to add this SERVER SIDE in DP3. as it is NOT POSSIBLE in DP2. And, to Quote Toady from an OLD thread: Now, taking that into concideration, a "Paintjob" isnt a Vehicle, or a Vehicles Primary Texture. Hence why its NOT POSSIBLE to change it Serverside in DP2. WILL IT BE POSSIBLE IN DP3? Thats ALL I WANT TO KNOW! it shouldnt take all this Explanation to ask that question. __________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  21. i know its not possible in DP2.* But will ServerSide paintjobs be possible in DP3? (such as elegy1.txd, elegy2.txd, elegy3.txd) NOT THE NORMAL CARS TXD, I KNOW THAT IS REPLACEABLE. This is a PAINTJOB. So it can be Enabled / Disabled eaisially, and Purchaced at Trans Fender! As i would love to be able to import these for everyone to see: (instead of just myself) __________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  22. Yeah, but all i want to know is if any of the modes i have listed, by default, have the health set that high for any objects. Yeah, the 250000% health is part of the all annoying cheat tool which name wont be mentioned here, which also includes the annoying "Ram Hack" and Airbrake, and all that crap. when the player is set to Indistructable with the cheat tool, their Vehicle health goes to 250000% health. So, if none of the modes have a cars health set that high for any reason, then i dare say it should be an easy way to set a timer to look for peoples vehicles with health set to that specific percentage (or higher) and auto ban. (which i will get one of my admins to do) __________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  23. Im looking to make a little script to intergrate with the PS Servers cheat detection system. But, i dont want to ban people that aint hacking. (of course) So, i have seen that with cheats, you can get an indistructable car, but in the admin panel it shows up as having 250000% health (instead of the normal 1000%) Now, is there any way to get that 250000% health without hacking that i should know about, (so the script dosent wrongfully ban people) or is the only way to get it that high with cheating. If its gamemode dependant, (like if you can set it that high in ceartian gamemodes, or whatever) i need to know. These are the Gamemodes PS Servers Run: Server One: Race (Custom Edition) Server Two: CDM CTV CTO TDMA Fallout2 CTF Stealth do any of those modes at any time set any vehicles health above 1000? and if so, whats the highest MTA can set it to. So basically, in the end, i plan on having a timer, check all cars with players in them for health above 200000% every few seconds, and if found, Insta ban. __________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  24. Well, as far as i can tell, We have fixed ALL of Votemanager's Bugs. (Big thanks to Mvol for fixing the stuff that was too hard for me) The only problem that still remains is the 25 day bug. Here is the List of changes we have made so far, and a link to the Download of Votemanager 2 Alpha 10: Votemanager Now acts like the one from MTA:Race (part two) If you want this Severly bug fixed version of Votemanager, Click the Image below: ------------------ other than that, any ideas on fixing the 25 day bug? as it is the final problem to fix in Votemanager. ____________ The Most Accurate Real Car Names List & Mod Ever. No Bullcrap. <-- Updated 20-January-2008! The Most Awesome MTA Clan and Servers Ever! No Bullcrap! <-- We Are Recruting New Members! [PS] Clan signups are open to the public! Click Here to join!
  25. Still, atleast it gave the "Illusion" of Progress.
×
×
  • Create New...