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Feche1320

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Posts posted by Feche1320

  1. addEventHandler("onResourceStart", getResourceRootElement(),
    	function()
    		exports.slothbot:spawnBot(3, 3, 5, 0, 108, 0, 0, teamLV, 31, "guarding", true)
    	end
    ) 
    
    addEvent("onBotWasted")
    addEventHandler("onBotWasted", getRootElement(), 
    	function() 
    		setTimer(
    			function()
    				exports.slothbot:spawnBot(3, 3, 5, 0, 108, 0, 0, teamLV, 31, "guarding", true)
    			end
    		, 5000, 1)
        end 
    )

    You were missing 'addEvent' and on the timer to use exported functions you need to make the function inside the timer.

    • Thanks 1
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    	<object id="106" model="2898" posX="1487.85645" posY="-1783.12964" posZ="12.55000" rotX="0.00000" rotY="0.00000" rotZ="0.00000" dimension="0" interior="0" />
    	<object id="107" model="2898" posX="1487.85645" posY="-1777.79871" posZ="12.55000" rotX="0.00000" rotY="0.00000" rotZ="0.00000" dimension="0" interior="0" />
    	<object id="108" model="2898" posX="1487.85645" posY="-1772.40625" posZ="12.55000" rotX="0.00000" rotY="0.00000" rotZ="0.00000" dimension="0" interior="0" />
    	<object id="109" model="2898" posX="1487.85645" posY="-1767.00732" posZ="12.55000" rotX="0.00000" rotY="0.00000" rotZ="0.00000" dimension="0" interior="0" />
    	<object id="110" model="2898" posX="1487.85645" posY="-1761.59387" posZ="12.55000" rotX="0.00000" rotY="0.00000" rotZ="0.00000" dimension="0" interior="0" />
    	<object id="111" model="2898" posX="1487.85645" posY="-1756.17200" posZ="12.55000" rotX="0.00000" rotY="0.00000" rotZ="0.00000" dimension="0" interior="0" />
    	<object id="112" model="2898" posX="1487.85645" posY="-1750.75220" posZ="12.55000" rotX="0.00000" rotY="0.00000" rotZ="0.00000" dimension="0" interior="0" />
    </map>

     

  3. With getTickCount() the script is more efficient:

    local SECONDS = 20 -- 20 seconds between command use
    local tick = {}
    
    function fix(playerSource) 
        local theVehicle = getPedOccupiedVehicle(playerSource) 
        if theVehicle and getVehicleController ( theVehicle ) == playerSource then  
    		if getTickCount() - (tick[playerSource] or 0) >= SECONDS * 1000 then
    			fixVehicle (theVehicle)  
    			tick[playerSource] = getTickCount()
    			outputChatBox ("Your vehicle has been repaired !" , thePlayer) 
    		else
    			outputChatBox ("Don't abuse the command!" , thePlayer) 
    		end
        end 
    end 
    addCommandHandler("repair" , fix)

    Change 'SECONDS' variable to whatever you need.

  4. Exports are slow too, and it's much faster to setElementData rather than creating a custom function, and adding it to the meta.xml.
    If I need to share a table with all server resources, I set the element data to the 'root', and disable data client synchronization to save bandwidth since the data is not needed client side.

    local mytable = { a = 1, b = 2, c = 3 }
    setElementData(root, "mytable", mytable, false) -- Disable sync with fourth argument
    
    -- On the other resource
    local mytable = getElementData(root, "mytable")

     

  5. local r, g, b = 255, 255, 255
    dxSetShaderValue(theTechnique,"color", r / 255, g / 255, b / 255)
    #include "mta-helper.fx"
    
    float size = 30.0;
    float speed= .75;
    
    float2 resolution = float2(1, 1);
    float intensity = 1;
    float opacity = 1;
    float3 color = float3(1.0, 1.0, 1.0);
    float rate = 1.0;
    
    struct vsin
    {
    	float4 Position : POSITION;
    	float2 TexCoord : TEXCOORD0;
    };
    
    struct vsout
    {
    	float4 Position : POSITION;
    	float2 TexCoord : TEXCOORD0;
    };
    
    vsout vs(vsin input)
    {
    	vsout output;
    	output.Position = mul(input.Position, gWorldViewProjection);
    	output.TexCoord = input.TexCoord;
    	return output;
    }
    
    float random(float2 co)
    {
        return frac(sin(dot(co.xy ,float2(12.9898,78.233))) * 43758.5453);
    }
    
    float3 random_color(float2 coords){
    	float a = floor(random(coords.xy*6.896)*7.);
    	//(2^3)-1
    	//           { return float3(0.,0.,0.); } //BLACK
    	if (a == 0.) { return float3(1.,0.,0.); } //RED
    	if (a == 1.) { return float3(0.,1.,0.); } //GREEN
    	if (a == 2.) { return float3(1.,1.,0.); } //YELLOW
    	if (a == 3.) { return float3(0.,0.,1.); } //BLUE
    	if (a == 4.) { return float3(1.,0.,1.); } //MAGENTA
    	if (a == 5.) { return float3(0.,1.,1.); } //CYAN
    	else         { return float3(1.,1.,1.); } //WHITE
    }
    float tri(float x){
    	x = (x%2.0);
    	if (x > 1.0) x = -x+2.0;
    	return x;
    }
    float chess_dist(float2 uv) {
        return max(abs(uv.x),abs(uv.y));
    }
    
    float4 ps(vsout input) : COLOR0
    {
    	float time = gTime * (0.5 + rate * 2.);
    	float2 uv = -1.0 + 2.0 * input.TexCoord.xy / resolution.xy;
    	uv.y *= resolution.y/resolution.x;
    	float3 colors = color * random_color(floor(uv*size))*step(chess_dist((frac(uv*size)-.5)*2.),tri((((time*speed)+((random(floor(uv*size)))*2.)))));
    	float outFX = saturate(opacity * colors);
    	return float4(colors * intensity, outFX);
    }
    
    
    
    float countDepthBias(float minBias, float maxBias, float closeBias)
    {
        float4 viewPos = mul(float4(gWorld[3].xyz, 1), gView);
        float4 projPos = mul(viewPos, gProjection);
        float depthImpact = minBias + ((maxBias - minBias) * (1 - saturate(projPos.z / projPos.w)));
        depthImpact += closeBias * saturate(0.5 - (viewPos.z / viewPos.w));
        return depthImpact;
    }
    
    technique tec
    {
    	pass Pass0
    	{
            SlopeScaleDepthBias = -0.5;
            DepthBias = countDepthBias(-0.000002, -0.0004, -0.001);
    		AlphaBlendEnable = false;
    		AlphaRef = 1;
    		VertexShader = compile vs_3_0 vs();
    		PixelShader = compile ps_3_0 ps();
    	}
    }

    Try this

  6. 14 hours ago, spenkbang said:

    I want to create objects at points which are not likely to be seen by players in the server.   

    This seems to be the best option for now.  Though I'd rather use less bandwidth, not ask the client for variables which the server (seemingly) already has access to

    If you don't need very accurate positions, math.floor the coordinates.

    Anyways, assuming MTA 'fixes' this issue, you are going to be using the same amount of bandwidth vs calling the client fix, since the server will ask the client the camera matrix constantly to have it updated on server-side

  7. I have been making some tests since I still have this issue, added an IF statement to check if time was set or not since the Wiki says that it returns true if set succesfully, false otherwise:

    Quote

    Returns true if the new time was successfully set, false otherwise.

    This is my current code with the IF statement:

    if setTime(22, 0) then
    	setMinuteDuration(600000) -- 10 minutes = 1 ingame minute
    	outputDebugString("[RACE] Time set")
    else
    	outputDebugString("[RACE] Could not set game time")
    end

    And this is what I got:

    fNYABDm.png

    What could be the reason of setTime() returning false?

    Thanks

     

    EDIT:

    Okay so nevermind, I'm stupid..

    I had this hidden somewhere

    _setTime = setTime
    function setTime()
    end

    Can be closed, thanks for your help!

  8. 2 hours ago, Awang said:

    Yes, but if somebody just simple do a trick with the writing/reading/deleting acces of the folder then can allow to create the font, but after the script has no right for delete it... Thats why I prefer raw data like in shaders, models other lower sized files, send to cliens with LatentEvents...

    It is almost impossible to be faster than what MTA takes to load/delete the file

  9. local plants = {}
    
    function iniciarFarm8( x, y, z )
    
        --animation = setPedAnimation(source, "medic", "CPR", -1, false, false, false, false)
        --setTimer(function()
        plants[source] = createObject ( 862, x , y , z - 1 , 0, 0, 0 )
        --end, 6500, 1)
        
    end
    addEvent ("iniciaJob8", true) 
    addEventHandler ("iniciaJob8", getRootElement(), iniciarFarm8)
    
    function plantDestroy ()
    	destroyElement ( plants[source] )
    end
    addEvent ("onDestroyElement", true) 
    addEventHandler ("onDestroyElement", getRootElement(), plantDestroy)

     

  10. Hi,

    I have this strange issue with setElementCollisionsEnabled, the helicopter rotor still has collisions enabled, as you can see on the image.

    Here is my script:

    function disableCollisions()
    	local ghostmode = true
    	local tp = getElementData(localPlayer, "room_id")
    	if tp == "Shooter" then
    		ghostmode = getElementData(root, "shooter.ghostmode")
    	elseif tp == "OJ" then 
    		ghostmode = getElementData(root, "oj.ghostmode")
    	end
    	local vehicles = getElementsByType("vehicle", root, true)
    	for i = 1, #vehicles do
    		for k = 1, #vehicles do
    			setElementCollidableWith(vehicles[i], vehicles[k], getElementInterior(vehicles[i]) == 100 and false or not ghostmode)
    		end
    	end
    	local players = getElementsByType("player", root, true)
    	for i = 1, #players do
    		setElementCollisionsEnabled(players[i], players[i] == localPlayer and true or false)
    	end
    end

    Is there any way to disable this? thanks

    HO14XFv.png

  11. I am having a little problem with my server, I have a multi gamemode script and a VPS with 1GB of RAM, after an hour or so the server crashes due to memory limitations, it seems that it reaches the 1GB of RAM limit, and since the VPS doesn't have swap, the server crashes.

    I use mySQL and there are no 'big' variables server-side, almost all request are sent to mySQL (for example, to get map name)

    When I start the server the first time, the memory usage is around 350mb

    If I stop all the resources, the memory doesn't go down, so for example if memory usage is 700mb and I stop all resources (actually, it's only ONE resource that holds everything), the memory stays on 700mb.

    Is the solution to get more RAM or there is another issue?

    Thanks.

  12. resourceRoot is used only on 'onClientResourceStart' and on 'onResourceStart'

    If you use root on the events mentioned above, when any resource starts, it will get triggered for all resources, so with resourceRoot it will get only triggered for the resource that you you want to know that it started

    root is used on any other events, like 'onPlayerJoin' or 'onClientMarkerHit'

    • Thanks 1
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