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ryden

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Everything posted by ryden

  1. Congrats for the post number 1200.
  2. You can use our advanted scripting functions: http://development.mtasa.com
  3. ryden

    Season's Greetings

    So let's make a MTA:IV which fixes those bugs
  4. ryden

    Season's Greetings

    To all those losing interest, I invite them to join the development team to improve MTA or even the resources project. Remember that MTA developers make it for free and they haven't promised anything for a given date, so they don't owe anything to anyone. Now that it's open source, though, it's time to collaborate with the project, but I see that the whinners quota is quite higher than the new developers quota.
  5. Imho, cheaters will be cheaters with or without source code and they will get banned from servers with the same command as being closed-source.
  6. It is beta 4, but that's not the point of this thread. Also I am not talking about the superman script flight. I'm talking of players walking and running normally on the street level, but that you see them floating instead of moving the legs.
  7. If you have seen in the latest test players floating instead of getting the walking animations, then write a post here describing it a bit. Thank you.
  8. MTA doesn't use ASE since dp2.1. It uses game-monitor instead. http://www.game-monitor.com, there you got also a browser outside MTA.
  9. There is not help possible. That's like asking why grass is green.
  10. ryden

    Please come

    You could upload a screenshot with a bigger resolution so developers can read the error.
  11. ryden

    Please come

    You could upload a screenshot with a bigger resolution so developers can read the error.
  12. If you, for example, register an event handler for onClientClick and click somewhere the event for button="left" and state="down" will be triggered. But if you move the mouse to another screen holding the mouse button and then release it in the other screen, the event for button="left" and state="up" won't be triggered.
  13. ryden

    Remote event triggers

    It's not queueing unexistant events. It's just waiting for the resource to be downloaded and started. After that, nothing is queued.
  14. ryden

    Remote event triggers

    Um?! the event can't exist if the client hasn't downloaded the files completle because the .lua client script file where the event is added simply isn't complete on his pc. And that's why it should be queued until it's completely downloaded. To wait for the script to add the event handler so it can act in consequence.
  15. When calling setTimer from a module, if you specify parameters to be sent to the callback and this parameter is a custom userdata it won't work. Works fine when you send plain data like, for example, a number. But if you push a userdata with this code this is what happens: static int test(lua_State* L) { pModuleManager->Printf("Timer called the callback\n"); return 0; } int myFunction(lua_State* L) { lua_getglobal(L, "setTimer"); lua_pushcfunction(L, test); lua_pushnumber(L, 1000); lua_pushnumber(L, 3); lua_newuserdata(L, sizeof(char)); /* Here we push the userdata */ lua_call(L, 4, 1); lua_pop(L, 1); } [07:33:15] ERROR: attempt to call a table value [07:33:16] ERROR: attempt to call a string value [07:33:17] ERROR: attempt to call a string value Now the same, but pushing a number: static int test(lua_State* L) { pModuleManager->Printf("Timer called the callback\n"); return 0; } int myFunction(lua_State* L) { lua_getglobal(L, "setTimer"); lua_pushcfunction(L, test); lua_pushnumber(L, 1000); lua_pushnumber(L, 3); lua_pushnumber(L, 16); /* Now instead of the userdata, we push a number */ lua_call(L, 4, 1); lua_pop(L, 1); } [07:36:49] Timer called the callback [07:36:50] Timer called the callback [07:36:51] Timer called the callback
  16. ryden

    Remote event triggers

    I can't see a bug in there. It's just logic that the event doesn't exist as long as the client script hasn't started That's exactly the bug, that the event should be queued.
  17. If you do server-side triggerClientEvent, the client won't queue the event call until the script is completely downloaded and started (onClientResourceStart), making that sometimes in the debug console it alerts that the server tried to call an unexistant event.
  18. that can be done too, if you played as-supermarket you know what I mean But he means syncing them, since you can already go near a TV and press Enter to pickup it. the problem is that it's not synced, so other players still see the TV in its original place. For the rest, thank you for your answers and tips .
  19. I think you can do that one already, check out the createPickup at wiki, it has something about custom objects, else it's just scriptable Read better, he is not talking about pickups, but about picking in your hands house objects for robbery. You can change blur level by now, per player There are more special effects. Already possible, Admin saves panel options client side Any server can read those files, I mean creating domain-protected files like cookies. You can, interstate was doing that but removed for release afaik, Use the gui functions Why did they remove it? You can script your own chatbox however you want it on your server You can't call the console command chatbox from a client-side script.
  20. ryden

    call()

    I can't see the mysql_fetch_assoc call in that code.
  21. I totally agree with those suggestions, specially the wildcards one , and I would like to add some more suggestions, sorted by priority: Update: Client side generated files per-server We could want to save some important data in the client-side scripts, such as passwords for auto login scripts. If we do, a malicious server could create a fake resource with the same name but with the only mission of retreiving that data to steal it, making a script that makes exactly that. It could be nice that the client-side generated files are stored in a directory with the same name as the host of the server, acting as a web browser cookies. Being able to freeze the world time / clock Maybe we don't want the GTA automatic time and we prefer to control the time by ourselves, for example providing a real world time changing it every minute. Being able to change the healthbar/nametag appearance Being able to decide if splitting the armor and health in two bars or keeping it in one. Defining the bar width and height. Defining the health and armor colors. Defining the offset of the bar relative to the player body, so we can set them over the head, in the body, in their feet, or where we prefer. Removing hardcoded messages Maybe we want in our server to don't show the join/quit messages except who toggled them on, so they get a clear chat box. Removing them, and also the nick change messages and allowing the scripters to send their own ones could be really nice. Removing the hardcoded teamsay and allowing the script to create it's own chatboxes It has no sense having a teamsay in servers without teams. If a server implements teams then it could have the teamsay scripted on its code, and then we can create our own chats bound to a specific key (just allowing to call the console command chatbox ChatPrefix) and being the onPlayerChat event called. Ability to show/hide the nametag of a given player for a given player, client-side I like hiding the nametags of players when they enter a car, but only for the players outside that car and never for admins. Being able to hide some player nametag client side could be a great improvement. Special characters in the chatbox My language have some special characters like ñçÑÇ¡¿áéíóúÁÉÍÓÚäëïöüÄËïÖÜ but I can't write them in the chatbox. Not every skin is CJ All skins use the CJ voices (also females) and walking style. It would be nice to make in the MTA client to only play the sounds that belong to that skin. For the walking style, it could be toggleable. getVehicleEngineState There is setVehicleEngineState but not getVehicleEngineState. Thank you for reading
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