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tma

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  1. Hi. There are no markers for my teleports by default - you have to add them like so: teleport2:setMarker(5,255,0,0,255,"corona") This would create a red corona marker of size 5.
  2. tma

    A Few Suggestions

    Thank you for the reply. To answer: + onPlayerScreenShot: This request was primarily driven by the fact I script for a DD/DM server and one of the tricks was to spam screenshots so altering your lag and thus collision. I wanted to trap this to determine who was trying to gain an advantage by doing so. I appreciate that recently the screenshot taking code was enhanced, but it might still be useful. I could also see it being potentially used on an RP server. + fileRename(): Yeah, I do have the work-around running at the moment. I was just thinking that a proper rename function would be a clean
  3. Hey, I just wanted to suggest a few things for consideration ... onPlayerScreenShot Event An event that is fired any time a client takes a screen shot, weather by a bind or /screenshot. fileRename() A server command to rename a file. Currently, you would have to copy the original file and then delete it. Ped as a camera target Currently, setCameraTarget() is limited to only players as targets. It would be really good if it could be set to other elements, especially peds e.g. for use in spectating a ghost driver playback. I'm not sure if these two are bugs/features but I will list them
  4. Thanks for the reply, Hankey. But that's a bummer. Is there a reason for this ?
  5. Hi, I do the scripting for a DD/DM server that uses the race resource, and one of the feature requests that's come up recently is the ability to change camera mode while spectating, as you can while playing (usually with 'v' or 'home' which are bound to 'change_camera'). Now, I can't seem to make this happen. On join or death, spectate seems to stay with your current view mode until you (re)spawn. Is there a way to do this ? Or is this just how MTA works ? I appreciate I could go to the trouble of modifying race to provide these camera modes (using the MTA API) but I'd just like an easy way
  6. tma

    Hacking

    Eesh, I have a lot of custom events. I take it putting something like: if not (client and source and (client == source)) then cancelEvent() return end at the start of each of your custom events would work ? Maybe a more generic system like in the freeroam example you gave would be a better idea. I still can't think of how custom code is done though. Yes, I can see them faking an event for someone else, but the stuff like ped spawning ? Thanks again for the info, Kayl.
  7. tma

    Hacking

    Yep, had that. Wow, really ? Thanks for the info. So I guess any logged in player with priveliges can be "attacked" ? The hack triggers an event for them so extra permissions are granted to do stuff ? Do you have a "normal" set of resources running ? i.e. nothing special ? I guess I will have to go through my code and change some stuff around ... Edit: Did you just edit your own resource to include this "client = source" check ? It's just that I'm not seeing how they run their own code. I mean, how does a hacker trigger an event for someone else to call what I assume is a custom-coded se
  8. tma

    Hacking

    The runcode resource is not on the server.
  9. tma

    Hacking

    Also, does this account: <account name="Console" password="" /> need to exist ? It seems to be in by default (at least on my local PC) but is it needed for things to work correctly ? (We don't use the server console at all). Can that be exploited ?
  10. tma

    Hacking

    Yeah I thought at first someone might have admin/ftp access but the passwords were changed to combat this. I checked the server log file also, looking for anything to do with "ADMIN:" but only found the usual bans / muting etc. I have seen this problem on another server also.
  11. tma

    Hacking

    Hey Norby, thanks for replying. The hacker problem I am referring to is not (?) s0beit as mentioned - the issue is random events. This has taken the form of: + Random ped spawning + Random vehicle changes + Gravity changes + Screen shaking I tracked this down initially to the fact that somehow, the admin resource on the server had been modified to include "extra" code. It had been amended to one of the admin resource LUA files. When I stopped this (removing the offending code), they then modified the meta.xml of the admin resource to include their own file. I do not know how they are mod
  12. tma

    Hacking

    Hey, I was just wondering where the best place to ask about people hacking was ? I'm not talking about s0beit as that can be easily seen - but by spontaneous events happening in the server. Should I post about the problem here ? Thanks
  13. Your variable 'Player' isn't defined so use something like: Player = getLocalPlayer() before your setElementHealth() call.
  14. Is the image in your post the actual one in use ? It has dimensions 361px × 305px ? If so, try padding the image out to 512x512. Graphics cards are designed to work best/accurately with textures that are square and sized in powers of 2 e.g. 128x128,256x256. Sometimes, when they're not, the hardware will interpolate the data incorrectly during scaling and give you errors like this. I had the same problem embedding a logo bottom right in my mod - moving the texture up to 512x512 solved the issue.
  15. function Script_onMapLoad () barrier = createObject (968, 1544.714966, -1630.837036, 13.317049, 0,90,90) end addEventHandler ( "onResourceStart", getResourceRootElement(getThisResource()), Script_onMapLoad ) addCommandHandler ( "open", function(player,cmd,...) outputChatBox ( "Barrier up!", player) moveObject ( barrier, 2000, 1544.714966, -1630.837036, 13.317049, 0,-90,0 ) end ) What was wrong: + You missed commas out on the moveObject() call + You angle parameters to createObject() and moveObject() where in radians not degrees + The incor
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