icedsun

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About icedsun

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    Advanced Member
  • Birthday 07/03/1981

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    Chomos
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    Minnesota, USA
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    Security Supervisor

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  1. icedsun

    SQL Changes

    After searching the mantis site, I found that they changed it on purpose to be this way starting in v1.0 -- so I'll just have to rewrite all my stuff
  2. icedsun

    SQL Changes

    After searching the mantis site, I found that they changed it on purpose to be this way starting in v1.0 -- so I'll just have to rewrite all my stuff
  3. icedsun

    SQL Changes

    Hmm, well if it is proper syntax, then I'll have to do a bugreport because it seems as though it's not supported anymore. Here's an example script to see: (if i'm just screwing something up let me know!!!) executeSQLCreateTable("mytable","id INT,type TEXT,xloc REAL")executeSQLInsert("mytable","'101','vehicle','482.456'")local out = executeSQLSelect("mytable","*")outputServerLog("Regular: "..tostring(out))outputServerLog("ColName: "..tostring(out[1].id))outputServerLog("ColNum: "...tostring(out[1][1])) outputs this: Regular: table: 01BA3C88 ColName: 101 ColNum: nil It's sometimes really useful to iterate through when they're returned numerically, but I'm sure it's possible to do through the actual names as well. But, like I said, if it's supposed to perform both ways, it doesn't seem to be.
  4. icedsun

    SQL Changes

    Hmm, well if it is proper syntax, then I'll have to do a bugreport because it seems as though it's not supported anymore. Here's an example script to see: (if i'm just screwing something up let me know!!!) executeSQLCreateTable("mytable","id INT,type TEXT,xloc REAL") executeSQLInsert("mytable","'101','vehicle','482.456'") local out = executeSQLSelect("mytable","*") outputServerLog("Regular: "..tostring(out)) outputServerLog("ColName: "..tostring(out[1].id)) outputServerLog("ColNum: "...tostring(out[1][1])) outputs this: Regular: table: 01BA3C88 ColName: 101 ColNum: nil It's sometimes really useful to iterate through when they're returned numerically, but I'm sure it's possible to do through the actual names as well. But, like I said, if it's supposed to perform both ways, it doesn't seem to be.
  5. icedsun

    SQL Changes

    I've recently returned from a long coding absence (haven't been active since dp2). I've been trying to get some of my old scripts updated for 1.0.3 and have been having trouble with some basic SQL stuff. It seems that there were some changes between the dp2 version and 1.0.3. The executeSQLDropTable function now works correctly. The executeSQLQuery also seems to be working correctly now, and the 512 character limit has been increased. Both are wonderful! However, the trouble I'm running into now is that in dp2, I could do this: local itemVis = executeSQLSelect("objectVisuals","shape,size,texture,fixins","id='taco'")outputConsole("The taco's shape is "..itemVis[1][b][1][/b])outputConsole("The taco's size is "..itemVis[1][b][2][/b])--and so on and so on... Whereas now in 1.0.3 the syntax has to follow this: local itemVis = executeSQLSelect("objectVisuals","shape,size,texture,fixins","id='taco'")outputConsole("The taco's shape is "..itemVis[1][b].shape[/b])outputConsole("The taco's size is "..itemVis[1][b].size[/b])--and so on and so on... Was I just using improper syntax when I did it the old way? Just curious if anyone has any experience with this... Thanks.
  6. icedsun

    SQL Changes

    I've recently returned from a long coding absence (haven't been active since dp2). I've been trying to get some of my old scripts updated for 1.0.3 and have been having trouble with some basic SQL stuff. It seems that there were some changes between the dp2 version and 1.0.3. The executeSQLDropTable function now works correctly. The executeSQLQuery also seems to be working correctly now, and the 512 character limit has been increased. Both are wonderful! However, the trouble I'm running into now is that in dp2, I could do this: local itemVis = executeSQLSelect("objectVisuals","shape,size,texture,fixins","id='taco'") outputConsole("The taco's shape is "..itemVis[1][b][1][/b]) outputConsole("The taco's size is "..itemVis[1][b][2][/b]) --and so on and so on... Whereas now in 1.0.3 the syntax has to follow this: local itemVis = executeSQLSelect("objectVisuals","shape,size,texture,fixins","id='taco'") outputConsole("The taco's shape is "..itemVis[1][b].shape[/b]) outputConsole("The taco's size is "..itemVis[1][b].size[/b]) --and so on and so on... Was I just using improper syntax when I did it the old way? Just curious if anyone has any experience with this... Thanks.
  7. Christmas comes early this year - thanks guys! I hope Santa brings you all something good! Your work is greatly appreciated.
  8. Yeah, I've noticed the same thing previously. The reason basically is that a pickup is just an object loaded, sized, and collisions turned off and a colsphere added on it. Any object that has collisions disabled won't register any kind of click. My solution was to do my own custom "pickups" and whenever the cursor is enabled, collisions are enabled... it kind of sucks though because then the player could theoretically crash their car into the object, etc. (Oh, and the collisions will be the size of the actual object, not the resized pickup's size.) On a funny note, if one of these pickups is in the middle of the road, and you have your cursor enabled, then when someone else drives by it looks like they crash their car and they go flying, but then suddenly they are back to driving normally down the road (the other players all just see the car driving by normally though.)
  9. Ugh, I can't stand when people don't parse their conditions inside ( )'s... especially when it's a massively long list of conditions like you have! Please, for the love of Bob: if(conditions) then Then again, I have OCD.
  10. Hey all - I just installed GTASA and MTA on an older computer I have. It's a: 800MHz PIII nVidia GEForce 2 MX400 graphics card w/32mb of RAM (Yes, the advanced graphics settings even work fine - YAY nVidia) 256mb of RAM It's definately below the "required" system specs for GTASA but guess what - it runs really well (albeit in "Low" graphics mode!) MTA dp2.3 starts up fine and connects to my server wonderfully. I even killed some players, flew around in a chopper, etc. with no laggy graphics or any problems ) So, now I'm curious - what's some other crappy systems that people have successfully gotten MTA to run on?
  11. It's really easy to scale objects already - the only problem is that the collision-data for the object stays the same size... so, you could put a massively huge wheelchair on top of a building, but if someone flew into it with a helicopter they wouldn't hit anythign until they reached the very tiny center of the object.... Or, you could shrink a massively tall building down to a size that would fit into your pocket, but if you tried to walk up to it you'd hit the building walls long before you got close enough. (unless you turned its collisions off completely, which is also possible.) Anyhow, it can all be done, but has to be done clientside... easiest would be to do the following: in your map file, specify something like scale="2.0" when you load objects from a map file, use setElementData() to set a property "scale" on the object to 2 (the value that was in your map file) use clientside onElementStreamIn event, check if what's being streamed in is an "object" and if getElementData "scale" isn't false, setObjectScale() to that numeric value... optionally, setElementCollisionsEnabled to false for the object if "scale" does not equal 1.0 But, like i said, you run into the collision-data problem mentioned above. Also, it wouldn't be hard to edit any of the scripted map editors to give the option to setObjectScale of whatever item you're playing with...
  12. Just in case you didn't already notice - the script provided above will make that command available on the server - and unless you restrict it in the ACL, it'll be available to all players. So anybody could give themselves money, thus defeating the purpose of having money on most servers. We could all be chairmen of the Federal Reserve.
  13. You're amazing - thank you for taking the time and effort to look into this and even compile a working library for me. This community is very lucky to have such dedicated, helpful, and courteous members. It's much appreciated. When I finish the fruits of my scripting labor, I hope you find the end result enjoyable... (more details to come as I near completion) Thanks again. Wow, after figuring out the proper way to include modules, it worked perfectly! This will do exactly what I needed and I can't possible thank you enough!!!
  14. I'm still confused as to why he WAS able to connect and play before. Seems strange that his serial would "disappear" from mtabeta.com, doesn't it?