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Better idea would be to move it to GitHub. https://github.com/multitheftauto/mtasa-blue/issues
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How can I show the animation to each player? (.ifp)
majqq replied to SoManyTears's topic in Scripting
As you did, onClientResourceStart, get all players and replace animation for them, and also onClientPlayerJoin, in case of latejoiners. -
https://wiki.multitheftauto.com/wiki/EngineRequestModel https://dev.prineside.com/en/gtasa_samp_model_id/ Use this site to verify if object exists somewhere on map. After clicking certain object it will be displayed.
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majqq changed their profile photo
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Merry xmas!
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Code was updated, and now it's available only on GitHub. - Localized buffer function. - Fixed a case with reference to table, which was leading to saving data in incorrect table (local data used to be saved in synced and probably vice versa). - Added condition which checks if data was changed last time - affects data handlers (!) * Apparently data handlers doesn't require any further optimisations, the time required to process logic after implementing check it's way better than in case of element data. Previous version of code didn't had that, and that's why it resulted i
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Stop or remove runcode resource, or use ACL to restrict access to them.
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https://wiki.multitheftauto.com/wiki/Forks "AC is generally unsupported for forked projects and may be dropped entirely in the future. This means that you generally cannot rely on the MTA anti-cheat for your fork. We strongly advise that you write and implement your own AC."
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This is a trick which i do not recommend. Due of thing mentioned above. Personally i'm using a IIYAMA's way for everything, and it works perfectly.
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On topic: Just for anyone wondering, i solved that by using cancelEvent() in onClientPlayerDamage attached to root (had already existing handler, but just for localPlayer).
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Don't use fileDelete for client-side scripts, i consider cache="false" in meta.xml more reliable for that.
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Of course it is, 2016 here
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Why not, probably won't use it, but would be nice to look at it.