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srslyyyy last won the day on February 22

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About srslyyyy

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    Polish Section Moderator & Scripting Section Moderator


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  1. What do you mean by shaders? Perhaps multiple textures applied by replacement shader?
  2. We require a effort from you, waiting till someone will do your job it's not a right way, and by doing so you won't learn anything.
  3. Welcome back So Citizen, myself and probably many others used your resource bone_attach resource which was great for lots of various servers.
  4. @Krzychuu skontaktuj się z administracją. Nie zajmujemy się poszczególnymi serwerami.
  5. Important note if you are using exports. Since exports use context switch you won't be able to add function as data handler in resource which doesn't contain data handler itself. I really forgot that being a thing, since i barely use exports at all. Perhaps using triggerEvent might serve as a workaround, and if so, i might try to write some extra code. Ideally this data system should be used without exports or should be connected to a resource which uses it mosts.
  6. Try processing damage through attacker side, and not victim.
  7. https://wiki.multitheftauto.com/wiki/SetFPSLimit Read Issues when increasing FPS
  8. By setting items client-side you are inviting "hackers" to your server. Be aware that someday someone will exploit that you've doing it incorrectly, which will result in player copying items and so on.
  9. What about using priority feature in addEventHandler? addEventHandler ( string eventName, element attachedTo, function handlerFunction [, bool propagate = true, string priority = "normal" ] ) local playerElements = getElementByID("playerElements") function onPlayerQuit() -- do your stuff end addEventHandler("onPlayerQuit", playerElements, true, "high")
  10. Sadly it isn't, you need create replacement shader for every texture (no idea why it's like that though).
  11. If you are aware when it could be helpful (e.g removing ping factor f.e when calculating damage), there's nothing against using it, just keep in mind that won't sync server-side value, and will be set locally just for player which called the function.
  12. As i mentioned before you shouldn't do that, i've decided to not implement data handlers server-side because everything should be checked by server before (please check server-side data validation once again). But feel free to add that by yourself.
  13. Zacznij od podstaw - https://wiki.multitheftauto.com/wiki/Scripting_Introduction Potem, przykład zamiany dostępny na wiki. https://wiki.multitheftauto.com/wiki/EngineLoadDFF Najlepiej by było abyś dołączył do naszego Discorda (discord.gg/mtasa) i napisał na kanale #pl-scripting. Od razu mówię, że wymaga to wysiłku z twojej strony.
  14. I thought it should be self explanatory "local" - it's a data stored on certain side, not synced with counter side. "synced" it's a data which is available for everyone, on both sides. "private" - it's a data which is available for certain group of player(s) on client-side, server however have full access for that - set them in pReceivers. Syncer can be set to false, or for a element which caused data to sync, i use it for example when refreshing inventory, if localPlayer equals to pSyncer then refresh function is triggered. There is no need for using resourceRoot as syncer
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