Jump to content

vicisdev

Members
  • Content Count

    29
  • Joined

  • Last visited

Community Reputation

9 Neutral

About vicisdev

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Entendi. É meio contra intuitivo da forma que está, mas os últimos vídeos são sempre melhores que os primeiros, então tem mais chance de alguém gostar quando ver kkk Valeu, Lord.
  2. Curti, embora faltam dados mostrando os testes feitos para sustentar o que você ta falando. Eu acho meio estranho um flood no chat padrão afetar gravemente a performance do servidor. E também sobre comandos protegidos por ACL. Dá pra disponibilizar testes de performance?
  3. Fala, galera. Pra quem sempre quis saber como escrever os próprios scripts para MTA, mas nunca conseguiu se organizar para começar, eu trago a solução. Estou construindo uma playlist de vídeos relacionados a script para MTA. O foco principal é ensinar a API do MTA e não necessariamente programação em Lua, portanto, para aqueles que desejam acompanhar melhor é recomendado que já saiba programar em Lua. Por outro lado, não sinta-se incapaz de seguir a playlist mesmo não sabendo Lua. Você pode tentar entrar de cabeça, sem ter esse background muito sólido. Vai ser mais difícil, mas não é impo
  4. Turns out it's unapplicable and has a lot of performance issues due to loadstring being used heavily.
  5. Why? Yeah, as soon as I can fix some issues and write a doc.
  6. Fala galerinha. A maioria dos servidores tendem a "bindar" teclas de forma totalmente inconveniente como por exemplo colocando inventário no I, mouse no M, já cheguei a ver inventário no K, etc. Isso pode levar à uma má experiência por parte dos usuários já que dessa forma seria-los necessário tirar a mão de um controle principal do jogo - mouse, WASD - para executar funcionalidades secundárias. Além de que, bindar muitas teclas diferentes pode causar confusão e dificulta a memorização delas. Então, para tentar resolver esse tipo de situação, comumente vista em servidores estilo RPG, esse reso
  7. Multi Key Context System (UNAPPLICABLE) Most of server owners tend to bind keys in an unconvenient way like show inventory bound to letter I or K. This can lead to a bad user experience while playing in your server as it would be needed to leave a main control to activate a secondary - leave mouse or WASD to press F1, F2, Fn. Also, binding too much different keys can cause confusion and it's hard to remember. To overcome this lack of keys, which happens mainly in RPG style, this resource makes multi functionalities bound to a key easy to use following a context based approach. The ma
  8. Yeah, this is the approach I'm following now. Where can I share it when it's finished, like a showcase and stuff?
  9. Yeah, but the main thing is adding new entries programatically which leads to server/client only insertions. It would be magic if I could force a shared environment when calling a function so the api knows "ok this has to be added here and there" just like what happens when you manually, directly, make calls or insert data on a shared file. There is a way to extract a loaded function's implementation so you get its string? If so ... maaan, revolutionary!
  10. Ooh, great solution, actually. I've read loadstring doesn't return values, I was wrong. I'll need to change some implementations, but this is fine, thank you!
  11. I'm making a key binding api for my server, but I'll need to change the approach I guess I would really like to know what @IIYAMA has to say about this
  12. Yeah guys ... it sadly doesn't work -- shared_script.Lua addEventHandler("onPlayerJoin", root, function() local server_table = { function() return true end, function() outputChatBox("ANOTHER FUNCTION") return false end, "sadsad" } for k, v in pairs(server_table) do triggerClientEvent("r", source, k, v) end end) addEvent("r", true) addEventHandler("r", root, function(i, v) outputChatBox("RECEIVED > " .. inspect(i) .. " > " .. inspect(v)) end) https://i.imgur.com/E5TV6dS.png (i cant insert images ,_, )
  13. Idk really ... I've tried to store the table full of functions in the root element with setElementData and all entries gone nil, so maybe functions are not synceable ... idk :p
  14. I'll try it. But I have almost sure the entries are going to be nil ... let me see and I'll give feedback
  15. I have a shared script that stores a parameter provided function into a table: -- shared_script.Lua local my_table = {} function addFunctionality(key, handler) my_table[key] = handler end The point is that it's stored two different tables - client and server side. When addFunctionality is called from a client script the handler is stored only inside the respective side table. What I need is a way to communicate between both client and server to store the handler in both tables independently of who is calling addFunctionality. The tables need to be synced and have the same data.
×
×
  • Create New...