Xabache Posted January 9, 2015 Share Posted January 9, 2015 I would like to make ultra secure easter eggs. Have i seen money pick up spawn points in .lua? Can i make map modifications, which might tip off pickup points, to be within .luac files? Example can I put something akin to this within a .luac by whatever means <object id="object (cxrf_floodlite_) (6)" breakable="true" interior="0" collisions="false" alpha="255" model="3398" doublesided="false" scale="1" dimension="0" posX="643.20001" posY="958" posZ="-5.5" rotX="0" rotY="0" rotZ="180"></object> Link to comment
Castillo Posted January 9, 2015 Share Posted January 9, 2015 I really don't understand anything of what you just said. You want to load pickup positions from a map file? or what? Link to comment
Mizudori Posted January 9, 2015 Share Posted January 9, 2015 I would like to make ultra secure easter eggs. Have i seen money pick up spawn points in .lua? Can i make map modifications, which might tip off pickup points, to be within .luac files?Example can I put something akin to this within a .luac by whatever means <object id="object (cxrf_floodlite_) (6)" breakable="true" interior="0" collisions="false" alpha="255" model="3398" doublesided="false" scale="1" dimension="0" posX="643.20001" posY="958" posZ="-5.5" rotX="0" rotY="0" rotZ="180"></object> If you are talking about what I am thinking.. and you want insert world object via script. Use this function createObject() Or if you want to create pickup spot just use this createPickup() setPickupRespawnInterval() Link to comment
Xabache Posted January 9, 2015 Author Share Posted January 9, 2015 Ny goal is primarily to create and remove world objects, and manipulate their properties as is easily available in the .map files, with all those properties such as collision and double sided, but hidden away from prying eyes, within an encoded .luac file Create: createObject() remove: ??? Link to comment
Mizudori Posted January 9, 2015 Share Posted January 9, 2015 Remember that you need to use it in onResourceStart Removing objects is more complex than adding so good luck. removeWorldModel() Link to comment
Xabache Posted January 10, 2015 Author Share Posted January 10, 2015 So i've created lists of removeWorldModel and createObject and have seen them work, but am not sure should this be a client side function or server side? if either, advantage to which? Link to comment
Mizudori Posted January 10, 2015 Share Posted January 10, 2015 Server-Side https://wiki.multitheftauto.com/wiki/OnResourceStart There was topic about it already if you create object client-side and the object will be destroyable, localPlayer will destroy it and walktrought him, then others client will still have the object and see how the one player who destroyed it is walking inside of that object. Link to comment
Xabache Posted January 10, 2015 Author Share Posted January 10, 2015 Why onResourceStart? I implemented removeWorldModel "This example will removes buildings on BigEar" without any OnResourceStart, and it worked fine. And am I correct in assuming that under normal operations Server side scripting is not accessible to the player in original format. Making it more secure, and making .luac of server side scripts all but totally unnecessary? Is there a tutorial for server/client side-priority, what typically goes where? Link to comment
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