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Messages - sseebbyy

Pages: 1 2 [3] 4 5 ... 51
31
Won't fix as tag_scale exists as a configuration option that can be used to reduce the size of players' nametags.

Very comfortable...

Info -> Stormeus enters in a pcj.
/setconfig tag_scale 0.2
Info -> The scale of the tag's name was successfully changed to 0.2.
Info -> Stormeus exited from the pcj.
/setconfig tag_scale 1.0
Info -> The scale of the tag's name was successfully changed to 1.0.
Info -> Stormeus enters in a pcj.
/setconfig tag_scale 0.2
Info -> The scale of the tag's name was successfully changed to 0.2.
Info -> Stormeus exited from the pcj.
/setconfig tag_scale 1.0
Info -> The scale of the tag's name was successfully changed to 1.0.
Info -> Stormeus enters in a pcj.
/setconfig tag_scale 0.2
Info -> The scale of the tag's name was successfully changed to 0.2.
Info -> Stormeus exited from the pcj.
/setconfig tag_scale 1.0
Info -> The scale of the tag's name was successfully changed to 1.0.
Info -> Stormeus enters in a pcj.
/setconfig tag_scale 0.2
Info -> The scale of the tag's name was successfully changed to 0.2.
Info -> Stormeus exited from the pcj.
/setconfig tag_scale 1.0
Info -> The scale of the tag's name was successfully changed to 1.0.

32
Resolved Bug Reports / Re: [Can't Repro.] Can't install VCMP
« on: September 28, 2014, 11:09:59 am »
Did you install Visual C++ Redistributable 2013 ?
If not, install it and try again.

33
Script Releases / Re: Position System
« on: September 28, 2014, 11:06:38 am »
Much better.  :D

34
Script Discussion / Re: Full document for server.conf
« on: September 28, 2014, 11:05:39 am »
Well, it's good that stormeus sticked the topic, so everyone can see it. ;)
But yes, thijn was the first who posted it.

35
General Discussion / Re: Its Been a Long Time
« on: September 28, 2014, 11:02:53 am »
I remember you, Kittrell. Good to see you alive. :)

36
Videos and Screenshots / Re: Seby | Tricks & Discoveries Showroom
« on: September 28, 2014, 02:11:20 am »
Since 0.4 beta server was released, I will post only tricks/discoveries from it !
I'm happy to present you 2 new tricks:


1. See RC Vehicles as normal !
Before & After

Code: [Select]
Set Player's alpha to 0 when enters a RC Vehicle, and that's it.
2. No more boxes for vehicles' lights !
Before & After

You can do it for front lights too. I suggest you to create a new function like "CreateVehicle" that implements this feature too.
Code: [Select]
vehicle.SetHandlingData(29,10)
vehicle.SetHandlingData(30,10)

37
Script Releases / Re: Position System
« on: September 27, 2014, 11:54:52 pm »
It looks good, but isn't it overlat on chat ? :/

38
Script Discussion / Re: help for squirrel
« on: September 27, 2014, 01:18:00 pm »
Code: [Select]
if(cmd == "heal")
{
local hp = player.Health;
if(hp == 100) Message("[#FF3636]Error - [#8181FF]Use this command when you have less than 100% hp !");
else {
player.Health = 100.0;
Message("[#FFFF81]---> You have been healed !");
}
}

The command was exported from the Default 0.4 Server I have made.

39
General Discussion / Re: pawno for 0.4
« on: September 26, 2014, 12:53:39 pm »
Here is a good enough "example" that should really help you.
Read the comments from the scripts, and learn. ;)

http://liberty-unleashed.co.uk/VCWiki/Scripting/Squirrel/Scripts/FBS

If you have any troubles, just make posts, and we will try to teach you.

40
Resolved Bug Reports / Re: Server Port and Master List
« on: September 25, 2014, 06:49:23 pm »
thijn, this bug is not happening rightly after you open the server. Actually I think it is something random ...
Let me explain how I greet this bug:
I open my server and everything works fine. Then, after some time (I am not monitorizing it) it still gives the success message, but it doesn't appear in the masterlist. (even if I refresh the master list many times)

Sometimes it purely appear online, when I give a refresh, then it dissappear after a second refresh, and re-appear after the third refresh.
(not sure if this is happening anymore)

41
General Discussion / Re: pawno for 0.4
« on: September 25, 2014, 06:37:56 pm »
It is true, dimo man, pawn platform sucks, but try the squirrel platform, it is easier, and you will understand it fast.
Just take a look at some released scripts and understand it. :P

Good luck !

42
Script Releases / [Snippet] Apply animations - command
« on: September 24, 2014, 06:06:25 pm »
I made a command that contains all "needed" animations for players.
(at least I made it good enough for me, but I wanted to share it with you)

Animations' names: stop, watcha, lean, talk, wave, die^, fall^, fallback^, oo, apply, bu!, arg^, carwback, wback, elbow^, rollback, boss, crawling, rollinfront, falling, roll, beware, idk, look, dumb, aim^, drown, handsup, wut, fu, phone, sit, stand, sell, hm?, onfoot, db^, heal, lay, bored, riot, dance, drunk.
The symbol ^ means the anim has more options. Example: /a dance, /a dance 2, /a dance 3.


Here is the command:
(enjoy :) )
Code: [Select]
else if(cmd == "a")
{
if(!text)
{
MessagePlayer("[#6666FF]Anims' list: [#FFFF81](/a) stop, watcha, lean, talk, wave, die^, fall^, fallback^, :o, apply, bu!, arg^, carwback, wback, elbow^, rollback, boss, crawling, rollinfront, falling, roll, beware, idk, look, dumb, aim^, drown, handsup, wut, fu, phone, sit, stand, sell, hm?, onfoot, db^, heal, lay, bored, riot, dance, drunk",player);
MessagePlayer("[#6666FF]READ ME -> The symbol ^ means the anim has more options. Example: /a dance, /a dance 2, /a dance 3.",player);
}
else
{
switch(text)
{
case "stop":
player.SetAnim(0,29);
break;
case "watcha":
player.SetAnim(0,7);
break;
case "lean":
player.SetAnim(0,9);
break;
case "talk":
player.SetAnim(0,11);
break;
case "wave":
player.SetAnim(0,12);
break;
case "die":
player.SetAnim(0,17);
break;
case "die 2":
player.SetAnim(0,13);
break;
case "fall":
player.SetAnim(0,25);
break;
case "fall 2":
player.SetAnim(0,37);
break;
case "fallback":
player.SetAnim(0,27);
break;
case "fallback 2":
player.SetAnim(0,43);
break;
case "oo":
player.SetAnim(0,44);
break;
case "apply":
player.SetAnim(0,62);
break;
case "bu!":
player.SetAnim(0,67);
break;
case "arg":
player.SetAnim(0,112);
break;
case "arg 2":
player.SetAnim(0,113);
break;
case "carwback":
player.SetAnim(0,114);
break;
case "wback":
player.SetAnim(0,118);
break;
case "elbow":
player.SetAnim(0,123);
break;
case "elbow 2":
player.SetAnim(0,124);
break;
case "rollback":
player.SetAnim(0,126);
break;
case "boss":
player.SetAnim(0,130);
break;
case "crawling":
player.SetAnim(0,133);
break;
case "rollinfront":
player.SetAnim(0,135);
break;
case "falling":
player.SetAnim(0,144);
break;
case "roll":
player.SetAnim(0,147);
break;
case "beware":
player.SetAnim(0,151);
break;
case "idk":
player.SetAnim(0,152);
break;
case "look":
player.SetAnim(0,153);
break;
case "dumb":
player.SetAnim(0,154);
break;
case "aim":
player.SetAnim(0,155);
break;
case "aim 2":
player.SetAnim(0,157);
break;
case "aim 3":
player.SetAnim(0,160);
break;
case "drown":
player.SetAnim(0,156);
break;
case "handsup":
player.SetAnim(0,161);
break;
case "wut":
player.SetAnim(0,162);
break;
case "fu":
player.SetAnim(0,163);
break;
case "phone":
player.SetAnim(0,166);
break;
case "sit":
player.SetAnim(0,169);
break;
case "stand":
player.SetAnim(0,168);
break;
case "sell":
player.SetAnim(0,171);
break;
case "hm?":
player.SetAnim(0,172);
break;
case "onfoot":
player.SetAnim(3,192);
break;
case "db":
player.SetAnim(3,201);
break;
case "db 2":
player.SetAnim(3,202);
break;
case "db 3":
player.SetAnim(3,203);
break;
case "heal":
player.SetAnim(24,214);
break;
case "lay":
player.SetAnim(25,210);
break;
case "bored":
player.SetAnim(26,215);
break;
case "bored 2":
player.SetAnim(26,216);
break;
case "bored 3":
player.SetAnim(26,217);
break;
case "bored 4":
player.SetAnim(26,218);
break;
case "riot":
player.SetAnim(27,219);
break;
case "riot 2":
player.SetAnim(27,220);
break;
case "riot 3":
player.SetAnim(27,221);
break;
case "riot 4":
player.SetAnim(27,222);
break;
case "riot 5":
player.SetAnim(27,223);
break;
case "riot 6":
player.SetAnim(27,224);
break;
case "riot 7":
player.SetAnim(27,225);
break;
case "dance":
player.SetAnim(28,226);
break;
case "dance 2":
player.SetAnim(28,227);
break;
case "dance 3":
player.SetAnim(28,228);
break;
case "dance 4":
player.SetAnim(28,229);
break;
case "dance 5":
player.SetAnim(28,230);
break;
case "dance 6":
player.SetAnim(28,231);
break;
case "dance 7":
player.SetAnim(28,232);
break;
case "drunk":
player.SetAnim(29,210);
break;
default:
MessagePlayer(">> [#FF3636]This animation doesn't exist. Type '/a' to see the list !",player);
}
}
}

43
General Discussion / Re: VC:MP 0.4 Animations Groups
« on: September 24, 2014, 04:24:51 pm »
Update:
Checked all animations from group 0, and I saved the actions in a list.
Check the first post. ;)

44
General Discussion / Re: [SUGGESTION] Swim , Walk, Climb support
« on: September 23, 2014, 11:41:11 pm »
These will not be implemented. (at least not in the near future)
+ cleo scripts are not loaded because VC:MP 0.4 disabled scm scripts.

PS: Don't know if it is a good idea to implement widescreenfix, but it is great.  :D
(if you have widescreenfix.asi, you can use override.asi too. That override is the speed effect you get in other newer gta at high speed - camera moving slowly in back)

45
Bugs and Crashes / [BUG] Vehicle goes crazy when it's driver got headshot
« on: September 23, 2014, 11:36:21 pm »
Description
If a driver get headshot, the car will move some metters suddenly. (to north ?!)

Reproducible
Always

What you were doing when the bug happened
Gave a headshot to a driver.

What you think caused the bug
Bad sync.

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