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Messages - sseebbyy

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1
ShowRoom (pawn) / Re: Gups 2.0 by fast
« on: December 16, 2014, 10:40:28 pm »
MOVE TO VC:MP 0.4
http://forum.vc-mp.org/

2
General Discussion / Re: Hosting Help
« on: November 10, 2014, 07:32:58 pm »
zihadeasin, I suggest you to compile the script before giving it.

3
Support / Re: Getting LC:MP Running
« on: November 05, 2014, 06:20:02 pm »
VC:MP 0.4 supports custom objects, so you can try to port III's map to VC:MP. :D :D
It sounds like an insane idea, but it is actually possible.
You can fit in the limits of VC:MP by adding only the streets and buildings from III, then adding objects from original Vice City. Like palms, traffic lights, ramps, etc. ;)
(maybe you can attach objects to another objects in some Model Editor, so you will be able to use more custom objects)

It will be hard, but the result will put a big and satisifed smile on your face. :)

PS: Use http://forum.vc-mp.org next time, it's the newer forum, just about VC:MP 0.4 and newer versions.

4
Script Discussion / Re: help with my server
« on: November 03, 2014, 04:03:06 pm »
A hack that pulls you ? Can you be more specific ?
By the way, you should start posting in the new forum

5
Bugs and Crashes / [BUG] Rhino's and Firetruk's guns are not synced !
« on: October 16, 2014, 03:47:53 pm »
Description
Other players can't see when you fire with a Rhino or splashing water from a Firetruk.
+ they can't see when you rotate the guns.

Reproducible
Always

What you were doing when the bug happened
Testing.

What you think caused the bug
Unsynced.

6
Description
When I throw molotovs on other players, they are not burning on my screen, but just on their.
+ they get the damage.

Reproducible
Always

What you were doing when the bug happened
Fighting.

What you think caused the bug
Removed ?

If I remember correctly, I have seen other players on fire when all were playing with molotovs, during public beta #2.

7
Script Discussion / Re: onPlayerCrouchChange is bugged ?!
« on: October 12, 2014, 08:50:35 pm »
I don't want to join to that "world" yet :D but thanks for the suggestion.

8
Servers / Re: [0.4] Extreme Fighting Era 2015
« on: October 12, 2014, 01:07:07 pm »
woah, this must be the first server with a live map, in 0.4 :D
good job !

9
Script Releases / Re: Function Accessible Locs like on 0.3
« on: October 12, 2014, 01:04:48 pm »
Sounds better. :)
But pay atention and add the pickups in the top of all pickups, in .conf, to work good.

10
Script Releases / Re: Mansion Gate
« on: October 12, 2014, 12:56:54 pm »
Why not you make the gate auto open and close instead of bindkeys, as if some newbies joins server they may face problem to enter or exit mansion(just a suggestion)

it can be configured to be actioned just by the owner of the property. ;p



Hmm.
I have chnaged it now the function will work for any object and also i have created class for mansion gate.
player can add multiple gates in game and can only use one function.

By class I mean class{} with constructor and etc.
(so it would be easier to check gate's status, like gate.status that will return the status of the gate, obviously)
Anyway, here comes another problem... the variable open is a global one, so when a player will open/close any gate, it will be set for all instead of only to that gate.

11
Servers / Re: [0.4]Chinatown Test Server
« on: October 12, 2014, 10:41:03 am »
Wrong board ! Here you announce only your 0.3 server.
Check this board if you want to announce a 0.4 server. ;)

12
Script Releases / Re: Mansion Gate
« on: October 12, 2014, 12:19:33 am »
By releasing this script to the public, you will help many newbies. :)
(I would use a class to create these gates, to make it easier, instead of this way)
But...  there is a problem. What happens if the gate is not id 0 ?Another object will move instead of the gate.

To fix that, note the object with an word like "mansiongate".
How you do that ? Like this:
Code: [Select]
mansiongate <- CreateObject(6000,0,Vector(-277, -495, 10),255);
Then you simply move it using:
Code: [Select]
mansiongate.MoveBy(Vector(-8,0,0), 2800);


By the way, it's good that it uses a global function as "MoveGate", for closing/opening the gate.
I suggest you to add one more parameter that will represent the gate (object), so you can use the same function for any gate you want. :P
Like this:
Code: [Select]
function MoveGate(player,gate,status)
{
   if(status="open")
   {
         obj.MoveBy(Vector(8,0,0), 2800);
   }
}



13
Script Discussion / Re: onPlayerCrouchChange is bugged ?!
« on: October 11, 2014, 11:37:57 pm »
I noticed that onPlayerCrouchChange always returns false (probably server's bug)

I hope it will be fixed soon.



* sseebbyy is waiting for windows plugin update
I can build for you, your email?

Here is it http://www.solidfiles.com/d/fd8f42f7c2/squirrel.zip

Thank you very much, I appreciate that ! but I'm really dedicated to official plugins. :D



I finally got a license for Visual Studio. Compiled.

Good, thanks !

14
Script Discussion / Re: onPlayerCrouchChange is bugged ?!
« on: October 11, 2014, 05:46:16 pm »
* sseebbyy is waiting for windows plugin update

15
Script Discussion / onPlayerCrouchChange is bugged ?!
« on: October 10, 2014, 01:08:11 pm »
I wanted to test the new event onPlayerCrouchChange by just adding Message("crouch status changed");, but when I crouched and uncrouched in game, there was no message.

Now the question is: "Is the event bugged ?"

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