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Topics - sseebbyy

Pages: [1] 2 3 ... 7
1
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.

2
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.

3
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 ?"

4
Bugs and Crashes / [BUG] trails of Jacking
« on: October 08, 2014, 07:03:47 pm »
Description
In some situations, you "can" jack another player's car.

Reproducible
Always

Video from 0:08
http://youtu.be/QbF6eRrj-3g

5
Bugs and Crashes / [BUG] Pressing "SHIFT" when writting = crouch off
« on: October 08, 2014, 06:46:37 pm »
Description
Whenever a player (that is crouched) wants to use capitals by pressing "SHIFT", in writting a message in chat, it will be uncrouched.

Reproducible
Always

What you were doing when the bug happened
Writting a message while crouched.

What you think caused the bug
The last "fix" for crouch sliding, by Stormeus ?
(btw, didn't test this bug in the old versions)

6
Script Discussion / Unable to set alpha for client messages
« on: October 03, 2014, 02:28:19 pm »
I just found out we are able to send messages with specified alpha, in chat, using
Code: [Select]
ClientMessageToAll( string message, int r, int g, int b, int a = 255 )But when I wanted to test it in game, surprise ! The alpha can't be set, it is just 255.

7
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);
}
}
}

8
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.

9
Bugs and Crashes / [BUG] Crouch Sliding
« on: September 23, 2014, 11:33:33 pm »
Description
When a player crouches, then stand and run, I see it sliding.

Reproducible
Always

What you were doing when the bug happened
Fighting.

What you think caused the bug
Bad sync ?

Additional info
During the pb#2 , some developer said something about improving the sync (or something like that), and after that patch, the crouch sliding was "implemented". Maybe you remember/know what I am talking about, and maybe you can fix it.

10
Description
If you are chatting, and your last key pressed was a binded one, it will apply, even if you just ended the message and had no intention to get key's feature.

Reproducible
Always

What you were doing when the bug happened
I typed a message with "h" at the end, in "EthicaL DM" server, and I received the list with all commands implemented in the server.
(Then I used a capital - with shift - while driving the taxi, and I just jumped, without any intention to do it)

What you think caused the bug
Pressing way too fast the Enter button to send the message written.

11
Script Releases / Custom Menu System v1.0
« on: September 17, 2014, 07:36:19 pm »
Custom Menu System v1.0



Since we are able to use textdraws, sprites, custom objects, weapons etc, it's time to create great and useful things, that will make us, and our players, enjoy the game very very much !!
It's our purpose to make our servers better and better !!

I am happy to present you the first Menu System ever made for Vice City Multiplayer !

It supports one submenu for every option shown in the main menu !

Here is the whole code you need:



I have made an example of menu, with submenus:

Add this to onScriptLoad
Code: [Select]
CreateMenu("Menu System","Option1","Option2","Option3","Option4","Option5","Option6","Option7","Option8");
menu[0].AddSubMenu(1,"Suboption1-nr1","Suboption1-nr2");
menu[0].AddSubMenu(2,"Suboption2-nr1","Suboption2-nr2","Suboption2-nr3");
menu[0].AddSubMenu(3,"Suboption3-nr1","Suboption3-nr2","Suboption3-nr3","Suboption3-nr4");
menu[0].AddSubMenu(4,"Suboption4-nr1","Suboption4-nr2","Suboption4-nr3","Suboption4-nr4","Suboption4-nr5");
menu[0].AddSubMenu(5,"Suboption5-nr1","Suboption5-nr2","Suboption5-nr3","Suboption5-nr4","Suboption5-nr5","Suboption5-nr6");
menu[0].AddSubMenu(6,"Suboption6-nr1","Suboption6-nr2","Suboption6-nr3","Suboption6-nr4","Suboption6-nr5","Suboption6-nr6","Suboption6-nr7");
menu[0].AddSubMenu(7,"Suboption7-nr1","Suboption7-nr2","Suboption7-nr3","Suboption7-nr4","Suboption7-nr5","Suboption&-nr6","Suboption7-nr7","Suboption7-nr8");
menu[0].AddSubMenu(8,"You","cannot","add","just","one","option !","The reason","is very logic.");

Then you create a command like this, to show you the menu:
Code: [Select]
if(cmd == "showfirstmenu")
{
          menu[0].ShowForPlayer(player);
}



I strongly suggest you to create menus and submenus onServerStart/onScriptLoad !!
Why ? Because you need to keep the evidence of the id of the menu you want to use, so you will not damage any other menu.

You can walk between options using UP and DOWN ARROWS, and when you choosed one, press SPACEBAR ! (just like in San Andreas)
When you think you don't need the custom menu anymore, press BACKSPACE, and it will be hidden again.
;)



Details
Every textdraw and sprite that is created by functions like CreateMenu and menu[menuid].AddSubMenu, is actually permanently on server, and them are shown just when needs to be.
That's why I suggest you to use it only in onServerStart/onScriptLoad.

other note: There are two events that are called when you select an option or a suboption.
(the events were added in the pastebin, but just forgot to give details about it)

This is called when a player choose an option from the main menu, that has no submenu:
Code: [Select]
onPlayerMenu(player, menuid, option)
{
}
menuid - the ID of the main menu. (the first menu created has ID 0)
option - option ID choosed by the player. (the first option from the menu has ID 1)

This is called when a player choose an option from a submenu of an option choosed in the main menu:
Code: [Select]
onPlayerSubMenu(player, submenuid, option)
{
}
submenuid - submenu ID - the option choosed in the main menu
option - ID of the option choosed in the submenu

Here is an example for every event:
http://pastebin.com/QSBJLhrF

And from here, you can download a .nut file with all you need to run the menu system, + the sprite you need:
http://www.solidfiles.com/d/c349cb0c34/Menu_System_by_Seby.rar
http://www.solidfiles.com/d/6cc4f83f60/menubackground.png



Credits
Scripter: Seby
Special thanks goes to those guys because I learnt important squirrel stuff from them:
heekz - he teached me how to create class
Knucis - told me about vargv, and how to use them
Gudio - for supporting me in this whole time (he knows what I mean :D), finding the problem when I thought there is no fix for it and teaching me squirrel important stuff.

12
Welcome to this mini Tutorial !
I made this topic just to tell how you can make the chat lag-less.

VC:MP 0.4 has the ability to archive all messages that appears in chat, for you, in 2 ways: txt file, and html file.
The HTML file actually adds all messages too, but already colored.
(here is the line that sets this ability)

Quote from: Stormeus
con_logging

Description
Determines what method VC:MP uses to log console messages.

Allowed Values
0 - No logging
1 - Plaintext logging
2 - HTML logging
3 - Both - Plaintext & HTML logging

The chat is really lagging the game ? Yes.
After you play for a long time, the HTML file become bigger and bigger, so I think it needs more resources.
But anyway, this makes the game lag for a milisecond for every message shown in chat, and you don't want that. :/

All you have to do is to type just once this line, in chat:
Code: [Select]
/setconfig con_logging 1
What will do this command ? Will set the VC:MP to archive all messages just in the .txt file. (so no HTML file)
I have no idea if it will lag too, after a LONG LONG LONG play, because I never played that long to see it lagging, yet. :D

If it starts to lag after that long play, then you can set it to 0, so the messages will not be archived at all.

13
Script Discussion / How to make a "double array" ?
« on: September 16, 2014, 06:25:30 pm »
I'm working on a project, and I need double array to can decrease the number of lines used for it.
(I need it to run the globan function)

What I call a "double array" ? This:
Code: [Select]
myarray[0][0];
myarray[1][0];

myarray[0][0] is not the same with myarray[1][0];.
Is it possible ?

14
General Discussion / System Requirements for 0.4 ?
« on: September 15, 2014, 12:19:14 pm »
I received a pm today with the next message:

Hey,are there any system requirements for VCMP 0.4 or it's just the same?

I told him that all he needs is Visual C++ 2013 runtimes.
There is no other requirement, right ?

15
Script Discussion / Server crashes if you call a deleted sprite/textdraw
« on: September 13, 2014, 01:28:33 am »
I removed a sprite, then I tried to call it back, but the server stopped.
Shouldn't this be avoided ? To not crash the server if the sprite/textdraw doesn't exist...

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