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Messages - sseebbyy

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46
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.

47
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.

48
Resolved Bug Reports / Re: Server Port and Master List
« on: September 23, 2014, 06:11:23 pm »
I noticed that sometimes not all servers appear in the masterlist. (inclusive mine, even if the console doesn't show any "announce" error, and just "successfully announced")

49
Bugs and Crashes / Re: [BUG] No download resource from server Polska Scena
« on: September 23, 2014, 05:42:22 pm »
Happened to me too, once. Can't remember if on the same server...
By the way, I just closed and rejoined, if I remember exactly, and it worked fine.

50
Script Releases / Re: Custom Menu System v1.0
« on: September 23, 2014, 04:00:17 pm »
Update

I have corrected the script. Like S.L.C. said, it is a Menu, and not a Dialog !
Every function and event is now using "Menu" instead of "Dialog".
If you used the system, I suggest you to update it. :)

Thanks !

51
Script Releases / Re: Dialog System v1.0
« on: September 22, 2014, 05:15:39 pm »
The exception happened on a line of your code. But dont worry ill make my own (better) dialog system that supports images.

I just tested the whole script again, and I get no error.
If you implemented my system in your script, then I suggest you to check it again, because you may miss something.

52
Script Releases / Re: Dialog System v1.0
« on: September 22, 2014, 04:42:37 pm »
Help!!!
Quote from: VCMPServer.exe
AN ERROR HAS OCCURED [arith op + on between null and integer]

CALLSTACK
*FUNCTION [KeyBindDialog()]
*FUNCTION [onKeyDown()]

LOCALS
...(nothing is null here...)

Can you tell me what have you done ?

53
Videos and Screenshots / Re: 0.4 Videos
« on: September 19, 2014, 03:13:58 pm »
Nice. I like the elevator. :D

54
Server.conf has been updated !

I removed some already-added lines and I made the server leave every player choose the wanted framelimiter option.
You can download it from here: http://www.solidfiles.com/d/3e256f8f2c/server.conf

PS: It will be good if a developer posts an example of .conf , because I have no idea what options are really working with 0.4, and what parameters have functions like <Class> and <Vehicle>

55
Script Releases / Re: Dialog System v1.0
« on: September 18, 2014, 09:03:14 pm »
Oh so this was your secret, Very Well Done!  ;)

Ahahaha, yes... this was my secret. :D



Thanks to all for the good replies !  :-*

56
General Discussion / Re: Announcing the 0.4 Server Public Beta
« on: September 18, 2014, 08:56:21 pm »
NeskWriter, you can try the Default Server I have made. You can find it here.

57
Script Releases / Re: Dialog System v1.0
« on: September 18, 2014, 12:51:19 pm »
And I think what S.L.C. means is you can add your own custom function to an item.

After I have seen your example of code, I understood the idea.
It is a real good idea/suggestion. It would do the usage of this system easier, but I should script it like that from start, and not to edit it now.
The way I scripted it it's good too, and you can get used to it fast.



While the system looks nice, the script could've been a lot better.

I know it, but it was a real challenge for me too. I was pretty sure, from start, that I will not handle it good.
But I'm very satisfied by the result. (it's what&how I wanted)

I used to dissappoint myself, sometimes, thinking like this:
"I'm working on it for days while you and other pro scripters could finish it in one day"
(while I was working on the first first version of the system)

No one wants to know how was the first (first) version of the system, but after I learnt the main idea, I rewritten it.
This one is made in like one day, under 1000 lines... just like I wanted.

58
Script Discussion / Re: [Suggestion|Question]Play a sound
« on: September 18, 2014, 12:10:37 pm »
0.4r1 maybe?

It'll be done later. Probably not in the impending 0.4 release though;

59
Script Releases / Re: Dialog System v1.0
« on: September 17, 2014, 09:54:05 pm »
One more suggestion is to allow users to bind their own functions when a client interacts with a menu item.

Damn... forgot to give details about it.
It is already implemented...

There are two events, onPlayerDialog (when a player choose an option that has no submenu) and onPlayerSubDialog (when a player choose an option from the submenu of a main option)

I will add more info in the first post.

EDIT: The first post was updated.

Although I suggest that you make the dialogs saveable in XML, JSON or any structured format and then load them your self at server startup.
I will not do that. Anyone can edit it, but keep the original credits !

60
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.

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