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16  Liberty Unleashed / Support / Re: Server Requirements on: December 13, 2011, 07:48:23 pm
That depends on the player counts, cars, pickups etc and more importantly how well (efficiently) your gamemode has been scripted. In any case, if you're hosting the server at home your internet connection/upload speed will more likely be the bottleneck rather than the hardware youre using.
17  Off Topic / General Chat / Re: Post your WEI! on: December 09, 2011, 08:21:30 pm
Main PC:



Also as a bonus booted laptop to winblows to get its WEI as well:


18  Scripting / Script Help / Re: recovery position on: November 28, 2011, 11:15:54 am
Try changing

Code: [Select]
pPlayer.Pos = Vector( pGetPosX, pGetPosY, pGetPosZ );
to

Code: [Select]
pPlayer.Pos = Vector( pGetPosX.tofloat(), pGetPosY.tofloat(), pGetPosZ.tofloat() );.

Hash tables only convert integers automatically, everything else is returned as a string so floats will need manual converting.
19  Liberty Unleashed / Liberty Unleashed Chat / Re: Launch Arguments on: November 19, 2011, 11:38:19 pm
They work like launch arguments for any other application would. Say you want to make a shortcut which launches LU and automatically connects you to a local server you'd create a shortcut with the following arguments:

"x:\path\to\LU.exe" -hook -ip 127.0.0.1 -port 2301
20  Scripting / Script Releases / Re: Spawn Protection on: October 31, 2011, 01:19:15 pm
That's probably because youre using a script for headshots with the spawn protection script. The spawn protection script will have no info about other scripts so you will have to manually add spawn protection to the headshot script.
21  Scripting / Script Help / Re: need simple help on: October 30, 2011, 10:59:44 pm
A few fixes, first of all onScriptLoad doesn't have a player argument, so I'd suggest using onPlayerJoin instead. Secondly, for player owned checkpoints you'll have to use CreateClientCheckpoint. The examples in the wiki should get you started.
22  Scripting / Scripting Discussion / Re: Playing Midis on: October 30, 2011, 10:42:08 pm
Due to the way sounds are done in LU you can only play sound formats supported by GTA3 itself, and it is unlikely that support for any other formats will be added in the future.
23  Liberty Unleashed / Liberty Unleashed Chat / Re: Speedometer of the beta test on: October 20, 2011, 12:56:43 am
The beta speedometer script can be downloaded from here (at least for now): http://project-apollo.co.uk/files/lu/scripts/speedo_old.nut.txt

A quick note about it though, like Thijn said it won't work with the current version of LU so you'll have to make some modifications first, you will also need speedo_server.nut from the current version of the speedo (check the script releases board).
24  Liberty Unleashed / Liberty Unleashed Chat / Re: Web Pages and Liberty Unleashed on: September 25, 2011, 06:00:58 pm
Just added a note about the lu:// protocol and browser launch arguments to the client manual: http://liberty-unleashed.co.uk/LUWiki/Client_Manual#Launch_Arguments
25  Scripting / Script Help / Re: Disabling default join/quit messages on: September 15, 2011, 12:45:40 am
Just a little correction you need to return 0 not 1 - the reason for this being that the built in messages are client-side and returning 0 will stop processing the join/part events any further.
26  Scripting / Script Releases / Train announcement system [WIP] on: September 12, 2011, 10:44:31 pm
Train announcement system [WIP]

Description
This is a script which adds audio announcements to the trains in Liberty City. The announcements are recorded with a text-to-speech application so they might sound a bit weird, however anyone can re-record them and use their own announcements with this script :P

Remember this script is still WIP so all feedback is welcome.

Future plans include a station display made using the GUI in LU showing in- and outgoing trains for a station the player is at.

Features
- On-train audio announcements when a train arrives at and leaves from a station

Installation
Move the contents of the .zip file to your server folder. After that, add the following line to your content.xml:
Quote
<script folder="lctrain" />


Update history
- Initial release

Download
Latest version: Train announcement script
27  News and Content / Updates/Changes / Re: Update 0.1.0.10 (07/09/2011) on: September 10, 2011, 11:49:05 pm
It has actually been in since the first release iirc, I just pointed out that there's already a script which does basically what Igor_Andrusenko wants (especially since the wiki has no page for the function yet) :)

The same code should also work with explosions with a few minor changes.
28  News and Content / Updates/Changes / Re: Update 0.1.0.10 (07/09/2011) on: September 10, 2011, 11:34:59 pm
Thanks everyone for the bug reports and suggestions, keep em coming :)

Added some missing things to the changelog in the first post. You can see all new Squirrel functions/events listed here.

While you make a headshot or shot in other part of body to someone, he/she can lose a head, arms and feets. The same in explosion.

Take a look at this (my old headshot script, I'll re-upload the zip later)

Quote
CreateMovingObject(objectid,X,Y,Z,X:open,Y:open,Z:close,Closespeed)

Scriptable, albeit laggy. If it's possible to hook the server's functions and events through the SDK, it could be done through a module, I suppose. Otherwise, would not mind adding this.

See Object.MoveTo() (the other new object functions can be useful as well)
29  Scripting / Script Tutorials / Re: Squirrel Script Structures on: July 01, 2011, 01:45:17 am
Nice tutorial, especially the environment part. :) Everyone dealing with classes in their scripts should check that bit out.

I would also like to add that you can access everything in the root table if you prefix the slot name with :: . This will work in every environment (=scope), allowing you to use 'global variables' safely. In fact, you'll have to prefix LU native functions with :: if you want to access them safely within a class. Forgetting :: from a native call is a common mistake.
30  Off Topic / General Chat / Re: Favourite server shortcut? on: March 28, 2011, 01:42:13 pm
Yes. Create a shortcut to the server browser (LU.exe), then after the target path add following arguments:

Quote
-hook -ip 127.0.0.1 -port 2301 -nick [Ka]Juppi

(obviously replacing ip and port with your favourite server info and nickname with your ingame nick).
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