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1  Scripting / Script Snippets / Hud radar control on: December 07, 2017, 02:31:21 am
Okay well, There was a stronger reason behind having this.
Code: [Select]
GetHUDItemEnabledIs broken, I originally had this as a method for detections, I wasn't really extremely worried about the scripting method, I just wanted it to work right.

You could redo this to be horizontal if you wanted it to be, Nice snippet for playing with the original hood related data ;)

Code: [Select]
//----------------------------------------------------------

/*
    Turn off all radar related data.
    This system is outdated but we will keep it anywho, never updated
    Used for flashing the origanal radar and much more

*/


class Player_Progress {

/*
    Used as a method to unlock stuff for a player
    But can be used for on/off methods
*/
    // Hud Related
    Radar = false;
    Clock = false;

    Money = false;
    Armour = false;
    Health = false;
    Weapon = false;
    Wanted = false;
    // Hud Related

    function Set_Radar(bool) {
       
        if (bool == true )
        {
            Radar = true;
            ::SetHUDItemEnabled( ::HUD_RADAR, Radar)
        }
        else {
            Radar = false;
            ::SetHUDItemEnabled( ::HUD_RADAR, Radar)
        }
       
    }

    function Set_Armour(bool) {
       
        if (bool == true )
        {
            Armour = true;
            ::SetHUDItemEnabled( ::HUD_ARMOUR, Armour)
        }
        else {
            Armour = false;
            ::SetHUDItemEnabled( ::HUD_ARMOUR, Armour)
        }
       
    }

    function Set_Health(bool) {
       
        if (bool == true )
        {
            Health = true;
            ::SetHUDItemEnabled( ::HUD_HEALTH, Health)
        }
        else {
            Health = false;
            ::SetHUDItemEnabled( ::HUD_HEALTH, Health)
        }
       
    }
   
    function Set_Money(bool) {
       
        if (bool == true )
        {
            Money = true;
            ::SetHUDItemEnabled( ::HUD_MONEY, Money)
        }
        else {
            Money = false;
            ::SetHUDItemEnabled( ::HUD_MONEY, Money)
        }
       
    }
    function Set_Wanted(bool) {
       
        if (bool == true )
        {
            Wanted = true;
            ::SetHUDItemEnabled( ::HUD_WANTED, Wanted)
        }
        else {
            Wanted = false;
            ::SetHUDItemEnabled( ::HUD_WANTED, Wanted)
        }
       
    }
    function Set_Weapon(bool) {
       
        if (bool == true )
        {
            Weapon = true;
            ::SetHUDItemEnabled( ::HUD_WEAPON, Weapon)
        }
        else {
            Weapon = false;
            ::SetHUDItemEnabled( ::HUD_WEAPON, Weapon)
        }
       
    }
    function Set_Clock(bool) {
       
        if (bool == true )
        {
            Clock = true;
            ::SetHUDItemEnabled( ::HUD_CLOCK, Clock)
        }
        else {
            Clock = false;
            ::SetHUDItemEnabled( ::HUD_CLOCK, Clock)
        }
       
    }
}

function onScriptLoad()
{
    // false hide all data
    Player_Progress().Set_Radar(false)
    Player_Progress().Set_Armour(false)
    Player_Progress().Set_Health(false)
    Player_Progress().Set_Money(false)
    Player_Progress().Set_Wanted(false)
    Player_Progress().Set_Weapon(false)
    Player_Progress().Set_Clock(false)

}

Examples are at the bottom on script load

An example of finding out if something is on or off would be
Code: [Select]
print("Your Radar is set to: " + Player_Progress().Radar)

False is off, True is on.

You should probably rename the class as it wouldn't really fit to your usages lol. Unless it's whatever to you :P

Enjoy ;)
2  Scripting / Script Releases / Motley's base script on: November 11, 2017, 12:46:45 am
I was plundering on a method to be able to return as a server owner.
I knew there were releases but nothing like what I wanted..

I have taken the time to re code this server at least seven different times trying to find methods that everyone will understand, from someone new. To even someone who knows what there doing.

What's so special about this release? Nothing! It's just a starter, It's easy to read and easy to understand. It's ready for someone to pick up and start adding to it!

The server uses the INI file system as well hashes.

Players do not have accounts in this release but Administrators do.

The server as stated uses hashes! The hashes were used for a write invalid command script I shared in the past, And it also uses Theremins save location, go to location system.

This server based off of MessAbout server. Kuddos to that small iconic release, I felt like a touch of messabout in this server would of been an interesting starter.

The server is ready to go only one issue..
Everything is being released except for what I am aloud to. the server executable is missing, as well modules etc. I replaced what I am not aloud to release with text files. So anyone new etc can find them and just replace them. easy, at least I thought it would be helpful!

Also to be an admin just remove my name in the ini file with your name, you need to not have any uppercases in your saved name. You can use upercases in game just not in the save file "Fix for clan tags breaking ini".

once you do that you can now you the register command /register [password]

Initial release

Open source beta server 0.1
http://www.mediafire.com/file/2vv88xbytq9tlt2/Motley%27s+Base+Script.zip

If you find any bugs please report them
3  Scripting / Script Snippets / Write invalid commands on: October 13, 2017, 11:13:11 pm
So I created this a long time ago for fun. You must make sure you return all of your commands true of course or return 1;, I'm assuming you know the setup of proper commands...

I wasn't going to release it, But when I noticed there are commands that even I wish I had, And they were getting written I knew I should release it lol.


The objective of this script is to help you help the LU community, Maybe you have spawncar cmds, but there typing only 'v', or maybe they want a 'heal' command as well 'armour'. I seriously didn't know how useful this was going to be. And I hope it helps you to ;)

I used hashes as I didn't think much of it when I wrote it... I haven't even touched it since until attempting to modify it for a release

My Hashing file has it's own directory, Make sure to modify it!

The hashing system

Code: [Select]
/*
Hashes are only used for simple stuff.
In this case writing invalid commands to better our system in time.
*/
const HASH_TABLE_LOCATION = "Hashing/Hashes/";

function onScriptLoad()
{
LoadHashes();

print("The hash tables have been loaded!");
}

function onScriptUnload()
{
SaveHashes();
}
function CreateHashes()
{
hsh_Cmds <- HashTable("CMD");
}

function SaveHashes()
{
// This is where we will be saving the hash files
hsh_Cmds.Save("Scripts/" + HASH_TABLE_LOCATION + "INVALID_COMMANDS.hsh" );
}

function LoadHashes()
{
// This is where we are going to be loading the hash files
// First we need to create them
CreateHashes();

// And then load them
hsh_Cmds.Load("Scripts/" + HASH_TABLE_LOCATION + "Hashing/Hashes/INVALID_COMMANDS.hsh" );
}

And Command usage, You should look into VBS on Commands if you need help with this.

Code: [Select]
/* System Commands */
function onPlayerCommand( pPlayer, szCommand, szParams )
{
if (DEATH_MATCH_COMMANDER( pPlayer, szCommand, szParams )) return true;

if (ADMIN_AUTHORITY_COMMANDER( pPlayer, szCommand, szParams )) return true;

MessagePlayer("The command /"+szCommand+" does not exist", pPlayer, 255, 0, 0);

Write_Invalid_Command( szCommand );

return 1;
}

function Write_Invalid_Command( szCommand )
{
local Invalid_Cmd = hsh_Cmds.Get( "[COMMAND] " + szCommand );

if ( !Invalid_Cmd ) hsh_Cmds.Add( "[COMMAND] " + szCommand, 1 );
else
{
hsh_Cmds.Inc( "[COMMAND] " + szCommand, 1 )
}

SaveHashes();
}

I'm assuming you know how to code with releasing this..

If you are stuck with it feel free to ask me for help!
4  Liberty Unleashed / Suggestions / Window mode suggestion on: August 07, 2017, 01:25:42 am
So, I'm not sure if it would look right.

But if your game window is set for like '1200 x null', Dunno but and the window takes up the entire screen it would be nice to be capable of manually altering this through the LU window mode.

I'm sure pixels might look funny, Maybe..

But there are other windowers out there that override GTA III's default window mode. 

I know it would be possible, I could see the LU client browser having a force window size selection/Saving.
5  Scripting / Script Help / Using 'loops' in a Class on: February 21, 2017, 03:30:51 am
I wanted to ask a general programing question that has had me puzzled still to this day, Even while studying C++.

Is it bad to run a while loop, Or any loop for that mater anywhere within a class?

I am sure that 'maybe' it depends on the programing language.


I find using a loop inside a class to be highly useful in general, I do not see it being a bad thing what so ever, But I could see where it could. Just curious honestly  :)
6  Liberty Unleashed / Liberty Unleashed Chat / Wine Now supports 0.1.0.17! on: December 16, 2016, 06:02:45 pm
Yup  8)

For those with outdated OS, Windows 95, 98, XP, whatever etc. You can now game in LU with wine on the newest version.

https://www.winehq.org/

I Installed Wine 2.0-rc1 today and realized it's now supported for windows 10 etc packages.

My current linux distribution is Zorin, And it is very user friendly.

I would like to request this possibly gets sticked somewhere to keep the community alive.
7  Scripting / Scripting Discussion / Weapon Ammo Discussion on: November 27, 2016, 12:00:06 am
Hey everyone. Since we have not heard from the developers in sometime after the update I would Like to create this topic about ways to manually update player.WeaponAmmo

There has only been one successful method I have found and that would be:
Code: [Select]
function onScriptLoad()
{
  NewTimer("Loop", 1000, 0);
  return true;
}

function Loop()
{
  for (local i=0;i<GetMaxPlayers();i++)
  {
    local player = FindPlayer(i);
   
    if (player)
    {
      if (player.Weapon)
      {
         MessagePlayer( "Your current weapon ammo is - " + player.WeaponAmmo, player );
      }
    }
  }
}

szAmmo <- 1;
function onPlayerCommand( player, cmd, text )
{
   if ( cmd == "weapon" )
   {
    player.ClearWeapons()
    player.SetWeapon(4, szAmmo.tofloat())

    szAmmo++
     return true;
  }
}

Now you might be saying, Why would you clear the weapons, Why would we store the ammo in a pointer/class/array, Why that nasty loop.

This is a true test. With this method you will be capable of manually updating the players ammo

Now for decreasing the ammo, I have not found a measure to detect the fire-key while pressing other keys at once.

Code: [Select]
function onPlayerKeyStateChange ( pPlayer, key, down )
{
local model = 0;
switch( pPlayer.Weapon )
{
case 1:
model = 1;
break;

case 2:
model = 2;
break;

case 3:
model = 3;
break;

case 4:
model = 4;
break;

case 5:
model = 5;
break;

case 6:
model = 6;
break;

case 7:
model = 7;
break;

case 8:
model = 8;
break;

case 9:
model = 9;
break;

case 10:
model = 10;
break;

case 11:
model = 11;
break;
}


if( model != 0 )
{
  if (( key == KEY_ONFOOT_FIRE ) )
         {

pPlayer.ClearWeapons()
szAmmo --;
pPlayer.SetWeapon(model, szAmmo.tofloat())
Message("Shots FIRED " + szAmmo.tofloat())


          }
         }
}

Remember these were not intended to be pretty, After many testing I began to get lazy. Maybe someone could expand this.

Lets keep this topic on topic, Feel free to have a rant but at the same time make sure to say something about improving this method.

SetWeapon( id, Ammo)
ClearWeapons()


Is the only way to manually make calls to update.
8  Scripting / Script Help / player.Angle returns wrong angle sometimes on: November 24, 2016, 09:30:28 pm
I modified a command of mine to save locations, But for some reason player.Angle was set for the wrong angle.

I do not see anything wrong with the anlge, But why it returned a different angle surprises me,

 ??? Maybe it is because I used turret left and right key as well the mouse for perfected angle rather than walking and moving normally to where I want the angle to be?

I am using ini instead of print as I prefer to do this differently.
Code: [Select]
Count <- 0;
function onPlayerCommand( player, cmd, text ) {


   if ( cmd == "savepos" )
   {

       WriteIniFloat( "Locations.ini", GetDistrictName(player.Pos.x, player.Pos.y) + Count, "X", player.Pos.x );
       WriteIniFloat( "Locations.ini", GetDistrictName(player.Pos.x, player.Pos.y) + Count, "Y", player.Pos.y );
       WriteIniFloat( "Locations.ini", GetDistrictName(player.Pos.x, player.Pos.y) + Count, "Z", player.Pos.z );
       WriteIniFloat( "Locations.ini", GetDistrictName(player.Pos.x, player.Pos.y) + Count, "Angle", player.Angle );
 
       MessagePlayer( "Saved location " + GetDistrictName(player.Pos.x, player.Pos.y) + Count, player, Colour( 225, 225, 225 ) );
       Count++;

     return true;
  }

If you see anything wrong in my message or command please let me know  :)
9  Scripting / Script Snippets / Return Island/District, Set positions etc.. on: November 24, 2016, 04:18:42 pm
This is something I have been working on for a game system I have been building.

I plan to use this differently, But I figured I should upload it while it's still in a debug state.

You can really do a lot with this script, From setting random spawns in the players district to maybe setting hospital positions for that players Island, Good for roleplay servers, To much more.

I hope someone finds use of this script. I see many ideas from this and I hope your able to do something with it  ;).

Please notify me if there are any bugs, Only bugs I have seen is district names are named differently, GetDistrictName does not always return the same text as story mode example the airport..


#Code Updated
Code: [Select]
District_ID <- array(120, 0);
District_Name <- array(120, "");

function SetPlayersDistrict(Name, player)
{
    switch(Name)
    {
        /* Portland */
        case "Harwood":                                return District_ID[player.ID] = 1;
        case "Portland Beach":                         return District_ID[player.ID] = 2;
        case "Hepburn Heights":                        return District_ID[player.ID] = 3;
        case "Saint Marks":                            return District_ID[player.ID] = 4;
        case "Red Light District":                     return District_ID[player.ID] = 5;
        case "Chinatown":                              return District_ID[player.ID] = 6;
        case "Portland View":                          return District_ID[player.ID] = 7;
        case "Trenton":                                return District_ID[player.ID] = 8;
        case "Portland Harbor":                        return District_ID[player.ID] = 9;
        case "Atlantic Quays":                         return District_ID[player.ID] = 10;
        case "Callahan Point":                         return District_ID[player.ID] = 11;

        /* To Staunton Island */
        case "Callahan Bridge":                        return District_ID[player.ID] = 12;


        case "Torrington":                             return District_ID[player.ID] = 13;
        case "Bedford Point":                          return District_ID[player.ID] = 14;
        case "Belleville Park":                        return District_ID[player.ID] = 15;
        case "Liberty Campus":                         return District_ID[player.ID] = 16;
        case "Fort Staunton":                          return District_ID[player.ID] = 17;
        case "Rockford":                               return District_ID[player.ID] = 18;
        case "Aspatria":                               return District_ID[player.ID] = 19;

        /* To Shoreside Island */
        case "Francis International Airport":          return District_ID[player.ID] = 20;
        case "Pike Creek":                             return District_ID[player.ID] = 21;
        case "Wichita Gardens":                        return District_ID[player.ID] = 22;
        case "Cedar Grove":                            return District_ID[player.ID] = 23;
        case "Cochrane Dam":                           return District_ID[player.ID] = 24;

        /* Typically in the ocean */
        case "Liberty City":                           return District_ID[player.ID] = 25;
        case "Portland":                               return District_ID[player.ID] = 26;
        case "Staunton Island":                        return District_ID[player.ID] = 27;
        default:                                       return District_ID[player.ID] = 0;
}
}

function onPlayerDeath(player, reason)
{
    District_Name[player.ID] = GetDistrictName(player.Pos.x, player.Pos.y);
   
    SetPlayersDistrict(District_Name[player.ID], player); //Do not remove player, LOL..
}

function onPlayerSpawn(player, spawn)
{
    if ( ( District_ID[player.ID] >= 1 ) && ( District_ID[player.ID] <= 12 ) && (player.Island == 1) )
    {
        Message("Portland Island")
    }

    if ( ( District_ID[player.ID] >= 12 ) && ( District_ID[player.ID] <= 19 ) && (player.Island == 2) )
    {
        Message("Staunton Island")
    }

    if ( ( District_ID[player.ID] >= 20 ) && ( District_ID[player.ID] <= 24 ) && (player.Island == 3) )
    {
        Message("Shoreside Island")
    }

    if ( ( District_ID[player.ID] >= 25 ) && ( District_ID[player.ID] <= 27 ))
    {
         if (player.Island == 1 ) Message("Portland Island/ Lost island")
         if (player.Island == 2 ) Message("Staunton Island/ Lost island")
         if (player.Island == 3 ) Message("Shoreside Island/ Lost island")

    }
}

function onPlayerPart(player, reason)
{
    District_ID[player.ID] = 0;
    District_Name[player.ID] = "";
}
10  Liberty Unleashed / Suggestions / CreateClientObject( player, Vector(X, Y, Z), Angle ); on: November 21, 2016, 03:06:38 pm
I feel That objects should be moved to client scripting, There is so many reasons, I will only list the best reasons,

Objects could be installed onScriptLoad() Client side.
*Regardless of the /reconnect bug, This would be the ultimate patch.

Better missions could be scripted like the export missions. You could manually add the red line when a player does a export.

This would become very helpful when custom objects are added, You could easily have a lot more objects in the players world for housing in apartments or whatever your desire is.

Recreating custom race tracks, While having many custom objects in a players world It would be most efficient to be able to add and remove these objects client side.

Want more reasons just ask and I will tell you why  ;)
11  Liberty Unleashed / Suggestions / [Request] onWheelShot( player, oldWheelHealth, newWheelHealth, damage) on: November 14, 2016, 05:22:13 pm
Since reading more of the wiki, I noticed

http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Functions/Vehicles/SetWheelStatus

because of WHEELSTATUS_FUCKED, And I laughed indeed, Also spit up some of my energy drink...

I think it would be freaking cool if its possible to add a onshoot for tires, This way the game engine would come to life more, as well this is a multiplayer.

I would love to hear a response from developers
12  Scripting / Script Snippets / Inpoly [Command] on: November 14, 2016, 01:52:33 pm
I never really seen any simple helpful commands for inpoly, So I created one to help me in the server.

This is not something that was intended to be really pretty, as well judged for its arrays, only really! useful.

I really hope this command helps others as it has with me, These commands have really saved me from a headache/ meltdown  ;D


Code: [Select]
x1 <- array(GetMaxPlayers(), 0);
y1 <- array(GetMaxPlayers(), 0);
x2 <- array(GetMaxPlayers(), 0);
y2 <- array(GetMaxPlayers(), 0);
x3 <- array(GetMaxPlayers(), 0);
y3 <- array(GetMaxPlayers(), 0);
x4 <- array(GetMaxPlayers(), 0);
y4 <- array(GetMaxPlayers(), 0);

function onPlayerCommand( player, cmd, text )
{
    if (cmd == "poly" )
    {
           if (text == "1")
           {
               x1[player.ID] = player.Pos.x;
               y1[player.ID] = player.Pos.y;
            }
       
            if (text == "2")
            {
                x2[player.ID] = player.Pos.x;
                y2[player.ID] = player.Pos.y;
            }

            if (text == "3")
            {
                 x3[player.ID] = player.Pos.x;
                 y3[player.ID] = player.Pos.y;
             }

             if (text == "4")
             {
                  x4[player.ID] = player.Pos.x;
                  y4[player.ID] = player.Pos.y;
             }
       
             if (text == "print")
             {
                 MessagePlayer("InPoly(player.Pos.x, player.Pos.y, "+x1[player.ID]+", "+y1[player.ID]+", "+x2[player.ID]+", "+y2[player.ID]+", "+x3[player.ID]+", "+y3[player.ID]+", "+x4[player.ID]+", "+y4[player.ID]+"); ", player, Colour(255, 255, 0));
                 print("InPoly(player.Pos.x, player.Pos.y, "+x1[player.ID]+", "+y1[player.ID]+", "+x2[player.ID]+", "+y2[player.ID]+", "+x3[player.ID]+", "+y3[player.ID]+", "+x4[player.ID]+", "+y4[player.ID]+"); " );
              }
       
              if ( text == "clear")
              {
                   x1[player.ID] = 0;
                   y1[player.ID] = 0;
                    x2[player.ID] = 0;
                    y2[player.ID] = 0;
                    x3[player.ID] = 0;
                    y3[player.ID] = 0;
                    x4[player.ID] = 0;
                    y4[player.ID] = 0;
        }
    }

    if (cmd == "help" )
    {
                MessagePlayer("/poly 1. pos.x1, pos.y1", player, Colour(255, 112, 0));
                MessagePlayer("/poly 2. pos.x2, pos.y2", player Colour(255, 112, 0));
                MessagePlayer("/poly 3. pos.x3, pos.y3", player Colour(255, 112, 0));
                MessagePlayer("/poly 4. pos.x4, pos.y4", player Colour(255, 112, 0));
MessagePlayer("/poly print. Message, print for stored poly", player Colour(255, 112, 0));       
                MessagePlayer("/poly clear.  Clears the arrays", player, Colour(255, 255, 0));
    }

}
13  Scripting / Script Snippets / [Vehicle-Marker] System on: November 12, 2016, 03:24:20 am
This is a very nice method for letting others know where vehicles are, As well for server owners to understand how to have vehicle markers.

You will need to remove vehicles completely from the xml to on scriptload.

Sounds like a lot of work?

Well hear, This script is not intended to be pretty, And is Not intended to be used while the server is online,
Only to be able to simply convert the vehicles to scriptload without really doing to much work, This could also be converted for other stuff "less work  ;)"

Code: [Select]
function onScriptLoad()
{
NewTimer("Savevehicles", 1000, 1);
}

function Savevehicles()
{
for( local i = 0; i <= GetVehicleCount(); i++ )
{
local vehicle = FindVehicle(i);
if ( vehicle )
{
print("_CreateVehicle("+vehicle.Model+", "+vehicle.Pos.x+", "+vehicle.Pos.y+", "+vehicle.Pos.z+", "+vehicle.Angle+", -1, -1); ");

}
}
}



Now for the vehicle marker system, I added the original vehicles from the server package as an example

Code: [Select]
/* Vehicle Marker Script example*/

function _CreateVehicle(model, x, y, z, angle, col1, col2) {
  local vehicle = CreateVehicle(model, Vector(x.tofloat(), y.tofloat(), z.tofloat()), angle.tofloat(), col1, col2);
  vehicle.Marker = true;
  vehicle.MarkerScale = 1;
  vehicle.MarkerColour = 7;
  vehicle.IdleRespawnTime = 100;
 
  /* In case the doors get bugged, At least we tried */
  vehicle.Locked = false;
 
  return vehicle; 
}

function onScriptLoad()
{
    _CreateVehicle(93, 899.685, -982.687, 5.63034, 91.0025, -1, -1);
    _CreateVehicle(93, 899.924, -1001.27, 5.63009, 90.491, -1, -1);
    _CreateVehicle(111, 853.539, -993.613, 4.90574, 181.398, -1, -1);
    _CreateVehicle(111, 863.288, -993.456, 4.90608, 180.524, -1, -1);
    _CreateVehicle(91, 856.557, -993.474, 4.85414, 180.498, -1, -1);
    _CreateVehicle(90, 911.221, -895.586, 15.1866, 180.898, -1, -1);
    _CreateVehicle(100, 917.336, -895.729, 14.8541, 182.085, -1, -1);
    _CreateVehicle(109, 1007.03, -838.403, 14.7681, 269.78, -1, -1);
    _CreateVehicle(111, 1007.02, -853.449, 14.8093, 270.861, -1, -1);
    _CreateVehicle(112, 1027.55, -869.316, 15.0228, 89.1336, -1, -1);
    _CreateVehicle(95, 1009.68, -882.468, 14.7846, 0.293655, -1, -1);
    _CreateVehicle(91, 999.329, -868.305, 14.7557, 269.255, -1, -1);
    _CreateVehicle(90, 1119.08, -770.656, 14.8893, 0.536764, -1, -1);
    _CreateVehicle(112, 1118.94, -752.36, 14.8927, 180.079, -1, -1);
    _CreateVehicle(118, 1031.82, -685.774, 15.0547, 89.9529, -1, -1);
    _CreateVehicle(108, 1118.96, -761.724, 14.8437, 180.66, -1, -1);
    _CreateVehicle(116, 1138.76, -639.757, 14.7566, 178.415, -1, -1);
    _CreateVehicle(116, 1140.16, -689.655, 14.7571, 1.06602, -1, -1);
    _CreateVehicle(117, 1172.87, -649.192, 18.9339, 181.086, -1, -1);
    _CreateVehicle(116, 1150, -690.764, 14.7673, 358.986, -1, -1);
    _CreateVehicle(106, 1139.64, -630.7, 15.0297, 90.9901, -1, -1);
    _CreateVehicle(106, 1163.07, -547.159, 21.8105, 91.7582, -1, -1);
    _CreateVehicle(111, 1426.34, -795.462, 11.6787, 271.332, -1, -1);
    _CreateVehicle(104, 1425.93, -786.821, 11.8912, 91.4784, -1, -1);
    _CreateVehicle(129, 1407.44, -791.025, 11.7027, 269.907, -1, -1);
    _CreateVehicle(129, 1407.71, -799.661, 11.7029, 270.031, -1, -1);
    _CreateVehicle(146, 1599.39, -635.689, 11.9597, 92.0581, -1, -1);
    _CreateVehicle(145, 1593.62, -682.871, 12.2271, 92.1901, -1, -1);
    _CreateVehicle(130, 1562.55, -732.559, 11.8995, 0.800919, -1, -1);
    _CreateVehicle(103, 1582.23, -733.002, 11.9741, 359.049, -1, -1);
    _CreateVehicle(146, 1544.29, -845.95, 11.9598, 87.1079, -1, -1);
    _CreateVehicle(146, 1544.13, -854.118, 11.9598, 90.1951, -1, -1);
    _CreateVehicle(138, 1533.32, -897.856, 11.92, 44.1245, -1, -1);
    _CreateVehicle(138, 1521.87, -898.125, 11.9198, 323.417, -1, -1);
    _CreateVehicle(93, 1393.15, -1022.85, 12.4744, 91.4872, -1, -1);
    _CreateVehicle(93, 1392.56, -997.523, 12.4812, 91.1518, -1, -1);
    _CreateVehicle(103, 1299.85, -797.72, 15.1799, 226.72, -1, -1);
    _CreateVehicle(104, 1298.42, -785.641, 15.0909, 225.281, -1, -1);
    _CreateVehicle(96, 1328.25, -642.237, 12.4507, 179.729, -1, -1);
    _CreateVehicle(96, 1315.72, -642.23, 12.4506, 179.953, -1, -1);
    _CreateVehicle(100, 1281.87, -619.864, 11.9419, 179.099, -1, -1);
    _CreateVehicle(91, 1269.73, -620.282, 12.007, 178.635, -1, -1);
    _CreateVehicle(102, 1223.35, -325.588, 26.1288, 179.241, -1, -1);
    _CreateVehicle(129, 1304.16, -319.001, 41.9247, 89.354, -1, -1);
    _CreateVehicle(129, 1303.64, -308.303, 41.8522, 87.4168, -1, -1);
    _CreateVehicle(134, 1406.8, -176.779, 50.2045, 123.621, -1, -1);
    _CreateVehicle(134, 1403.72, -169.844, 50.7083, 89.1932, -1, -1);
    _CreateVehicle(99, 1407.67, -159.139, 52.4502, 228.065, -1, -1);
    _CreateVehicle(95, 1339.13, -258.722, 49.4834, 267.937, -1, -1);
    _CreateVehicle(95, 1338.85, -251.638, 49.4711, 266.668, -1, -1);
    _CreateVehicle(119, 1234.11, -127.502, 14.6431, 38.9752, -1, -1);
    _CreateVehicle(119, 1213.23, -135.675, 14.6426, 358.12, -1, -1);
    _CreateVehicle(105, 1227.49, -135.748, 14.6873, 359.346, -1, -1);
    _CreateVehicle(92, 1220.38, -135.43, 14.7162, 358.447, -1, -1);
    _CreateVehicle(112, 1217.24, -64.4248, 10.609, 174.605, -1, -1);
    _CreateVehicle(97, 1107.08, -37.1971, 7.68918, 269.2, -1, -1);
    _CreateVehicle(97, 1107.46, -47.5659, 7.69056, 270.235, -1, -1);
    _CreateVehicle(97, 1107.86, -58.0229, 7.68996, 270.509, -1, -1);
    _CreateVehicle(111, 1138.97, -95.7376, 7.32499, 0.599858, -1, -1);
    _CreateVehicle(94, 1144.6, -95.232, 7.20667, 0.294929, -1, -1);
    _CreateVehicle(95, 1168.53, -149.804, 14.8066, 1.76754, -1, -1);
    _CreateVehicle(95, 1162.69, -149.648, 14.809, 1.71794, -1, -1);
    _CreateVehicle(108, 1102.08, -150.151, 9.92166, 359.003, -1, -1);
    _CreateVehicle(129, 1091.27, -150.341, 9.77637, 359.532, -1, -1);
    _CreateVehicle(90, 1084.2, -150.638, 9.95131, 357.58, -1, -1);
    _CreateVehicle(130, 1103.11, 44.5207, -0.462722, 270.541, -1, -1);
    _CreateVehicle(130, 1160.88, 71.533, -0.491825, 182.201, -1, -1);
    _CreateVehicle(148, 933.311, -62.0148, 8.29878, 89.6053, -1, -1);
    _CreateVehicle(148, 933.008, -56.3675, 8.19534, 89.2397, -1, -1);
    _CreateVehicle(129, 983.707, -65.9232, 7.19919, 1.95012, -1, -1);
    _CreateVehicle(111, 972.734, -65.7542, 7.23481, 2.38692, -1, -1);
    _CreateVehicle(91, 982.592, -35.55, 7.14275, 90.047, -1, -1);
    _CreateVehicle(98, 1296.33, -104.488, 15.6347, 0.702096, -1, -1);
    _CreateVehicle(98, 1296.72, -63.7419, 15.0653, 176.443, -1, -1);
    _CreateVehicle(94, 1275.9, -80.5347, 14.8352, 265.6, -1, -1);
    _CreateVehicle(130, 1259.25, -109.664, 15.0111, 269.23, -1, -1);
    _CreateVehicle(100, 866.674, -993.222, 4.7881, 179.945, -1, -1);
    _CreateVehicle(133, 862.507, -783.176, 15.0805, 1.03022, -1, -1);
    _CreateVehicle(129, 929.503, -793.507, 15.06, 89.5526, -1, -1);
    _CreateVehicle(132, 982.433, -753.024, 15.0702, 179.869, -1, -1);
    _CreateVehicle(94, 1009.45, -756.242, 14.7052, 88.4647, -1, -1);
    _CreateVehicle(133, 915.41, -676.669, 15.0805, 90.2388, -1, -1);
    _CreateVehicle(133, 905.782, -543.134, 15.0805, 181.061, -1, -1);
    _CreateVehicle(132, 860.764, -543.134, 15.0703, 180.419, -1, -1);
    _CreateVehicle(129, 963.201, -592.432, 14.8499, 46.5929, -1, -1);
    _CreateVehicle(144, 1029.15, -415.964, 15.077, 180.779, -1, -1);
    _CreateVehicle(144, 1020.08, -416.706, 15.0902, 181.386, -1, -1);
    _CreateVehicle(95, 972.894, -412.571, 14.819, 180.691, -1, -1);
    _CreateVehicle(94, 973.077, -429.892, 14.7506, 0.086815, -1, -1);
    _CreateVehicle(134, 882.589, -425.913, 14.5947, 271.375, -1, -1);
    _CreateVehicle(137, 938.152, -134.496, 4.77443, 90.5235, -1, -1);
    _CreateVehicle(137, 988.581, -117.934, 4.80475, 356.604, -1, -1);
    _CreateVehicle(137, 1009.5, -141.094, 4.75291, 179.443, -1, -1);
    _CreateVehicle(137, 970.97, -279.593, 4.74558, 315.949, -1, -1);
    _CreateVehicle(94, 924.238, -271.731, 4.7015, 2.98915, -1, -1);
    _CreateVehicle(112, 862.344, -192.622, 3.62784, 179.677, -1, -1);
    _CreateVehicle(111, 863.021, -228.221, 4.60687, 0.324889, -1, -1);
    _CreateVehicle(95, 887.141, -312.845, 8.55651, 89.7248, -1, -1);
    _CreateVehicle(111, 850.888, -378.878, 13.1835, 90.3511, -1, -1);
    _CreateVehicle(129, 1344, -449.09, 49.6764, 180.142, -1, -1);
    _CreateVehicle(95, 1336.2, -458.11, 49.5832, 270.897, -1, -1);
    _CreateVehicle(91, 1349.77, -448.824, 49.6424, 180.105, -1, -1);
    _CreateVehicle(100, 1335.68, -452.116, 49.481, 270.229, -1, -1);
    _CreateVehicle(110, 1255.56, -741.23, 14.9186, 132.649, -1, -1);
    _CreateVehicle(128, 1219.64, -733.64, 15.1162, 226.282, -1, -1);
    _CreateVehicle(128, 1247.14, -761.391, 15.1163, 46.2049, -1, -1);
    _CreateVehicle(110, 1249.34, -708.794, 14.9189, 134.617, -1, -1);
    _CreateVehicle(104, 1188.11, -797.247, 14.7045, 315.601, -1, -1);
    _CreateVehicle(104, 1250.01, -803.347, 14.8588, 46.0489, -1, -1);
    _CreateVehicle(111, 1238.71, -896.509, 14.951, 315.767, -1, -1);
    _CreateVehicle(91, 1234.96, -893.055, 14.9011, 313.788, -1, -1);
    _CreateVehicle(110, 1219.97, -877.943, 14.9147, 0, -1, -1);
    _CreateVehicle(100, 1223.5, -881.461, 14.8331, 315.242, -1, -1);
    _CreateVehicle(109, 1227, -891.819, 14.9148, 359.389, -1, -1);
    _CreateVehicle(114, 1180.27, -854.728, 15.0512, 222.996, -1, -1);
    _CreateVehicle(127, 1259.85, -999.273, 14.9648, 225.236, -1, -1);
    _CreateVehicle(127, 1280.7, -978.083, 14.9689, 225.956, -1, -1);
    _CreateVehicle(129, 1114.36, -1112.54, 11.7371, 359.741, -1, -1);
    _CreateVehicle(103, 1101.9, -969.981, 15.0974, 89.12, -1, -1);
    _CreateVehicle(130, 1101.68, -989.922, 14.9924, 88.8044, -1, -1);
    _CreateVehicle(108, 1041.11, -1014.86, 14.9895, 179.33, -1, -1);
    _CreateVehicle(90, 1035.31, -1014.58, 15.0352, 178.987, -1, -1);
    _CreateVehicle(102, 1029.44, -1015.03, 14.9073, 177.543, -1, -1);
    _CreateVehicle(98, 964.61, -1117.63, 13.7574, 91.8156, -1, -1);
    _CreateVehicle(132, 948.66, -1142.48, 13.2707, 1.56525, -1, -1);
    _CreateVehicle(132, 1011.94, -1083.44, 13.2706, 179.588, -1, -1);
    _CreateVehicle(129, 979.525, -1101.95, 13.0499, 89.6468, -1, -1);
    _CreateVehicle(113, 1231.42, -1116.51, 11.8663, 89.0363, -1, -1);
    _CreateVehicle(113, 1231.14, -1142.88, 11.8666, 89.5658, -1, -1);
    _CreateVehicle(120, 837.978, -1114.37, -0.30352, 139.57, -1, -1);
    _CreateVehicle(106, 198.187, -41.0338, 16.4287, 0.536481, -1, -1);
    _CreateVehicle(106, 189.408, -41.0172, 16.4287, 359.06, -1, -1);
    _CreateVehicle(111, 192.83, -7.80371, 16.4286, 0, -1, -1);
    _CreateVehicle(106, 216.609, -41.0998, 16.4287, 0.798101, -1, -1);
    _CreateVehicle(106, 225.275, -41.1159, 16.4285, 359.93, -1, -1);
    _CreateVehicle(91, 240.182, -42.3022, 16.0172, 0.380768, -1, -1);
    _CreateVehicle(108, 249.051, -42.5411, 16.2375, 0.76373, -1, -1);
    _CreateVehicle(112, 257.736, -42.3834, 16.2862, 358.054, -1, -1);
    _CreateVehicle(111, 266.696, -42.4786, 16.0692, 359.992, -1, -1);
    _CreateVehicle(129, 280.392, -35.3927, 16.0937, 327.294, -1, -1);
    _CreateVehicle(102, 293.526, -35.3413, 16.1556, 327.099, -1, -1);
    _CreateVehicle(100, 306.563, -35.5242, 15.9514, 326.376, -1, -1);
    _CreateVehicle(95, 319.837, -35.453, 16.0457, 328.495, -1, -1);
    _CreateVehicle(94, 359.274, -13.6509, 15.9507, 89.43, -1, -1);
    _CreateVehicle(109, 359.325, -4.96945, 16.0244, 88.9487, -1, -1);
    _CreateVehicle(112, 359.534, 3.62286, 16.2865, 88.2941, -1, -1);
    _CreateVehicle(130, 359.162, 12.5238, 16.2907, 89.4744, -1, -1);
    _CreateVehicle(90, 347.341, 16.9979, 16.2831, 269.104, -1, -1);
    _CreateVehicle(92, 347.361, 8.17123, 15.8764, 270.41, -1, -1);
    _CreateVehicle(102, 347.655, -0.73409, 16.1553, 269.666, -1, -1);
    _CreateVehicle(100, 347.654, -9.59757, 15.9509, 271.534, -1, -1);
    _CreateVehicle(95, 340, -13.5914, 16.0459, 90.4047, -1, -1);
    _CreateVehicle(91, 339.916, 3.64754, 16.0168, 88.5713, -1, -1);
    _CreateVehicle(96, 340.049, -5.05455, 16.4602, 90.4382, -1, -1);
    _CreateVehicle(101, 340.233, 12.6231, 15.8725, 89.4575, -1, -1);
    _CreateVehicle(119, 276.204, -19.1099, 15.8029, 329.869, -1, -1);
    _CreateVehicle(109, 284.95, -19.1392, 16.0252, 327.781, -1, -1);
    _CreateVehicle(94, 293.727, -19.226, 15.9505, 328.322, -1, -1);
    _CreateVehicle(102, 302.461, -19.0859, 16.1553, 327.484, -1, -1);
    _CreateVehicle(100, 311.052, -19.4315, 15.9512, 327.521, -1, -1);
    _CreateVehicle(95, 320.072, -18.8849, 16.0454, 328.37, -1, -1);
    _CreateVehicle(91, 280.893, -7.33403, 16.0174, 213.749, -1, -1);
    _CreateVehicle(108, 289.138, -6.63881, 16.2362, 212.499, -1, -1);
    _CreateVehicle(112, 298.36, -7.00092, 16.2868, 212.322, -1, -1);
    _CreateVehicle(129, 307.103, -7.21733, 16.0935, 211.495, -1, -1);
    _CreateVehicle(105, 315.579, -6.91369, 15.8476, 213.899, -1, -1);
    _CreateVehicle(110, 276.073, -0.255837, 15.9646, 328.057, -1, -1);
    _CreateVehicle(100, 284.884, -0.58043, 15.9511, 329.128, -1, -1);
    _CreateVehicle(101, 293.668, -0.400611, 15.8724, 329.807, -1, -1);
    _CreateVehicle(95, 302.533, -0.35091, 16.0469, 328.741, -1, -1);
    _CreateVehicle(108, 311.138, -0.565037, 16.2373, 328.557, -1, -1);
    _CreateVehicle(119, 319.763, -0.46609, 15.8034, 329.388, -1, -1);
    _CreateVehicle(111, 280.77, 11.9256, 16.0692, 211.062, -1, -1);
    _CreateVehicle(108, 289.242, 12.1685, 16.2374, 213.363, -1, -1);
    _CreateVehicle(90, 298.07, 12.2702, 16.283, 213.683, -1, -1);
    _CreateVehicle(103, 306.955, 11.9812, 16.3654, 213.579, -1, -1);
    _CreateVehicle(96, 315.768, 11.7724, 16.4609, 213.459, -1, -1);
    _CreateVehicle(96, 230.177, -996.569, 22.9997, 91.2413, -1, -1);
    _CreateVehicle(117, 391.051, -1124.32, 16.0333, 89.6105, -1, -1);
    _CreateVehicle(117, 391.089, -1145.41, 15.9161, 91.5873, -1, -1);
    _CreateVehicle(107, 386.703, -1185.94, 15.8558, 89.451, -1, -1);
    _CreateVehicle(107, 386.184, -1174.55, 15.8548, 89.3118, -1, -1);
    _CreateVehicle(107, 386.027, -1163.71, 15.7796, 90.8767, -1, -1);
    _CreateVehicle(116, 344.966, -1173.96, 22.7641, 1.88331, -1, -1);
    _CreateVehicle(116, 354.681, -1173.53, 22.7646, 1.07543, -1, -1);
    _CreateVehicle(116, 363.459, -1173.37, 22.7656, 359.761, -1, -1);
    _CreateVehicle(136, 442.233, -1464.87, 18.3154, 180.018, -1, -1);
    _CreateVehicle(136, 455.499, -1465.37, 18.3296, 178.676, -1, -1);
    _CreateVehicle(136, 468.987, -1465.75, 18.3443, 178.334, -1, -1);
    _CreateVehicle(119, 476.69, -1495, 18.2783, 90.0178, -1, -1);
    _CreateVehicle(129, 423.504, -1512.58, 18.5138, 13.9586, -1, -1);
    _CreateVehicle(111, 434.562, -1509.68, 18.501, 13.0333, -1, -1);
    _CreateVehicle(105, 444.998, -1506.89, 18.2901, 12.3582, -1, -1);
    _CreateVehicle(101, 453.717, -1504.16, 18.3241, 14.0191, -1, -1);
    _CreateVehicle(105, 204.196, -1236.24, 20.0909, 0.33504, -1, -1);
    _CreateVehicle(101, 229.546, -1236.27, 20.1019, 1.55786, -1, -1);
    _CreateVehicle(111, 233.152, -1236.19, 20.297, 0.011989, -1, -1);
    _CreateVehicle(90, 259.516, -1228.04, 20.5254, 90.9827, -1, -1);
    _CreateVehicle(91, 259.384, -1217.59, 20.2606, 89.7507, -1, -1);
    _CreateVehicle(96, 259.309, -1207.29, 20.7039, 93.0556, -1, -1);
    _CreateVehicle(102, 259.132, -1196.75, 20.3993, 90.1381, -1, -1);
    _CreateVehicle(112, 258.938, -1186.6, 20.531, 90.8545, -1, -1);
    _CreateVehicle(92, 259.105, -1178.12, 20.1205, 89.6852, -1, -1);
    _CreateVehicle(109, 247.507, -1172.46, 20.2686, 179.443, -1, -1);
    _CreateVehicle(100, 230.926, -1171.79, 20.1955, 180.077, -1, -1);
    _CreateVehicle(119, 214.251, -1172, 20.0475, 180.747, -1, -1);
    _CreateVehicle(119, 217.247, -1172.03, 20.0472, 179.653, -1, -1);
    _CreateVehicle(118, 88.2539, -1563.96, 23.967, 87.7533, -1, -1);
    _CreateVehicle(128, 169.729, -1581.33, 26.1101, 178.797, -1, -1);
    _CreateVehicle(128, 162.075, -1581.1, 26.1126, 358.9, -1, -1);
    _CreateVehicle(110, 134.709, -1586.35, 25.9167, 1.06801, -1, -1);
    _CreateVehicle(110, 127.009, -1586.64, 25.9166, 179.888, -1, -1);
    _CreateVehicle(92, -39.8551, -367.132, 15.8277, 90.262, -1, -1);
    _CreateVehicle(112, -40.2559, -361.319, 16.2362, 89.331, -1, -1);
    _CreateVehicle(119, -40.1867, -355.455, 15.7541, 89.2701, -1, -1);
    _CreateVehicle(136, 527.882, -660.497, 15.7885, 359.364, -1, -1);
    _CreateVehicle(129, 490.469, -614.964, 15.9934, 91.3179, -1, -1);
    _CreateVehicle(119, 476.51, -734.985, 15.7254, 269.718, -1, -1);
    _CreateVehicle(122, 131.272, 173.62, 11.7292, 359.277, -1, -1);
    _CreateVehicle(122, 143.707, 174.306, 11.7292, 359.919, -1, -1);
    _CreateVehicle(123, 182.046, 220.582, 11.9284, 92.6668, -1, -1);
    _CreateVehicle(112, 147.597, 239.965, 11.6022, 270.039, -1, -1);
    _CreateVehicle(94, 185.775, 59.7634, 15.9401, 90.6175, -1, -1);
    _CreateVehicle(95, 185.675, 65.9381, 16.0343, 89.9957, -1, -1);
    _CreateVehicle(120, 535.237, -1059.32, -0.561891, 181.842, -1, -1);
    _CreateVehicle(142, 535.606, -1033.74, -0.690743, 355.837, -1, -1);
    _CreateVehicle(143, 510.37, -1034.1, -0.691109, 0.203791, -1, -1);
    _CreateVehicle(142, 508.424, -1060.88, -0.751072, 182.481, -1, -1);
    _CreateVehicle(143, 540.414, -765.195, -0.173762, 357.189, -1, -1);
    _CreateVehicle(120, 555.687, -790.594, -0.426718, 180.566, -1, -1);
    _CreateVehicle(142, 593.181, -768.271, -0.933142, 359.953, -1, -1);
    _CreateVehicle(143, 555.954, -688.585, -0.659236, 178.393, -1, -1);
    _CreateVehicle(95, 292.704, -669.143, 25.997, 90.3655, -1, -1);
    _CreateVehicle(95, 292.731, -642.691, 25.9978, 88.8206, -1, -1);
    _CreateVehicle(95, -896.209, -417.359, 10.9469, 270.452, -1, -1);
    _CreateVehicle(119, -896.64, -398.236, 10.7045, 270.304, -1, -1);
    _CreateVehicle(126, -1268.21, -513.988, 11.6769, 175.805, -1, -1);
    _CreateVehicle(126, -1527.31, -896.466, 11.6636, 249.18, -1, -1);
    _CreateVehicle(126, -1528.07, -904.746, 11.6701, 250.724, -1, -1);
    _CreateVehicle(126, -1528.53, -912.677, 11.6634, 249.514, -1, -1);
    _CreateVehicle(126, -1528.93, -920.281, 11.67, 249.308, -1, -1);
    _CreateVehicle(126, -845.904, -750.265, 11.3223, 150.165, -1, -1);
    _CreateVehicle(126, -877.941, -758.678, 11.4287, 220.696, -1, -1);
    _CreateVehicle(126, -1142.29, -784.704, 11.6771, 179.286, -1, -1);
    _CreateVehicle(126, -1554.4, -935.005, 11.6648, 88.3801, -1, -1);
}

function onVehicleRespawn(vehicle) {

  /* Enable that marker */
  vehicle.Marker = true; 
 
  return true;
}

function onPlayerEnteredVehicle(player, vehicle, door) {

 
  /* We Do not want the maker showing, Remove it */
  vehicle.Marker = false;
   
  return true;
}

function onPlayerExitedVehicle(player, vehicle) {
 
  /* Enable that marker */
  vehicle.Marker = true;
   
  return true;
}

function onVehicleWrecked(vehicle) {
 
   /* We Do not want the maker showing, Remove it */
  vehicle.Marker = false;
  return true;
}

If you encounter anything wrong with this script please share the issue and I will fix it.
14  Scripting / Script Help / AddSpawnClass :: returns no class on: November 07, 2016, 02:05:47 am
Any Idea of why would be nice, No class is ever added..
Code: [Select]
function onScriptLoad()
{
/* AddSpawnClass( int skin, int team, Vector pos, float angle, int col, int spawnscreen ) */

AddSpawnClass( 1, 1, Vector(98.45, -954.50, 26.16), 90.0, Colour( 24, 255, 241 ), 1 );
AddSpawnClass( 2, 2, Vector(98.45, -954.50, 26.16), 90.0, Colour( 24, 255, 241 ), 1 );
AddSpawnClass( 3, 3, Vector(98.45, -954.50, 26.16), 90.0, Colour( 24, 255, 241 ), 1 );
}
15  Liberty Unleashed / Support / Server not in LAN list, or masterlist on: September 28, 2016, 09:03:33 pm
Topic says it all.

I have shut down my pc plus much more test. My Ip is dynamic "always changes..

Am I the only one experiencing this?

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