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31
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Scripting / Script Help / Re: Need help checking time
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on: December 07, 2016, 02:26:50 am
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Thanks for your script Motley, anyway, It works only partly, because the check tells me only when five seconds pass, but in this case, I'd need to add it also for 10, 15, etc. which isn't really great imho . Anyway fine it gave me some ideas, as for this script I decided to stick to a timer, so pretty much the problem has been solved in someway.
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32
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Off Topic / General Chat / Re: LH-MP cancelled [Rant-ish]
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on: December 07, 2016, 02:06:51 am
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Good news! For anyone who's interested LH-MP has been open sourced!Hi there, as you might already know, the project has been discontinued. Fortunately, the source code is publicly available and we still offer online masterlist for those that want to play it.
GitHub URL: https://github.com/LHMPTeam/lhmp
Binaries are also available on Our official web page.
Please note we won't provide any assistance with LH:MP anymore, you're on your own now. Don't hesitate to explore!
- Your LH:MP Team.
lol200004 wrote: Thx LH-MP team. Any news about the new developers of the multiplayer?
AFAIK, they want to reverse the whole game first, then do MP. I can't tell when or at what pace they progress with it.
As for status, he gave me the following link, https://www.youtube.com/watch?v=XxQjmrZeWxU
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33
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Scripting / Script Help / Re: Need help checking time
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on: December 05, 2016, 02:38:25 pm
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Five minutes in game which corresponds to five real seconds. I need a check each five seconds, what would you use? Do you think a timer is viable for that purpose? I'm currently sticking to a timer, unless I find a way to use onTimeChange.
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35
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Scripting / Script Help / Re: Need help checking time
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on: December 04, 2016, 04:18:18 pm
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Motley your code doesn't work, even if you change it you'll never be able to calculate real time that way, because one hour is 2.5 days in game. Save a time, then check every onTimeChange if 5 mins has passed with the saved time and then save the new time when 5 mins passed?
Yeah, that's a way to do it, and it's exactly where i'm stuck, I'd be really grateful if anyone could provide an example, and possibly keeping it simple.
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36
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Scripting / Script Help / Need help checking time
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on: December 02, 2016, 08:01:06 pm
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Using onTimeChange, how can I tell if five minutes have passed? I don't mind whether it's a multiple of five (5, 10, 15, etc.) or just each five (2, 7, 12, 17, etc.). </noob>
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37
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Servers / General Server Chat / Re: server windows
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on: November 24, 2016, 02:41:03 pm
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Having the same issue. Deleting vehicles from content.xml helped for me.
Acknowledged. Remove vehicles and pickups from content.xml, and recently I noticed it also crashes when I spawn a car, so remove spawncar command as well, and enjoy your updated server on foot
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38
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Liberty Unleashed / Suggestions / Re: [Request] onWheelShot( player, oldWheelHealth, newWheelHealth, damage)
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on: November 16, 2016, 01:12:27 am
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Thanks a lot to s19 for retrieving functions' arguments and testing them together with me. Couple of things worth a mention:
1. onClientVehicleDamage returns null in place of player. 2. onClientVehicleDamage has been tested with weapons, car ramming and vehicle addons (tank cannon and Predator boat gun). It seems to be called exclusively with Predator's gun. Untested: ped ramming damage. 3. onClientVehicleShot is called for every gun (from Colt 'till Motolov) with the obvious exception of fists, bat and detonator since they deliver no damage at all. 4. Molotovs and Flamethrower both return 9 with onClientVehicleShot (aka Flamethrower) and Grenades and RPG return 18(o_O?).
function onClientVehicleDamage( damagedvehicle, damager ) { Message("[#FF00AA][DEBUG] [#FFFFFF]Player [#FFFF00]"+damager+"[#FFFFFF] damaged this vehicle [#FFFF00]"+damagedvehicle); }
function onClientVehicleShot( vehicle, player, weapon ) { Message("[#FF00AA][DEBUG] [#FFFFFF]Player [#FFFF00]"+player+"[#FFFFFF] damaged this vehicle [#FFFF00]"+vehicle+"[#FFFFFF] with weapon ID [#FFFF00]"+weapon); }
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40
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Scripting / Script Help / Re: problem with Ramp Script!
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on: November 10, 2016, 02:10:17 pm
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can someone help me I can get the script in but I cant get it to run on my server someone please help.
*Huge Bump* For all the ones who have problems with this script (and with every other old script that calls server functions from the client) remember that since 0.15 version for security reasons you must register server functions before calling them from client scripts, else they won't work.
More info here: http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Functions/Scripts/RegisterRemoteFunc
To "fix" this script add the following in your server scripts:
RegisterRemoteFunc("SpawnRamp"); RegisterRemoteFunc("VehicleBoost");
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41
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Scripting / Script Releases / Re: Ramp spawning
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on: November 10, 2016, 02:07:56 pm
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can someone help me I can get the script in but I cant get it to run on my server someone please help.
*Huge Bump* For all the ones who have problems with this script (and with every other old script that calls server functions from the client) remember that since 0.15 version for security reasons you must register server functions before calling them from client scripts, else they won't work. More info here: http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Functions/Scripts/RegisterRemoteFuncTo "fix" this script add the following in your server scripts: RegisterRemoteFunc("SpawnRamp"); RegisterRemoteFunc("VehicleBoost");
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44
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Liberty Unleashed / Bug Reports / Re: weird bug
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on: October 22, 2016, 05:00:19 pm
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Most servers won't let you in if you have mods because of an anticheat check enabled by default, however my server and GTA.ru got it disabled, so you can play there without getting kicked. However that mod has ENB as far as I remember which doesn't work in LU so remove it and try again.
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