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16  Off Topic / General Chat / Madnight GamesTech on: May 20, 2013, 06:28:19 pm
A bit of a shameful plug here but check out http://gamestech.madnight.co.uk if you want to stay up to date with the latest technology and gaming news! There will be trailers, screenshots and general press releases there as well as game and product reviews.
17  Liberty Unleashed / Bug Reports / Re: Display error game server. on: October 26, 2012, 07:57:49 pm
You need to change to x32 on the resolution whilst you are in single player.
18  Liberty Unleashed / Liberty Unleashed Chat / Re: VRockah! on: March 19, 2012, 09:46:25 pm
lol, U have to stop smoking / drinking :D
I don't! D:

Maybe thats the problem!
19  Liberty Unleashed / Support / Re: I Need Help on: February 18, 2012, 04:07:23 pm
This is LU, not LUMP, I think you have the wrong forum. :)
20  Off Topic / General Chat / Re: GTA Progress on: February 14, 2012, 02:33:45 pm
GTA - Played for a bit
GTA London - Not played
GTA 2 - Played for a bit
GTA III - Completed
GTA VC - Completed
GTA SA - Completed
GTA IV - Completed + TLaD, started BoGT
21  Off Topic / General Chat / Re: Vice City Online - Public Beta Test on: February 07, 2012, 02:04:40 pm
no, I mean Vice Unleashed :P . VCMP is dead because they don't have active programmers.

I  think you might've got that the wrong way round. :P
22  Liberty Unleashed / Liberty Unleashed Chat / Re: AC discussion. on: January 02, 2012, 02:03:10 am
Just compile your client-side scripts, then that won't happen.
23  Liberty Unleashed / Liberty Unleashed Chat / Re: Vice Unleashed Started! on: December 20, 2011, 03:57:42 am
WOW LOOKIN AWESOMEEEEE!
btw people will start leaving LU and join VU (not vice underdogs) if you relase this lol
Will it be released in Christmas?

Hell no, lol.
24  Scripting / Script Help / Re: Del Client Sphere on PLR part on: December 12, 2011, 04:33:00 pm
Spamming the forums isn't going to get the bug fixed any quicker, the developers are doing this in their own spare time and from experience you can get bored of a project and leave it for a few months. I'm sure the bug will be fixed but screaming about it every day isn't going to get that done.
25  Off Topic / General Chat / Re: Post your WEI! on: December 08, 2011, 05:54:40 pm
26  Scripting / Script Help / Re: fileExists("path") problem on: December 03, 2011, 06:28:57 pm
Whats line function onScriptLoad look like?
27  Scripting / Script Help / Re: fileExists("path") problem on: December 03, 2011, 03:24:51 pm
Err thats totally the wrong way to go about it :o

Code: [Select]
function file_exists( file_path )
{
local file_handle = file( file_path, "r" );

if ( !file_handle ) return false;

return true;
}
28  Liberty Unleashed / Suggestions / Re: Pictures in the chat on: November 21, 2011, 09:09:15 pm
It's not an instant messenger, it's a chatbox.
29  Liberty Unleashed / Liberty Unleashed Chat / Re: [Serv Owners] Player Watchlist on: November 15, 2011, 09:57:35 pm
Just a note on this stormeus, with the help of VRocker and AdTec_224 I have made a module for this.

http://forum.liberty-unleashed.co.uk/index.php?topic=913.0
30  Scripting / Module Releases / Global Watchlist on: November 15, 2011, 09:54:19 pm
Liberty Unleashed Global Watchlist Module

With the help of AdTec_224 and VRocker I have created a module for the global watchlist that stormeus set up a few days ago. The basic idea is that it will grab the watchlist from the Liberty Unleashed site every 6 hours and on server start.

This module allows server owners to plug it in and decide what they want to do with anyone found on the watchlist, such as kick or ban the player. The watchlist will be updated and mainted by the Liberty Unleashed Staff meaning that you don't need to worry about the data being wrong.

The scripting functions that this module includes are:

Watchlist_CheckName( string name );

This will check the specified name against the cached watchlist, if theres a match it will return true.

Code: [Select]
function onPlayerJoin( pPlayer )
{
local check = Watchlist_CheckName( pPlayer.Name );

if ( check )
{
// Do something with the player.
}
return 1;
}

Watchlist_ForceUpdate( void );

This will force the server to update the watchlist, we have made it so that you can only do this one every six hours.

Code: [Select]
function onPlayerJoin( pPlayer )
{
Watchlist_ForceUpdate();
}

Watchlist_SetUpdateInterval( int interval )

This will set the automatic update interval, the minimum and default time is 6 hours.

Code: [Select]
function onScriptLoad()
{
Watchlist_SetUpdateInterval( 21600000 ); // This will set the update interval to every six hours (in ticks). 1 second is 1000 ticks.
}

The source code for this module can be found http://force.vrocker-hosting.co.uk/downloads/watchlist/sourcecode.zip.
To download the modules click http://force.vrocker-hosting.co.uk/downloads/watchlist/modules.zip.

Installing this module is as easy as adding LU_Watchlist.(dll/so) to your modules folder and calling LoadModule( "LU_Watchlist" ); on the onScriptLoad event.

We will try and maintain this module as best as we can and might even expand on its functionality in the future.

If you find any bugs let us know as soon as possible!
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