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Show posts MenuQuote from: Darkninja on Aug 27, 2020, 04:48 AMhe said he heard "rumors".Quote from: DarkRaZoR^ on Aug 25, 2020, 09:21 PMI heard rumors that this server leaks account passwords from their echo.Do you have any proof? You can't blame anyone without any proof.We even don't have echo and tell me how we can check password from Echo?
Get some proof and then talk here.
Quote from: SHy^ on Aug 20, 2020, 06:10 PMThat's my boi, stated my name at top! Great workI mentioned:
P.S: The first link to link server IP is not working
{
"msg": "success",
"state": {
"name": "VKs official server [VRocker hosting]",
"map": "",
"password": false,
"raw": {
"version": "04rel006",
"numplayers": 12,
"gamemode": "United CA Mode v5.4.1",
"map": "Vice City"
},
"maxplayers": 50,
"players": [
{
"name": "=KF=SHy^LT"
},
{
"name": "[RT]Martyrdom"
},
{
"name": "[RT]ShadowJacK."
},
{
"name": "[F2]MK14"
},
{
"name": "=SdS=SupeR^DaviD*"
},
{
"name": "[WSt]Jhanders"
},
{
"name": "KeNgAhMeD2008"
},
{
"name": "[KFt]Sos^"
},
{
"name": "Jocoka"
},
{
"name": "HUSSIENPRO"
},
{
"name": "Jezza^++"
},
{
"name": "Todor03"
}
],
"bots": [],
"connect": "51.38.93.130:8194",
"ping": 12
}
}
Quote from: Razor. on Aug 03, 2020, 10:52 PMprobably some DB failure. Make sure the dbs are created.Vice City Multiplayer Server
-------------------------------
v0.4, (c) 2007-2014 VC:MP Team
Warning: parameters for 'password' in config were not as expected
Loaded plugin: announce04rel32
Loaded plugin: sqlite04rel32
Loaded plugin: squirrel04rel32
Loaded plugin: hashing04rel32
[WEAPONS] No custom weapons to load.
** Started VC:MP 0.4 Server **
Port: 8192
Max players: 50
[MODULE] Loaded SQLite3 for VC:MP by S.L.C.
[MODULE] Loaded SqVCMP 0.4 frontend by Stormeus. (v1.0)
[╠°╔íþ╔·DM] À■╬±ã¸ı²│ú╝ËÈÏ & ã¶Â»═Û▒¤...
[╠°╔íþ╔·DM] Battle Over And Restart, Good job!
[╠°╔íþ╔·DM] NEW Battle Restart: Vehicles=[235], Weapons=[1287], Weather=[Sunny], WTime=[06:22].
Player 'EKNorw' ID 0 connected.
[╠°╔íþ╔·DM] ═µ╝Êú║EKNorw ı²│ú¢°╚Ù┴╦À■╬±ã¸ [0.0.0.0] [03/07/2020 - 19:47:21] [Reserved].
Player 'EKNorw' ID 0 disconnected (kicked).
[╠°╔íþ╔·DM] ═µ╝Êú║EKNorw ı²│ú└Ù┐¬┴╦À■╬±ã¸ [03/07/2020 - 19:47:21].
Kicking connecting player at ID 0, unknown error.
Player 'EKNor' ID 0 connected.
AN ERROR HAS OCCURED [parameter 1 has an invalid type 'null' ; expected: 'userdata']
CALLSTACK
*FUNCTION [AccInfo()] scripts/Main.nut line [544]
*FUNCTION [onPlayerJoin()] scripts/Events.nut line [98]
LOCALS
[e] "parameter 1 has an invalid type 'null' ; expected: 'userdata'"
[q] NULL
[player] INSTANCE
[this] TABLE
[player] INSTANCE
[this] TABLE
AN ERROR HAS OCCURED [parameter 1 has an invalid type 'null' ; expected: 'userdata']
CALLSTACK
*FUNCTION [onPlayerRequestClass()] scripts/Events.nut line [35]
LOCALS
[q] NULL
[AccountCount] 0
[UIDGroup] (UID hidden)
[pName] "eknor"
[skin] 0
[team] 0
[classID] 0
[player] INSTANCE
[this] TABLE
How i can resolve this? I just copied and pasted.
Btw, good work with the script.
Quote from: NewK on Jul 21, 2020, 12:29 AMNice work umar. Nice to see more people taking advantage of buildmode to create stuff like this.Hey mate. Thank you for pointing those things out. I updated the respository. It now supports DecUI components and does the optimization.
There's a 2 things about DecUI internals you should probably know about which will help you improve your editor.
1) The code you're using at the moment will work for all GUIElements but will not work for DecUI components (Grid, Datatable, Circle, Combobox, etc...). This is because when you do "typeof e" for a DecUI component, it will return "instance" because DecUI components are classes. However, all DecUI components are wrapped in a GUICanvas with the exact same ID as the component. So you just have to check if typeof returns "instance" and if it does, you build the code as if it's a GUICanvas.
2) When printing/copying code to the clipboard, you should avoid additional lookups and use a local variable instead. Avoid doing this:UI.Label("newLabel").Position3D = ...
UI.Label("newLabel").Rotation3D = ...
UI.Label("newLabel").Size3D = ...
and do this instead:local newLabel = UI.Label("newLabel");
newLabel.Position3D = ...
newLabel.Rotation3D = ...
newLabel.Size3D = ...
This will be faster and is a good optimization to keep in mind when working with DecUI in general, because every time you do UI<Type>(ID) to fetch something, a tree traversal will be made to find the ID you passed, and if you repeat UI.Label("newLabel") 3 times, you will be making 3 unecessary searches. It's better to just do the search once, save it in a variable ( local always, never global). And then just re-use the same variable. This is an optimization which seems small if you dont have alot of GUIElements created, but once you start having alot of GUIElements this will make a big difference.
Quote from: habi on Jul 20, 2020, 03:00 PMHow is this 3D Texts created. Suppose one createsHow is this 3D Texts created. Suppose one creates a 3D text at downtown, so does the text is staying at downtown forever or the text comes with player when he move?As said above, this is not made for servers releases. It is originally made for buildmode so players can easily get the position, rotation and size of the 3D Elements. In Editing mode, when Backspace key is pressed, the element stops moving and with copying to the clipboard, prints out it's values. You can just paste those lines in the code and run it in normal servers. An example is given in the wiki of how you need to load it and explained its usage in the video.
Quote from: habi on Jul 20, 2020, 03:00 PMWhat happens when we shoot the text? ( Nothing. right? )Yep nothing
Quote from: habi on Jul 20, 2020, 03:00 PMcan you say in laymans terms what is DecUI.There is already a well detailed topic of DecUI available.
Quote from: EK.IceFlake on Feb 06, 2015, 05:16 AMHi, guys! After a bit of number-quenching and guesswork, I finally came up with my function that takes a random number from rand() and does some maths to make the from and to function work! It supports negative numbers, too. And also a mixture of negative and positive.
Here is the code:function Random(from, to) return (rand()*(to+1-from)) / (RAND_MAX+1)+from;
Purely tested.
Hope you like it!
local n = Random(1000, 2000)