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Messages - Inferno

#16
Server host has been shifted to India.

New IP : 65.2.25.162:8192
Files : https://vfs.vcmp.net/forum/index.php?/files/file/3-server-files-new-host/
#17


Vice Freemode Server (aka VFS) is a VC:MP server which was initially started by Gito and Inferno around May 2020 with name of Vice Freeroam Server, having simple deathmatching gamemode. Over the passage of time, it was updated and made a deathmatching and roleplay server.
Later on, Anish joined in the scripting panel. Followed by a few other scripters, invited by Gito, who were later on, kicked due to security reasons.
Afterwards, the server conducted a total of 4 events namely, M4 Masters which became a good success and increased player count and other fairly satisfactory major events, Tournament of Death (Team DM), Crazy Racing Tournament (Race) and Hunt the Treasure (Roleplay).

A brief information regarding the gamemode.
VFS has been rescripted with the aim of a multimode server, featuring 6 different gamemodes.
Categorised into - DM and Roleplay, 3 gamemodes each.
Upon joining, you are spawned at the lobby where you can enter a checkpoint to choose a gamemode. All the gamemodes have unique skins, commands and class selection locations.The server is currently moderated and being developed peridiocally with weekly updates.


GAMEMODES

Deathmatching:
The gamemode provides you with a pure experience of death matching whether in 1vs1 , all vs all or between a team. All the necessary Death matching functions and commands are present along with preventions. This gamemode is complete and updates are made periodically to make it better. Currently, no vehicles are available in this gamemode as to avoid any FPS drop for the players, Jitter system helps ensure a smooth gameplay. Teleportation commands can help you teleport anywhere you want to.
Most commands are free of cost but there is unlockable requirement on some features to make the gamemode competitive. 
Stats system is separate from other gamemodes.

Team DM:
The gamemode provides a competitive gamemode between 2 teams (Grey and White). Both teams have unique custom skins. There are many unlockables available to discover new stuff in this gamemode. This gamemode is primarily based on objective system as well as on Brawls. One team plays as a defending side while other as an attacking side which will have to complete the objectives in order to win. This gamemode is currently under-construction and will be available to play in updates.

Racing:
The gamemode provides you with a non-deathmatching semi-roleplay competitive gameplay, where you can have race with other players and win rewards and unlock many achievements which are beneficial in the gameplay. This gamemode is currently under construction and will be available in updates.

Freeroam:
The gamemode provides you with a roleplaying gamemode where you can freely roam as in singleplayer GTA VC, do stunts, find hidden packages to win rewards and complete short missions and side missions. Cheat codes are also added which are used based on script. You can use them to fun around and to shortcut game tasks. This gamemode has recently been released.

Battle Royale:
The gamemode provides you with a small portion of Deathmatching events known as Battle Royale Gameplay. Its a Last Man Standing gamemode where you will have to kill everyone in round and survive till last to win the round. There are no respawns. You will spawn unarmed and have to find and pick weapons to attack. The faster you do , the more you will survive. This gamemode is almost complete and will be published soon.

Roleplay:
This is the major roleplay gamemode having the wide variety of features. Currently there are 11 Jobs which can help you earn, meanless deathmatching is not allowed here.
Each job has different unlockables and rewards alongwith rank system. Vehicles and Properties can be purchased. You can make a good collection for yourself to show off.


OVERVIEW

Server Name : [0.4] Vice Freemode Server - Deathmatch/Roleplay/Freeroam
Server IP : 51.178.65.136:8113
Server Location : London
Max Players : 100
Base : Squirrel
Website: https://vfs.vcmp.net/
Forum : https://vfs.vcmp.net/forum/
Panel : https://vfs.vcmp.net/panel/
Discord : https://vfs.vcmp.net/discord/
Credits :
Inferno (Scripting, Mapping, Modeling),
Anish (Scripting, Client-side and Custom Content Creation, Coordination, Hosting, Website and Discord),
Spiller and Umar (Client-side Support, Coordination),
Shy and Sebastian (Snippets),
OneVice (Hosting),
Luckshya (Constant help with Discord Module)


#18
A positive step always require a bit of sacrifice.
Good luck ahead in life bro.
Stay safe stay blessed. Adios
#20
Vehicle Showroom / Re: Bobster
Mar 04, 2021, 09:19 PM
Superb
#21
Bugs and Crashes / Re: Why is this happening?
Feb 25, 2021, 10:44 AM
Quote from: SexAppeal on Feb 25, 2021, 05:24 AM
Quote from: Athanatos on Feb 24, 2021, 09:58 AMDoes this happen upon joining or spawning? If yes, this can be ignored, since it's the VCMP client not properly manage model resources. They do load upon approaching the specific vehicles.

It occurs in both cases, for example; I was testing 2 vehicles and it only loaded 1.

Happening in every server? Or a particular server. If in 1 server, then there might be a custom vehicle in that server with broken texture/collision which is failing to load.

Else for the modded game, it is always preferred to play vcmp on fresh and unmodified GTA VC.
#23
Make sure you are using a clean gta vc and not a modded one and has complete files of it
#24
Quote from: Athanatos on Jan 26, 2021, 03:39 PMThis might seem why RCNR kept crashing? It was full with respawing pickups.
Probably.
Because , 10 respawning pickups lag where 10 non-respawning doesnt.
And it increases with increase of pickups.
Another test showed that having 18 Respawning pickups at Loc BF when more than 3 4 are claimed by players, horribly lagged the server and crashed it within minutes.
#25
Why need of this when you have Pickup.Timer?

Here's why : https://forum.vc-mp.org/?topic=8306

Snippets

Alternative #1 ( Aligned Timer : Use only if your server's time rate is 1000ms ( 1 second ) as OnTimeChange depends on Time Rate )

OnScriptLoad
SetToRespawn<- array( 5000, null);
 RespawnCD <- 0;


OnTimeChange
function onTimeChange( lastHour, lastMinute, hour, minute )
{
    for(local pi = 0; pi < 2000; pi++)
    {
        local pickup = FindPickup(pi);
       if(pickup)
        {
if(RespawnCD < 16) {
RespawnCD ++; // increase respawn cd till it doesnt reach 16 seconds
}
if(SetToRespawn[pickup.ID] == true && RespawnCD > 14) { // checks if pickup is set to respawn && respawning countdown is greater than 14 seconds
RespawnCD = 0; // resets respawn cd
SetToRespawn[pickup.ID] = false; // disables respawn again without execution
pickup.World = 1; // default world
}
}
}
}

Anywhere in main script
function onPickupPickedUp( player, pickup )
{
SetPickupToRespawn(pickup); // sets pickup to respawn upon picking up
}

function SetPickupToRespawn(pickup)  // sets pickup into respawning
{
SetToRespawn[pickup.ID] = true;
pickup.World = 5555;
}

function iCreatePickup( model, pos ) // custom function so it can set class
{
local pick = CreatePickup( model, 1, 1, pos, 255, true );
SetToRespawn[pick.ID] = false;
}


Usage
Quote* Paste them correctly
* Create pickups using iCreatePickup(mode,pos) so class gets set i.e SetToRespawn[pickup.ID]
* This is used for example & sample only, the pickup which has been set to respawn can respawn even after 1s or 15s as its dependant on RespawnCD , so u will need to modify it.

Alternative #2 & #3


// onscriptload

SetToRespawn <- array(5000,null);

// ontimechange wont be used here

// onpickuppickedup

function onPickupPickedUp( player, pickup )
{
SetPickupToRespawn(pickup);
}

// function

function SetPickupToRespawn(pickup)
{
SetToRespawn[pickup.ID] = true;
 NewTimer("RespawnPickup", 15000, 1, pickup.ID); // unrecommended, Use Extended Timer here instead ( alternative #3 )
pickup.World = 5555;
}

// timer callback to use
function RespawnPickup(pick)
{
local pickup = FindPickup(pick);
if(pickup && SetToRespawn[pickup.ID] == true) {
SetToRespawn[pickup.ID] = false;
pickup.World = 1;
}
}
#26
Been Using Pickup.Timer = time in milliseconds?
Here are some observations and assumptions regarding it.
- Having 7-8 Pickups in range of 50m which are set to respawn by pickup.Respawn, usually cause certain memory leaks which either lags the server or specific players near these pickups and rarely even both. This phenomenon may be same for more or less pickups.
- I had first observed this in VCCnR at mall, where majority of people ( with average or bad internet and some with good even ) would lag in mall, as robber or as cop. The mall had 9 respawning pickups. It might be because more than 3 4 pickups are being set to respawn by default function which is causing memory leak or sending players in range of 50m to pickups, some packets ( an assumption ).
- Why do i think its related to Pickup.Respawn? Well i tested non-respawning pickups in range of 25m , and placed 12 pickups without respawn ability. There was no memory leak or lag even when each pickup had one player standing on it. This certain gives an impression about pickup.Timer causing that lag.
- When you are getting such lag by this, setting your world to some other world than these pickups, the lag fades away rapidly ( only if it is not your internet being bad but script lag )
- Since, pickup.Respawn has inbuilt timer, my assumption is that, it was much ignored in development and this is an unnoticed memory leak/lag leak.  ( assumption )
- I have tested it elsewhere than VCCNR as well. Added 10 respawning wep pickups at loc BF and asked some players to pick some of them, and after a few moments, everyone in that area started having high jitre but players away from that area were fine and had no lag. ( Observation )
- These are some observations and assumptions regarding this function. Calculations of pickups to reproduce the bug might be wrong, but these memory leaks still exist. Couldnt gather the videos showing that since my laptop is running vcmp at 20-40 fps least and wont handle recorder.



Temporary Solution:
https://forum.vc-mp.org/?topic=8307 ( custom pickup timer )

#27
Snippet Showroom / Re: Top Spree
Jan 24, 2021, 10:51 PM
So many timers only to execute 1 function.
#28
Good luck.


Yet another SAMP player into VCMP gg
#29
General Discussion / Re: Map Editing
Jan 21, 2021, 11:22 PM
https://forum.vc-mp.org/?topic=1303.0

We use this ingame map editor scripts to add maps.
#30

Intro
QuoteThis custom snippet, will count the number of checkpoints created in the Server. You can also set its type to make it execute something based on its type instead of its ID


Functions
function iCreateCheckpoint( player, world, isSphere, pos, argb, radius ) // create a cp, its same as default one, just add an 'i' in start
{
CreateCheckpoint(player, world, isSphere, pos, argb, radius);
CheckpointCount++;
cpType[CheckpointCount] =  null;
print("Checkpoint Created, Count: "+CheckpointCount+"");
}

function iDeleteCheckpoint( checkpoint ) // delete a cp
{
cpType[checkpoint.ID] = null;
checkpoint.Remove();
CheckpointCount--;
print(" Checkpoint Removed, Count : "+CheckpointCount+" ");
}

function SetCheckpointType( checkpoint, type ) { // sets cp type
local cp = FindCheckpoint(checkpoint);
if(cp) {
cpType[cp.ID] = type;
print("Checkpoint ID :"+cp.ID+" type set to "+type+" ");
}
}


OnScriptLoad
CheckpointCount <- -1;
 cpType <- array(2000,null);




Example

// OnScriptLoad
iCreateCheckpoint( null, 0, true, Vector(90.697, 278.878, 21.7719), ARGB(255, 255, 255, 255), 2.2); // golf cp
iCreateCheckpoint( null, 0, true, Vector(87.4472, -1453.78, 10.5655), ARGB(255, 255, 255, 255), 2.2); // pole cp
SetCheckpointType( 0, "golf" ); //  sets type
SetCheckpointType( 1, "pole" ); // same

// OnCheckpointEntered

function onCheckpointEntered( player, checkpoint )
{
if (cpType[checkpoint.ID] == "golf") {
Message("[#ffffff] Golf Club ");
}
else if(cpType[checkpoint.ID] == "pole") {
Message("[#ffff11] Pole Club ");
}   
}



Note
Quote~ There is another alternative to count the checkpoints as well, but i lost that snippet.
~ The checkpoint count will only increase or decrease upon using these custom functions and not for default ones, same goes for the checkpoint type thing
~ You can add more classes to execute checkpoint functions based on other things than ID, i.e pos, color etc