Before I went on holidays, I wrote a list of all bugs i had noticed while scripting my server.
Now that I'm back, I noticed not all of them have been fixed yet, thus I will post the remains of the list as follows;
Bugs:
- Setting weapon damage only seems to work for melee weapons (As stated in this topic (http://forum.vc-mp.org/?topic=740.0))
- Setting flags for custom weapons like damage and range in the xml seem to change for both custom weapon and the original (logical) weapon
- Names of images inside texture files cannot be the same as a file inside another texture file, though maxorator said he was aware of this
- Joining a server that has low latency causes the client to reconnect 1 or 2 times before joining, together with the bug mentioned about the crash on disconnect it could take up to a minute to join a localhost server.
- When walking/driving on objects (ie. a bridge) the objects tend to disappear for less than a second, but long enough to make the player fall through it
- When placing objects on sea (near the Cortez yacht), the coordinates of players, pickups and objects tend to differ
- Sometimes deleted objects and pickups do not get deleted, instead the collision gets removed and the object becomes only visible from 1 angle (https://youtu.be/Wy1FGSuoMnc)
- The SetHandlingRule function for vehicles does not work with custom vehicles, thus making it harder to create a proper handling for them
- When a custom sound is playing while driving a vehicle, the sound will stop playing when the vehicle collides with another object
- When storing GUI references inside a table/array, iterating through them becomes impossible.
Removing all references is only possible by setting the table to null. - When changing the world of a player, often markers on the radar of the players in the previous world would not get deleted
- Using explosives on a custom object will make all players that are on the object sliding
- Strange behaviour involving pickups; after picked up the objects disappears but corona stays in place
- pickup.Respawn() does not seem to work and onPickupRespawn event does not get called
- Changes to sphere properties (radius/color etc) do not appear until its world is changed
- Browser: Sorting servers by version does not work
- Browser: When there are a lot of players the playerlist is not showing (as was the case in vicewar with 80 players)
- Custom objects disappear for the killed player during the wasted screen, if they die while standing on them
- After killing a player who had been frozen, the frozen state bugs out where the player can't walk but can still fire weapons
- Firetruck hose not synced
- Vehicle doors not synced
- Teleporting a player who is in a vehicle sometimes does not teleport the player but put the player on top of his vehicle
Suggestions:
- Setting gameplay options such as drive on water and stuntbike per player or world
- Function to make certain objects dynamic (allow gravity to affect the object), includes having its position/movement synced
- Setting weather and gravity per player or world (especially useful in RPGs where worlds are used for other buildings, we don't want rain in them)
- Function to toggle collision of an object per player
- Option to loop sounds (useful for sounds like alarms)
- Synced game counter to sync waves, traffic lights and radio stations
- Custom weapon IDs on player kill event
- A function like attachEntityToEntity, where entity can be vehicle, player or object
- A function to attach entity to player bone, as done in SAMP
- A function to hide a pickup for a specific player
An option to toggle the taxi light of a vehicle- An option to add or remove cuban exhaust flames to a vehicl
- Support multiple passengers in the Coach like in 0.3
- Custom animations support with player.SetAnim, just like with custom weapons
- All maxorator's vehicle loader features, like support for weapons on vehicles
- Since it's possible to use other walking styles using custom skins, a player.SetWalkingStyle function would be useful
- A function to get the position where the player's crosshair is aiming at
- RGB support for vehicle colors, settable during gameplay (I believe it's already supported in MVL)
- Setting marker type for players, vehicles and objects. (Radar blip, floating arrow above entity or both) This was added in LU as well.
- Client-side sound and timer functions
- Client-side functions to set position and alpha of objects and vehicles (useful for map editing)
- Client-side function to move an object or vehicle by mouse movement (useful to position object in map editing)
- An event for extinguishing fires with the firetruck would certainly make RPG servers better
- FastDL (http://forum.vc-mp.org/?topic=3139.msg23612#msg23612)
- Custom bullet trail texture for custom weapons
- Synced and settable vehicle variations (http://gtaforums.com/topic/107998-opcodes-for-bartons-editor-gta3-vc/page-6#entry1059651247) (vehicle+0x1A2) (opcode 0506 allows a combination of 2 variations to be set)
- Possibility for players to hijack vehicles or pull players out their car
- Flag to check if entity is in water (http://forum.vc-mp.org/?topic=3700.msg27900#msg27900)
Synced and settable vehicle light damage (vehicle+0x2B0) (sync required because lights can also break when ramming the vehicle)- Flag to make a custom object pop tyres like the spikestrip objects in singleplayer
- Sync for other players peds being on fire, and an option to toggle it similar to the bleeding ped option
- An additional option to player immunities to make a player immune to headshots
- Client function that exposes the in-game GetGroundZCoord function (http://liberty-unleashed.co.uk/LUWiki/Squirrel/Client/Functions/Misc/GetGroundZLevel)
- Option to hide a player marker on radar
- When reconnecting to a server without the default VC map, you can see that the VC map can be shown or hidden dynamically. It would allow for more mapping possibilities if there was a reserved player World without the VC map
Quote from: Murdock on Aug 30, 2015, 12:07 AM- Bikes reverse too fast after the custom vehicles update
This one's hilarious. The first time I found out about this was with a pizza boy, it was actually faster in reverse than normally driving forward.
Quote from: Murdock on Aug 30, 2015, 12:07 AM- A player can still be killed after applying all immunity flags
Yea this one's the most frustrating for me, since the anti-spawn kill system in the CTF server relies on it and it's basically useless without it :/
I totally agree on all the suggestions posted up there, I can't even tell which is the most important of all in those suggestions since all of them are important to take VCMP to a higher level. Nice list Murdock, hope the devs will get this for us soon.
Agree.
In addition to Murdock's list I would like to attach a few bugs client and plugin related:
(highlighted the most urgent and critical requests)- Objects added via AddObject aren't not being shown in spawn-screen.
- Sphere radius < 2 won't work
- Using custom RGB color classes via server.conf makes disappear all the vehicles for no reason
- Either -1 and 255 aren't applying FFA/DM classes via server.conf.
Hmm, I have never tried to add classes with server.conf, actually I don't have a server.conf file in my server AT ALL
Quote from: KAKAN on Aug 31, 2015, 08:39 AMHmm, I have never tried to add classes with server.conf, actually I don't have a server.conf file in my server AT ALL
Me too, I hate it
@Castagna Are you talking about classes or vehicles? I'm confused.
If you mean classes, make sure you have an "a" attribute with a default value of 255 for Alpha.
I have tested the classes using server.conf, it doesn't harm my server
@Thijn, He is talking about classes ( skins ). In 0.3 applying team = 255 or -1 would make it free for all ( independent ). You can kill anyone, which is not working in 0.4
Quote from: Doom_Killer on Aug 31, 2015, 04:52 PM@Thijn, He is talking about classes ( skins ). In 0.3 applying team = 255 or -1 would make it free for all ( independent ). You can kill anyone, which is not working in 0.4
I was talking about the first bold point.
@Thijn I'm talking about the vehicles. Custom RGB in classes are working like a charm.
Quote from: Castagna on Aug 31, 2015, 06:31 PM@Thijn I'm talking about the vehicles. Custom RGB in classes are working like a charm.
RGB colours were never supported though. Which means the plugin fails to read them since it doesn't recognize the format, then obviously the vehicles are not created.
RGB colours are recognized, before some days when i was using ADM script, that time, custom RGB and vehicles were through server.conf file, and they were working like a charm, I never has any problems regarding to custom RGB classes from server.conf
..any update regarding all this?
Quote from: krystianoo on Sep 26, 2015, 04:38 PM..any update regarding all this?
Yes, I started my first semester of university a few weeks ago and am currently focusing on my studies, career paths, and my friends here. I'm aware that these issues exist but don't have sufficient time to fix them at the moment.
You're not the only one developer. :)
Well?
It's been over a month since this has been posted and this clearly shows how much bugs are there, reported ones in this topic and in other topics as well.
I'm sure the community would appreciate any update that isn't: 'no time for vcmp' because we all can see developers logging in to the forums here-and-there and staying for not-the-shortest period of time..
There's a difference between logging into the forums and fixing bugs. The latter requires more time.
I'm sure Stormeus and maxorator try to find the time to fix what they can, but they have school and other personal stuff that comes first.
Quote from: vito on Feb 05, 2016, 10:04 PMQuoteObject attach functions (as demonstrated in a dev video 3 months ago)
It's easy to make yourself by onPlayerMove.
And lag the shit out of your server? No thanks.
The onPlayerMove function is called very frequently. Even if a player's X/Y/Z changes by 0.0001 the event is called. Try adding a print/Message function in your event and watch the spam even when you move one step.
Now imagine having multiple moving players in your server. The event will be getting a lot of triggers. Your script will obviously lag if you put a code that executes slower than the event call in the function body.
And you find that acceptable? It looks slow and horrible.
Something to add to the list: The GUIListbox's .RemoveItem(item) method seems to freeze the game completely and after a while it ends up crashing. Doesn't generate any error log.
It would be really useful to have custom flags for custom weapons. For example, headshot for weapons other than assault/sniper rifles, knockback for weapons other than shotguns and editing number of pellets to shoot. Also custom projectiles besides missiles and grenades would be rad too.
I wanna NPCs .
NPCs are unnecessary jeez.
Quote from: Doom_Kill3R on Jun 17, 2016, 03:14 PMNPCs are unnecessary jeez.
instead the devs should fix the bugs, after that focus on suggestions.
Just tell me what will you do with the NPCs?
QuoteObject attach functions (as demonstrated in a dev video 3 months ago)
I would like to see that video.
Quote from: Murdock on Aug 30, 2015, 12:07 AM- A player can still be killed after applying all immunity flags
I can't reproduce this one. The only scenario I can get something like this to happen is if the immunity flags are set, the player uses /kill and respawns without resetting the immunity flags, which is intended behavior.
Quote from: Stormeus on Jul 16, 2016, 06:44 PMQuote from: Murdock on Aug 30, 2015, 12:07 AM- A player can still be killed after applying all immunity flags
I can't reproduce this one. The only scenario I can get something like this to happen is if the immunity flags are set, the player uses /kill and respawns without resetting the immunity flags, which is intended behavior.
This was fixed by maxorator a month ago on my request.
Idea: Player animation ped.ifp and swimming script.
Quote from: TheRouke on Aug 11, 2016, 08:36 PMIdea: Player animation ped.ifp and swimming script.
There is already swimming script in a server ( daydream rp i think )
QuoteHaving chainsaws as custom weapons does not work, the weapon plays the chainsaw animation but behaves as baseball bat.
idk, but now, I tested with
@Xenon, and all with custom chainsaw works good.
I found bug with MVL.. We can enter to custom BF Injection only from passenger seat side, and can't enter to passenger seat.
Devs, are you OMG or what? Why I can't use math library of squirrel?
AN ERROR HAS OCCURED [the index 'math' does not exist]
Quote from: Eduardovich on Jan 18, 2017, 11:32 PMDevs, are you OMG or what? Why I can't use math library of squirrel?
AN ERROR HAS OCCURED [the index 'math' does not exist]
Because you haven't earned that privilege yet.
Quote from: Eduardovich on Jan 18, 2017, 11:32 PMDevs, are you OMG or what? Why I can't use math library of squirrel?
AN ERROR HAS OCCURED [the index 'math' does not exist]
Because you need to just use the functions provided by it. Of course there's a math library.
Quote from: Eduardovich on Jan 18, 2017, 11:32 PMDevs, are you OMG or what? Why I can't use math library of squirrel?
AN ERROR HAS OCCURED [the index 'math' does not exist]
The math library is very abstracted, which means that you could use all math functions without the 'Math.' prefix
Quote from: EK.IceFlake on Jan 19, 2017, 01:57 PMThe math library is very abstracted, which means that you could use all math functions without the 'Math.' prefix
off-topic: This makes the Squirrel in-efficient too :p
Quote from: EK.IceFlake on Jan 19, 2017, 01:57 PMThe math library is very abstracted, which means that you could use all math functions without the 'Math.' prefix
Quote from: KAKAN on Jan 19, 2017, 05:04 PM
Quote from: EK.IceFlake on Jan 19, 2017, 01:57 PMThe math library is very abstracted, which means that you could use all math functions without the 'Math.' prefix
off-topic: This makes the Squirrel in-efficient too :p
Neither one of you are correct!
a) Please refresh you memory on what abstract means in programming (https://en.wikipedia.org/wiki/Abstract_type) or in general (https://en.wikipedia.org/wiki/Abstract_and_concrete).
b) They're efficient because they don't have to push the root table on the stack, push a 'math' string to pop the math table on the stack, then push the function name on the stack then pop the function object from the math table and remove the math table from the stack and finally invoke the actual function. Basically having a man in the middle to slow things down.
math <- {
abs = ::abs,
acos = ::acos,
asin = ::asin,
atan = ::atan,
atan2 = ::atan2,
ceil = ::ceil,
cos = ::cos,
exp = ::exp,
fabs = ::fabs,
floor = ::floor,
log = ::log,
log10 = ::log10,
pow = ::pow,
rand = ::rand,
sin = ::sin,
sqrt = ::sqrt,
srand = ::srand,
tan = ::tan
}
// dummy code to allow the CPU to cache the program
for (local n = 0, x = 1; n < 10000000; ++n) {
x = (n % (n / x)) + 1;
}
// benchmark scoped math functions
local time_1 = clock();
for (local n = 0; n < 10000000; ++n) {
n = math.abs(n);
}
local end_1 = clock();
// benchmark global math functions
local time_2 = clock();
for (local n = 0; n < 10000000; ++n) {
n = abs(n);
}
local end_2 = clock();
// output results
print("Scoped math functions: " + (end_1 - time_1));
print("Global math functions: " + (end_2 - time_2));
[SCRIPT] Scoped math functions: 2.305
[SCRIPT] Global math functions: 1.976
It's ARGB.
Small suggestion: bind of TAB key for GUI::InputReturn
Suggestions:
1) Let server to read interior ID of player to detect so-called "wallhack".
2) Clientside function to rotate 2d object
3) Clientside player.Angle (at least for read-only) its very useful for alot of things.
4) Clientside radar markers
5) Since we have a nice clientside gui is it possible to add option to hide native gui (radar, health, weapon, wanted level and so on)
Bugs:
1) Using custom radar disc with opening map in the pause menu make game crash after back to game.
2) Client's memory is not cleaning after reconnect and all unpacked /store/ files will be added to client's memory again and again up to overlimit of application after each reconnection
I don't know, whether it's already suggested anywhere, but i think, implementing SSL support into the sockets plugin would be very useful, for example, when connecting to an IRC server via SSL, etc.
Quote from: T800 on Apr 02, 2017, 05:28 PMI don't know, whether it's already suggested anywhere, but i think, implementing SSL support into the sockets plugin would be very useful, for example, when connecting to an IRC server via SSL, etc.
I guess you can. Just change the port, the server( irc one ) will automatically redirect you to SSL one if its configured like it.
Quote from: KAKAN on Apr 03, 2017, 05:09 AMQuote from: T800 on Apr 02, 2017, 05:28 PMI don't know, whether it's already suggested anywhere, but i think, implementing SSL support into the sockets plugin would be very useful, for example, when connecting to an IRC server via SSL, etc.
I guess you can. Just change the port, the server( irc one ) will automatically redirect you to SSL one if its configured like it.
Thanks for the reply, but i tested it with multiple IRC servers and it isn't working. Once the connection is successfully established, you can set the nick, username, realname, but after that, SSL handshake will fail, unfortunatelly.
Recently, i faced with another limitation of scripting possibilities, which is about radio stations. I don't know, whether it's already feasible by any other way, but an event would be really nice for the channel change of a certain vehichle. I think of a callback, like onVehicleRadioChange( id, vehicle ), since as fas, as i know, detecting the radio channel id, what the player is actually listening to, is impossible atm.
Quote from: T800 on May 13, 2017, 08:07 PMRecently, i faced with another limitation of scripting possibilities, which is about radio stations. I don't know, whether it's already feasible by any other way, but an event would be really nice for the channel change of a certain vehichle. I think of a callback, like onVehicleRadioChange( id, vehicle ), since as fas, as i know, detecting the radio channel id, what the player is actually listening to, is impossible atm.
You can use Vehicle.Radio (http://wiki.vc-mp.org/wiki/Scripting/Squirrel/Functions/Vehicle.Radio) to check the current radio station.
Quote from: PunkNoodle on May 14, 2017, 07:46 AMQuote from: T800 on May 13, 2017, 08:07 PMRecently, i faced with another limitation of scripting possibilities, which is about radio stations. I don't know, whether it's already feasible by any other way, but an event would be really nice for the channel change of a certain vehichle. I think of a callback, like onVehicleRadioChange( id, vehicle ), since as fas, as i know, detecting the radio channel id, what the player is actually listening to, is impossible atm.
You can use Vehicle.Radio (http://wiki.vc-mp.org/wiki/Scripting/Squirrel/Functions/Vehicle.Radio) to check the current radio station.
Sure, i'm aware of this (thanks for the suggestion itself anyways), but it won't help, if you'd like to detect explicitly the radio station change event. For always up-to-date informations on this - while the player is in the vehicle - we'd use a timer, which would be a pretty ugly and wasteful workaround, i think.
I'm closing the bug report on buttons not working on 3D entities as a "won't fix" issue. 3D entities don't take input from mice (or gunshots) so they're not expected to respond to mouse events.
I'm also closing the report on custom weapons imitating the chainsaw as unreproducible; as of the latest client update I can't observe this behavior using this weapon definition (which was lazily edited from this weapon showroom submission (http://forum.vc-mp.org/?topic=4405.0)):
https://mega.nz/#!tUtVmT5S!niK0qidYbhel3g3IG4fUYzbq5VXAiRD_dTev9Ns0T6Y
The crash-on-quit issue is partially resolved with Listboxes, but I'm not 100% sure this is the full extent of the issue, and it doesn't seem that anyone has reported this happening with other GUI arrangements.
Quote from: Stormeus on May 24, 2017, 05:07 PMThe crash-on-quit issue is partially resolved with Listboxes, but I'm not 100% sure this is the full extent of the issue, and it doesn't seem that anyone has reported this happening with other GUI arrangements.
GUISprite
Quote from: Murdock on Aug 30, 2015, 12:07 AMWhen storing GUI references inside a table/array, iterating through them becomes impossible.
Removing all references is only possible by setting the table to null.
Can't reproduce with this test script (which requires a dumb.png sprite):
Listbox <- GUIListbox(VectorScreen(5, 5), VectorScreen(150, 300));
Listbox.AddItem("Hello");
Listbox.AddItem("World!");
Listbox.AddItem("How");
Listbox.AddItem("Are");
Listbox.AddItem("You?");
Listbox.RemoveItem("Are");
Window <- GUIWindow(VectorScreen(50, 50), VectorScreen(200, 360), Colour(127, 127, 127));
Window.Text = "Test Window";
Window.AddChild(Listbox);
Window.SendToTop();
Button <- GUIButton(VectorScreen(5, 310), VectorScreen(150, 40), Colour(255, 255, 255));
Button.TextColour = Colour(0, 0, 0);
Button.Text = "Click me!";
Button.SendToTop();
Sprite <- GUISprite("dumb.png", VectorScreen(400, 50));
Sprite.SendToTop();
testArray <- [Listbox, Window, Button, Sprite];
foreach (elem in testArray) {
print(elem);
}
print(testArray[0] == Listbox);
print(testArray[1] == Window);
print(testArray[2] == Button);
print(testArray[3] == Sprite);
Sprite <- null;
Button <- null;
Window <- null;
Listbox <- null;
testArray.remove(3);
testArray.remove(2);
testArray.remove(0);
Quote from: Murdock on Aug 30, 2015, 12:07 AMWhen placing objects on sea (near the Cortez yacht), the coordinates of players, pickups and objects tend to differ
Need elaboration on this, and preferably a simple test script demonstrating the issue.
print(testArray[0] == Listbox);
print(testArray[1] == Window);
print(testArray[2] == Button);
print(testArray[3] == Sprite);
??
Quote from: kennedyarz on May 25, 2017, 11:38 AMprint(testArray[0] == Listbox);
print(testArray[1] == Window);
print(testArray[2] == Button);
print(testArray[3] == Sprite);
??
To make sure that the GUI elements are present in the order inserted.
SetAlpha for custom skins.
Quote from: Aaron on May 25, 2017, 01:36 PMSetAlpha for custom skins.
I don't think there's any function like that, but it should also work with custom skins too.
Quote from: Stormeus on May 25, 2017, 12:44 PMQuote from: kennedyarz on May 25, 2017, 11:38 AMprint(testArray[0] == Listbox);
print(testArray[1] == Window);
print(testArray[2] == Button);
print(testArray[3] == Sprite);
??
To make sure that the GUI elements are present in the order inserted.
But it is talking about print on the client side and is adjusting it that way. Should not be
Console.Print(testArray[0] == Listbox);
Console.Print(testArray[1] == Window);
Console.Print(testArray[2] == Button);
Console.Print(testArray[3] == Sprite);
?
Quote from: kennedyarz on May 25, 2017, 03:31 PMQuote from: Stormeus on May 25, 2017, 12:44 PMQuote from: kennedyarz on May 25, 2017, 11:38 AMprint(testArray[0] == Listbox);
print(testArray[1] == Window);
print(testArray[2] == Button);
print(testArray[3] == Sprite);
??
To make sure that the GUI elements are present in the order inserted.
But it is talking about print on the client side and is adjusting it that way. Should not be
Console.Print(testArray[0] == Listbox);
Console.Print(testArray[1] == Window);
Console.Print(testArray[2] == Button);
Console.Print(testArray[3] == Sprite);
?
print() on the client side writes to a debug log and is valid.
Quote from: vito on Mar 24, 2017, 11:37 AM...
Bugs:
1) Using custom radar disc with opening map in the pause menu make game crash after back to game.
...
bump
and not only when opening map in pause menu, game crashes also when we enable/disable radar in display menu.
Quote from: vito1 on May 26, 2017, 07:58 AMClientside Player's camera position (behind his back)
Similar to LU's right?
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Client/Functions#Camera_Functions
Quote from: vito1 on May 26, 2017, 07:58 AMAnticheat for 'greenless' (edited generic.txd), animations (edited ped.ifp), 'spead gear' and 'wall hack' (player switching interior anywhere on the map)
Badly needed in this new generation.
The game still crashes if any GUISprite is on the screen.
Also, GUI_FLAG_TEXT_TAGS not working on compiled script.
@Stormeus
Quote from: Anik on May 27, 2017, 11:10 AMThe game still crashes if any GUISprite is on the screen.
This is fixed internally pending another update release.
Quote from: Stormeus on May 27, 2017, 11:17 AMQuote from: Anik on May 27, 2017, 11:10 AMThe game still crashes if any GUISprite is on the screen.
This is fixed internally pending another update release.
Thats good. But seems like not only GUI_FLAG_TEXT_TAGS nut none of the flags are working on compiled script.
Quote from: Anik on May 27, 2017, 11:51 AMQuote from: Stormeus on May 27, 2017, 11:17 AMQuote from: Anik on May 27, 2017, 11:10 AMThe game still crashes if any GUISprite is on the screen.
This is fixed internally pending another update release.
Thats good. But seems like not only GUI_FLAG_TEXT_TAGS nut none of the flags are working on compiled script.
Then don't compile it?
Quote from: vito1 on May 26, 2017, 10:56 AMQuote from: karan20000000000 on May 26, 2017, 08:25 AMQuote from: vito1 on May 26, 2017, 07:58 AMClientside Player's camera position (behind his back)
Similar to LU's right?
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Client/Functions#Camera_Functions
No, I want to get current player's camera position (read-only) to make my own nametags of players. (position of camera needed to calculate visiblity of players on the screen)
Custom nametags are still possible to code
Quote from: vito1 on May 26, 2017, 10:56 AMQuote from: karan20000000000 on May 26, 2017, 08:25 AMQuote from: vito1 on May 26, 2017, 07:58 AMClientside Player's camera position (behind his back)
Similar to LU's right?
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Client/Functions#Camera_Functions
No, I want to get current player's camera position (read-only) to make my own nametags of players. (position of camera needed to calculate visiblity of players on the screen)
You don't need to calculate it because as Doom? or someone else suggested you can do it with a built in function.
GUI::GetScreenPos();
If the Z parameter in the return value is positive, that area is visible on the screen. Otherwise it's not.
Quote from: Aaron on May 26, 2017, 12:20 PMQuote from: vito1 on May 26, 2017, 07:58 AMAnticheat for 'greenless' (edited generic.txd), animations (edited ped.ifp), 'spead gear' and 'wall hack' (player switching interior anywhere on the map)
Badly needed in this new generation.
Ped.ifp can be protected like weapon.dat is and the same could be done with generic.txd, although 'palm' mods and such wouldn't work anymore. Which isn't such a problem, I suppose.
Other things that need protection are weapon animations so mods that edit them don't work anymore. Like walking while shooting or stuff like that.
Hiding big / certain map objects doesn't work.
Quote from: vito1 on May 26, 2017, 10:56 AMQuote from: karan20000000000 on May 26, 2017, 08:25 AMQuote from: vito1 on May 26, 2017, 07:58 AMClientside Player's camera position (behind his back)
Similar to LU's right?
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Client/Functions#Camera_Functions
No, I want to get current player's camera position (read-only) to make my own nametags of players. (position of camera needed to calculate visiblity of players on the screen)
Well, since you didn't mention the one I thought of, so I'll mention it formally here.
Suggestion:Don't know how long will this take to be added but atleast add a reminder to add the camera functions (http://liberty-unleashed.co.uk/LUWiki/Squirrel/Client/Functions#Camera_Functions) to the client side.
Quote from: EK.IceFlake on May 27, 2017, 02:35 PMQuote from: vito1 on May 26, 2017, 10:56 AMQuote from: karan20000000000 on May 26, 2017, 08:25 AMQuote from: vito1 on May 26, 2017, 07:58 AMClientside Player's camera position (behind his back)
Similar to LU's right?
http://liberty-unleashed.co.uk/LUWiki/Squirrel/Client/Functions#Camera_Functions
No, I want to get current player's camera position (read-only) to make my own nametags of players. (position of camera needed to calculate visiblity of players on the screen)
You don't need to calculate it because as Doom? or someone else suggested you can do it with a built in function.
GUI::GetScreenPos();
If the Z parameter in the return value is positive, that area is visible on the screen. Otherwise it's not.
I wrote about Z value 3 months ago http://forum.vc-mp.org/?topic=4323.msg31992#msg31992 you even liked that post, now you're teaching me...
Doom and you please DO NOT offtop here, it's not about worldtoscreen, it's about 3d position to calculate collisions via raytrace. Please do not teach me you even not understand the point. Stop it. I'm not asking for your advice. I don't need it. Leave me without this.
Moderator, please remove all offtop posts here.
Add Domain Name support( or DDNS support, call whatever you wish :D )
function SetCameraPos for Client-Side.
and SetCameraRotation.FromQuartenion(Quartenion) and SetCameraRotation.FromEulerAngles(Vector) cuz why not?
fix anti-wallglitch bug collision in printworks location (its working even when wallglitch allowed)
Quote from: vitosca1 on Oct 22, 2017, 09:24 AMclinetside:
Player.Angle
Player.AimDir
Player.AimPos
Vehicle.Rotation
CreateMarker
DestroyMarker
PlaySound
You can use these by sending strings btw from the server to the players.
Quote from: vitogta on Feb 13, 2018, 08:20 PMQuote from: Athanatos(^_^) on Feb 13, 2018, 08:03 PMYou can use these by sending strings btw from the server to the players.
the point of client-side is to be lagless, also markers is limited at server-side of 100 instances total. For example if you want to show players on radar to player in case if they are located close to player you will be able to handle 10 players only. For 50 players you will need to work with 2450 instances of makers in server! Client-side stuff will help with that and will save tons of server resources.
Im wondering why you would need 2k markers in the server? I'm not sure that vc will handle that.
Quote from: vitogta on Jul 02, 2018, 01:25 AMsuggestion:
allow game_sensitivity_ratio below 0.500000
people anyway are using gaming mouses and other software for that
just let all people freedom to configure it as they wants
yes pls
small bump..
something like this (http://liberty-unleashed.co.uk/LUWiki/Squirrel/Server/Functions/Game/SetSurfaceTraction) or surface.dat in custom files
good night my friend, my suggestion is that if you could add these audio functions you could add mp3 from the store
FindSound( "Store/Audio/Audio.mp3" );
Sound.Open
Sound.Play
Sound.Pause
Sound.Stop
function of http://liberty-unleashed.co.uk
function onPlayerCommand( pPlayer, szCommand, szText )
{
if ( szCommand == "moo" )
{
local sound = FindSound( "moo.mp3" );
if ( sound )
{
sound.Open( pPlayer );
sound.Play( pPlayer );
sound.Close( pPlayer );
}
}
return 1;
}
QuoteAn option to add or remove cuban exhaust flames to a vehicle
I know this is old af
@Murdock but using flags.html from maxo's vehicle loader you can do this with the DBL_EXHAUST flag - with mvl vehicle or by script.
Quote from: Gulk on Jul 19, 2024, 11:38 PMQuoteAn option to add or remove cuban exhaust flames to a vehicle
I know this is old af @Murdock but using flags.html (https://vc-flags.netlify.app/) from maxo's vehicle loader you can do this with the DBL_EXHAUST flag - with mvl vehicle or by script.
flags.html (https://vc-flags.netlify.app/)