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Messages - (vG)DesTroYeR^

#1
thats very helpful for newbie people or if you wanna fix an unnoticeable error in your scripts.

but it just works same as ChatGPT and other AIs, its not precise as u said

(but the good thing is that it doesn't call functions out of nowhere, but it might mistakenly do that ig)
#2
Servers / Re: [PTB] - Plant the Bomb
Apr 06, 2026, 08:01 PM
Anti-Cheat UPDATE:

- Added:

Anti Ammo Hack(Infinite Ammo) (works 100% and tested).


More anticheats are also upcoming.


GUI UPDATE:

- Added:

Interesting and modern GUIs(Scoreboard) - replaced with old classic ones. (SCREENSHOT BY [TDA]SPEED)
#3
Quote from: Adrenaline on Nov 27, 2025, 06:51 PMMy question is, has there been a way to encrypt the store on the servers?

i guess u need to turn your all script into plugins .so or .dll based upon operating system.
thats a smart idea btw, but each time you need to modify your script, you have to re-crypt it
#4
– Require proof of ownership before selling full servers.
but how a proof of ownership can be proven?
i can ( for example ) just sell client side scripts of other servers XDDD
ur suggestion is bad for this game bro, it wont work even if you excluded wrongdoings, people will create new ways to scam
#5
Quote from: NASCAR 2025 on Nov 25, 2025, 03:03 AMThere also shouldn't be any high sales, everything is out there, the knowledge scripters have ain't worth a dime, I hate to say it. Coming from someone who has spent 12 months learning and etc if you spend any money on learning scripting or if you pay for someone's help your a total moron who got punked, take it from someone who got puked by a so and so old school scripter

ye if codes are sold then none would learn scripting, so, as a result everyone would just copy paste, servers will be boring.

also as u said, i saw many scams in vccnr server done by cafe players - there were also real money scams, imagine with codes, codes are way more valuable than cars and stuff in vccnr or anywhere else
#6
Support / Re: VC:MP - Annoying BUGS
Nov 17, 2025, 01:01 PM
Also there should be an ability to stop/destroy sounds, like flag <- PlayerSound; flag.Delete();
#7
Support / VC:MP - Annoying BUGS
Nov 10, 2025, 10:29 PM
BUG [1]:
Generic.TXD
I am using it in my server to hide the exaggerated trees, it also purifies the vision, but sometimes, the textures (streets, trees, or maybe bushes) wholly turn into white, and sometimes they turn into 'BUILDING' textures. WTF.............
BUG [2]:
Vector()
Misusing the vector function is bound to crash the entire server, for example: player.Pos = 0; player.Pos ++; player.Pos.Distance(integer); ....
#8
Support / Re: any built-in Solution?
Oct 26, 2025, 10:38 PM
Quote from: vitovc on Oct 26, 2025, 06:36 PMflooding PlaySound(id) some blank sound would help to stop current sound (in theory, not tested)

my friend gave me empty sound(id 255), but i will give it a try, i dont think it would work unless it is a flag which can be customizable
#9
Support / any built-in Solution?
Oct 26, 2025, 12:06 PM
anyflag <- FindPlayer(0).PlaySound(id) // EXAMPLE Cant be stopped using:
anyflag = null;
or
anyflag.Stop();
anyother solution?

I want to stop it once playermove is being called under some conditions
#10
----------> JUMP DETECTION <----------

function IsJumping(p) {
if(p.Action == 41) return 1; // (true)
else return 0; // (false)
}

----------> JUMP EXAMPLE CODE USAGE <----------

function onPlayerMove(player, lastX, lastY, lastZ, newX, newY, newZ){
if(IsJumping(player)){
player.Speed.z += 1;   // E---X---A---M---P---L---E
}
}


_________________________________________


----------> FALL DETECTION <----------

function IsFalling(p, Znew, Zlast) {
if(IsJumping(p)) return false;
if(Znew == Zlast) return false; // rarely happens if the player is continually moving, since you can barely find a straightforward surface so Z positions are almost always dynamic
local newZlower = (Znew < Zlast ? true : false);
if(newZlower) {
if(Zlast - Znew < 0.15) return false; // Not Falling (e.g, 11.3 - 11.2 = 0.1 is not a fall)
else return true; // > 0.15 is a fall (Approximate numbers - I didn't really calculate it precisely)
}
else {return false;} // Znew is bigger -> so climbing or going up somehow
}

----------> FALLING EXAMPLE CODE USAGE <----------
function onPlayerMove(player, lastX, lastY, lastZ, newX, newY, newZ){
if(IsFalling(player, newZ, lastZ)) player.Immunity = 32; // E---X---A---M---P---L---E
}


Lastly, what you have to do (The code's user) is to make sure about the value (0.15) accuracy by testing it out in ur server, so I will adjust it here accordingly, or I might test it later and find out the precise value.
#11
----------> JUMP DETECTION <----------

function IsJumping(p) {
if(p.Action == 41) return 1; // (true)
else return 0; // (false)
}

----------> JUMP EXAMPLE CODE USAGE <----------

function onPlayerMove(player, lastX, lastY, lastZ, newX, newY, newZ){
if(IsJumping(player)){
player.Speed.z += 1;   // E---X---A---M---P---L---E
}
}


_________________________________________


----------> FALL DETECTION <----------

function IsFalling(p, Znew, Zlast) {
if(IsJumping(p)) return false;
if(Znew == Zlast) return false; // rarely happens if the player is continually moving, since you can barely find a straightforward surface so Z positions are almost always dynamic
local newZlower = (Znew < Zlast ? true : false);
if(newZlower) {
if(Zlast - Znew < 0.15) return false; // Not Falling (e.g, 11.3 - 11.2 = 0.1 is not a fall)
else return true; // > 0.15 is a fall (Approximate numbers - I didn't really calculate it precisely)
}
else {return false;} // Znew is bigger -> so climbing or going up somehow
}

----------> FALLING EXAMPLE CODE USAGE <----------
function onPlayerMove(player, lastX, lastY, lastZ, newX, newY, newZ){
if(IsFalling(player, newZ, lastZ)) player.Immunity = 32; // E---X---A---M---P---L---E
}


Lastly, what you have to do (The code's user) is to make sure about the value (0.15) accuracy by testing it out in ur server, so I will adjust it here accordingly, or I might test it later and find out the precise value.
#12
Quote from: Xmair on Oct 22, 2025, 08:53 PMYou could use Script::ScriptProcess

this doesn't have the desired parameters, I am already tracking player's position via Server::ServerData(stream); function, I guess that if there's a function like on player move would be precise
#13
man for fuck's sake - stop using chatgpt
you are a newbie and i know u well, that script isnt even logical and seems to be faulty (chatgpt written)

go learn scripting instead of braging about gpt shithole codes
#14
My friend @gamingpro told me that there's a function in client side written like this:
function Player::PlayerMove(oldpos, newpos){
}

But I am not sure of this, can someone tell me if there's a function like this in client side? Sending high rate timers to client side frequently is laggy -> not only is it lagging for the sprite angle degrees im sending but is also cpu-bound of the panel.

I am now using local player = World.findlocalplayer(); // player.Position vector ---  but it needs more precision to get rid of lag, thats why im searching for a function like playermove in server side.

I basically want it works same as Player's default tag name that incessantly follows him precisely
#15
Quote from: vitovc on Oct 21, 2025, 03:44 PMthere is no clientside player.Angle but you can 1) get it from server (with lag) with Stream function 2) or you can guess player's camera angle (it almost same as player.Angle when player is not looking back)

get_angle <- function(x, y, x2, y2){
  return ::atan2(y2 - y, x2 - x);
}
get_player_angle <- function(){
  local screen_size = ::GUI.GetScreenSize();
  local cam_from = ::GUI.ScreenPosToWorld(::Vector(screen_size.X * 0.5, screen_size.Y * 0.5, -1));
  local cam_to = ::GUI.ScreenPosToWorld(::Vector(screen_size.X * 0.5, screen_size.Y * 0.5, 1));
  return ::get_angle(cam_from.X, cam_from.Y, cam_to.X, cam_to.Y);
}
untested, I took code from Get player Camera zoom
local angle = ::get_player_angle();also maybe you will need to add some offset to result of angle to make it similar as serverside angle, to do it correctly use
normalize_angle <- function (a){
  return ::atan2(::sin(a), ::cos(a));
}

::normalize_angle(angle + 1.57079);

i was trying to develop an MVP Trophy tag above player's name tag, it keeps following him as long as he moves, i firstly had some issues regarding angle
but i took GetAngleFromDeg() function from forums and from the server side(Angles there in radians, -3.14 to 3.14) I sent to client side and did some offset according to degree angle, it is now good. But i wish if there were a ready to use angle index.
- ty for help thats useful