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Messages - Shadow

#31
Here is how I do it in my plugin. Check out this function.

The most important lines are this and this
#32
Quote from: Sebastian on Aug 02, 2017, 07:29 PMNice gift buddy.
Sharing such a big documentation and expect nothing... that's how a community work, survive and improve.

What else should he expect? There are thousands of such 'giveaways' that aren't awarded any sort of appreciation. Look at SLC's modules. Those are perhaps the most advanced open-source projects in terms of coding that VC:MP players ever saw. Yet they still complain that they can't make a shitty registration system or open a SQL database to read from it. Aside of 4-5 players, no one uses it despite being much more reliable than the official plugin and providing accurate error information and proper memory handling. This is what you get when the community is based around players of ages 11-15 who only seek their own benefit and that's nothing you can change.

He dedicates personal time to improve the standards of a project that I don't think he played more than 4 or 5 times and he spends time trying to understand SDK functions to provide proper documentation/function names yet no one cares.

Regardless of what's listed above, I'm going to sticky this topic because it provides great information for everyone.
#33
In response to above comment.

#1 - player.Speed is a member of the Player class. It takes a Vector and would work something like player.Speed = Vector( X, Y, Z );

I believe that the speed is manipulated by the client in the sense of deceleration (game processes friction and gravity client-side and sends the update to the server, correct me if I'm wrong) so you would have to fiddle with it until you get the desired result

If it does not fit your needs and you need something that only you can modify, you'd have to fiddle with onPlayerMove and create a vector like velocity or speed that permanently gets added to the position of the player and you'd have to manually process the deceleration every now and then when you want to. This introduces overhead, and, although feasible, it'd look like a major desync for even few players with pings over 30.

#6 - That, as you have said, exists in the game and you can achieve with setting the camera's rotation to tilt on a given axis (X for example) in an interval you might define as [min, max] and you make sure to clamp the rotation within these values. But as concerned, this would look sloppy because it's done server-side. I have yet to think of a solution to smoothen something like that and I am not sure that it's even feasible to do so.

In regard to your question. The server handles the updates of every player in packets of bytes per frame. That is a lot of stress and you don't have performance drops. As long as you code everything properly, things should work as intended. Just make sure your memory is fine (i.e: you incorporate good coding habits into your code)
#34
Quote from: Sebastian on Jul 30, 2017, 05:17 PM99% of them are not posible, at least for now.
Rest is depending on vcmp devs, if they wanna make a function for turning free camera on.

Wrong.

1- Can be achieved using mathematical calculation (calculate number players within the radius of a circle center, apply a force or smth equal to a given calculation)
2- http://wiki.vc-mp.org/wiki/Scripting/Squirrel/Functions/Player.CameraLocked , http://wiki.vc-mp.org/wiki/Scripting/Squirrel/Functions/Player.SetCameraPos , do mathematics to control the camera according to your needs
3- similar to previous, may not be smooth due to the fact that you cannot extrapolate, smoothing algorithms are not efficient since it's a server function
4- keep an array of objects, calculate direction of movement and velocity of movement over time, snap according to a given threshold
5- create an object, track it's shots
6- doable with GUI, perhaps create random black squares/circles continously on the screen at random positions, have a function determine when to start and when to stop, it uses client scripting so it would not hinder server performance
7- make a GUI, unfortunately you cannot rotate 2D sprites/make a set of checkpoints to point you into the right direction



See how the pickups point to a certain direction
8- achievable through many means, .SetImmunity and change handling values for vehicles
#35
General Discussion / Re: [HOW] How to use SDK
Jul 27, 2017, 07:56 PM
Quote from: longhackmc on Jul 27, 2017, 12:51 PM
Quote from: ysc3839 on Jul 25, 2017, 03:38 PMYou should know C/C++ first.

I also know a bit of C ++, I want to dig deeper into the plugin or just script

Quote from: longhackmc on Jul 24, 2017, 02:45 PMHow to compile it, please if there is tutorial. Tks

Not trying to be rude, but these two comments don't go along.
#36
Quote from: NicusorN5 on Jul 24, 2017, 04:45 PM
Quote from: KAKAN on Jul 24, 2017, 08:53 AMUsing timers? What are you? onVehicleMove exists, if you want accuracy. And, running timers won't be laggy and "memory-consuming".
onVehicleMove is called every frame a vehicle moves. That would be worse.
For Timers, i was talking for low-end computers (most VCMP players have these). You guys should move to SAMP and MTA, since they are more popular, and bulid a computer that runs them on good framerate.

You know there are much more complex things being done each frame, right? Such as rendering, input processing, game logic, etc.. and all of these use loops of various complexities and I don't think you can get even close to that without very shoddy coding (such as, infinite loops, running sql queries per frame, stuff like that). Please learn more about it after advicing people, it's of no good for either of us.
#38
Snippet Showroom / Reply
Jun 27, 2017, 08:58 PM
Some say that this topic uses the latest encryption that is deemed usable for top secrets. Wishing good luck to anyone willing to try and figure the meaning of what he's trying to communicate.
#39
My only hope is that this topic would lead people to a place where spamming is nothing short of uncommon and it would help cleanse the forums from the 'help pl0x' topics.
#40
Pretty sure there is a method (Vector3::Distance). Use that and print the distance. Every entity in the game has a .Pos member which returns it's position as a tridimensional vector that is printable. All .Distance does is calculate the distance using the standard formula.
#41
The reason why the public beta was cancelled is that RakNet is playing games on me and everyone else. For some reason, only some players (a quarter, statistically) are able to connect. The packets are sent, I receive them but RakNet does not establish the connection. I have sent a PM to people that are more experienced than me with RakNet (*cough* Stormeus) and I am still seeking help on this issue from everyone willing to provide it. Currently awaiting response, I must say that the development is currently in stall because the mod needs more testing to provide information about further issues.

Thanks everyone for waiting.
#42
Setting animations client-side is the recipe for ultimate desync. Also, why is this topic locked?
#43
Make a vector and std::shuffle ?

also, mind checking out my pm : D
#44
Putting everything on hold till I get to find out what makes some users not able to connect.
#45
I don't see any privacy violation. Your game screen does not usually contain your bank account or stuff like that, plus, stuff like this is sent to the server anyway. As long as this is limited to the game screen, I cannot see why this would prove to be a violation.