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Messages - Fjose

#31
'GetWeaponAtSlot' since this function does not exist or maybe have other name, I'll would like know the correct name for this function, if this was added and how use it.
#32
General Discussion / Re: Add GetObjectCount()
Jan 27, 2015, 10:58 PM
Quote from: Fuzzie on Jan 24, 2015, 04:24 AMOff: Just a small request. Can you post any updates of the modules on the Server & Plugin Updates board? It would be much more easier for us to know if there is an update whether it is big or small.

I know.. also if the object is created and saved in a table doesn't count..
#33
CPU: AMD Turion(tm) II P540 Dual-Core 2.40GHz
RAM: 4GB
GPU: ATI Mobility Radeon HD 4200 Series 2GB
Type: Laptop
#34
Thanks problem solved ;)
#35
how i can use these functions? ???
I was trying with a simple line to see if happens something and nothing :-\

Quotetest_object  <- CreateObject( 343, 1, -896.9, -338.783, 13.382, 255 );

function onObjectShot( object, player, weapon )
{
   if ( object == test_object ) { CreateExplosion( 1, 4, Vector( -896.9, -338.783, 13.382 ), -1, true ); Message( "aa" ); }
}

function onObjectBump( o, p )
{
   if ( object == test_object ) { CreateExplosion( 1, 4, Vector( -896.9, -338.783, 13.382 ), -1, true ); Message( "aa" ); }
}
#36
General Discussion / Add GetObjectCount()
Jan 19, 2015, 11:45 PM
:'(
#37
who knows the current xml functions? I was thinking it was the same like LU
#39
I was trying to use objectid.Angle but the server says member variable not found. the other is how get the 'w' (rotation) for the Quaternion function..
#40
Closed Bug Reports / Re: Pickup and player.ID
Jan 04, 2015, 06:27 PM
Quote from: Mariu22S on Jan 04, 2015, 12:29 PMFor example if the server is the player with ID 0 will come out of the pickup and the pickup and the server is recreate and re-enters the player but with the ID 1 and the server will come down.


//My English is too poor probably do not understand

I guess, you are trying to say that:

if in the server, the player with the ID 0 take the pickup, the pickup will be recreated but if the player with the ID 1 take the pickup, the server will get a crash.

#41
Quote from: RATHORE on Dec 25, 2014, 04:55 PMWell we can enter in that train Simply By using train doors.

@Souly: You need to decrease the of train hight by -1

example tr.MoveBy(Vector(0,0,-1),2500);
by the way my screen shot are here





where i can get that radar?
#42
Merry Christmas
#43
current sintaxis is Announce( playerTo, message, type ), for e.gg I have: Announce( player, "Hello everybody", 5 ); and nothing happens but if I have Announce( "Hello everybody", 5 ); the message appears, I guess it Announce function have a problem with the player variable, I've tried 'player.ID' and 'player' and nothing.
#44
custom sounds for players.

note: I'm not talking about the vehicle radio.
#45
Quote from: S.L.C on Dec 11, 2014, 05:46 PM
Quote from: Fjose on Dec 11, 2014, 05:16 PMI was talking about the "players" table not about an array. about your examples everybody must know it lol (if is using an array), I have that in my functions but the question is, what will happen with the player when this is kicked? if you are saying that the players table must be removed from kickplr?

then I'll be only cleaning the data when players leaves but not when are kicked? I guess it you are confused or forgetting something

I have no idea what you mean here :-\ Can you please be more specific and clear with that question?

I talking about the players.rawdelete( id ) and you said:

Quote from: S.L.C link=msg=658This is your time bomb right here. This will only lead you to kicking other players because when you remove an array element you effectively reduce the array size which causes the players to shift places where players above end up in the slot bellow them.

players.rawdelete( id );

if I can't delete data when the player is kicked, what would be the best option? when player leaves or is kicked, I have to clean that global varible. an example: when players joins I use players.rawset( player.ID, player ), then if the player leaves and I use a cmd to check that player of following way.

foreach( id, plr in players )
{
   if ( plr == text )
   {
       // do something
   }
}
// do something if result is true

result always will be true with the player if is or not connected, until that someone join with the same id and then the data will change.

Note: About the instance, your class is different to the mine xD

I fixed the problem with a temporal way.

Locked.