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Messages - Sebastian

#1186
Hello,

I have seen many people that could not set up a 0.4 server, so I made a default blank server that could help some of them.
In this archive you will find all you need to run a Windows VC:MP Server.
I have added all implemented events in the main.nut.

Good luck ! ;)



PS: If links are not updated, keep updating your server with newer plugins and executives from here.
#1187
Didn't happen to me anymore... yet. Maybe it is solved.
#1188
Am I the single one who gets this error at almost every 3 clicks/refreshes on a link, in this forum ?
Happens to me too many times...

#1189
Servers / Re: |0.4| Ethical DeathMatch
Oct 20, 2014, 04:49 PM
Just add a message like the one you will see under this line, so they will know about the new prefix...
>> Error - The server uses now the prefix "/" for commands. Try "/cmds" !

or you can stop the messages from being sent to the chat when the text starts with "!".
But I personally waited for this moment, to use "/" prefix for all commands. :)
I think it is better to get players used to this new prefix.
#1190
Servers / Re: |0.4| Ethical DeathMatch
Oct 20, 2014, 04:42 PM
You really like the "!" prefix ? -,-
#1191
I thought Diaz's skin replaced a skin that appeared twice, but it replaced a kin that appears only once.
In left you can see the old Skin ID 106, and in right the new one (Diaz):


I suggest you to re-add the old skin with ID 106, and Diaz's skin to replace the skin with ID 130, because ID 130 and ID 171 are exactly the same.
#1192
Support / Re: x64bit Plugins Wierd Error
Oct 19, 2014, 07:20 PM
Quote from: KraTO$ on Oct 19, 2014, 03:42 PMI just Installed 64bit Windows 10 Preview And Its Nice...

OFF-TOPIC: Is it stable enough ? I like the new features, looks better.
#1193
In the old forum we had a board where we could post the bugs and crashes we find, but here no one added it.
I'm waiting for such a board.
#1194
Will death messages remove ever ? Can't see that.
#1195
Snippet Showroom / Re: Hotkeys system :)
Oct 19, 2014, 09:32 AM
Actually, I believe  they will learn in both ways. ;)
I was wondering when someone will post such a script. It is more like a Speed-Boost instead of Nitro.  :D
Good job !
#1196
General Discussion / Re: VCMP 0.3Z server
Oct 17, 2014, 02:47 PM
Check VC:MP 0.3 board from this link: http://forum.vicecitymultiplayer.com/index.php

By the way, I suggest you to use VC:MP 0.4 instead, because it is much more stable, synced and featured.
You can do many more things in 0.4 than in 0.3. :)
#1197
Would be better if you make the paint command to change both colors of the vehicle. :)
Anyway, good job.
#1198
General Discussion / Re: Analyzing asi file
Oct 17, 2014, 12:17 PM
SCM codes, which are used by CLEO.asi, are not loaded anymore by VC:MP.
(maxorator just disabled them)
What this means ? You can't run CLEO scripts anymore. ;)
#1199
Snippet Showroom / [ CMD ] Animations' Pack !
Oct 16, 2014, 09:52 PM
I made a command that contains all "needed" animations for players.
(at least I made it good enough for me, but I wanted to share it with you)

Animations' names: stop, watcha, lean, talk, wave, die^, fall^, fallback^, oo, apply, bu!, arg^, carwback, wback, elbow^, rollback, boss, crawling, rollinfront, falling, roll, beware, idk, look, dumb, aim^, drown, handsup, wut, fu, phone, sit, stand, sell, hm?, onfoot, db^, heal, lay, bored, riot, dance, drunk.
The symbol ^ means the anim has more options. Example: /a dance, /a dance 2, /a dance 3, etc.


Here is the command:
(enjoy :) )
else if(cmd == "a")
{
if(!text)
{
MessagePlayer("[#6666FF]Anims' list: [#FFFF81](/a) stop, watcha, lean, talk, wave, die^, fall^, fallback^, :o, apply, bu!, arg^, carwback, wback, elbow^, rollback, boss, crawling, rollinfront, falling, roll, beware, idk, look, dumb, aim^, drown, handsup, wut, fu, phone, sit, stand, sell, hm?, onfoot, db^, heal, lay, bored, riot, dance, drunk",player);
MessagePlayer("[#6666FF]READ ME -> The symbol ^ means the anim has more options. Example: /a dance, /a dance 2, /a dance 3.",player);
}
else
{
switch(text)
{
case "stop":
player.SetAnim(0,29);
break;
case "watcha":
player.SetAnim(0,7);
break;
case "lean":
player.SetAnim(0,9);
break;
case "talk":
player.SetAnim(0,11);
break;
case "wave":
player.SetAnim(0,12);
break;
case "die":
player.SetAnim(0,17);
break;
case "die 2":
player.SetAnim(0,13);
break;
case "fall":
player.SetAnim(0,25);
break;
case "fall 2":
player.SetAnim(0,37);
break;
case "fallback":
player.SetAnim(0,27);
break;
case "fallback 2":
player.SetAnim(0,43);
break;
case "oo":
player.SetAnim(0,44);
break;
case "apply":
player.SetAnim(0,62);
break;
case "bu!":
player.SetAnim(0,67);
break;
case "arg":
player.SetAnim(0,112);
break;
case "arg 2":
player.SetAnim(0,113);
break;
case "carwback":
player.SetAnim(0,114);
break;
case "wback":
player.SetAnim(0,118);
break;
case "elbow":
player.SetAnim(0,123);
break;
case "elbow 2":
player.SetAnim(0,124);
break;
case "rollback":
player.SetAnim(0,126);
break;
case "boss":
player.SetAnim(0,130);
break;
case "crawling":
player.SetAnim(0,133);
break;
case "rollinfront":
player.SetAnim(0,135);
break;
case "falling":
player.SetAnim(0,144);
break;
case "roll":
player.SetAnim(0,147);
break;
case "beware":
player.SetAnim(0,151);
break;
case "idk":
player.SetAnim(0,152);
break;
case "look":
player.SetAnim(0,153);
break;
case "dumb":
player.SetAnim(0,154);
break;
case "aim":
player.SetAnim(0,155);
break;
case "aim 2":
player.SetAnim(0,157);
break;
case "aim 3":
player.SetAnim(0,160);
break;
case "drown":
player.SetAnim(0,156);
break;
case "handsup":
player.SetAnim(0,161);
break;
case "wut":
player.SetAnim(0,162);
break;
case "fu":
player.SetAnim(0,163);
break;
case "phone":
player.SetAnim(0,166);
break;
case "sit":
player.SetAnim(0,169);
break;
case "stand":
player.SetAnim(0,168);
break;
case "sell":
player.SetAnim(0,171);
break;
case "hm?":
player.SetAnim(0,172);
break;
case "onfoot":
player.SetAnim(3,192);
break;
case "db":
player.SetAnim(3,201);
break;
case "db 2":
player.SetAnim(3,202);
break;
case "db 3":
player.SetAnim(3,203);
break;
case "heal":
player.SetAnim(24,214);
break;
case "lay":
player.SetAnim(25,210);
break;
case "bored":
player.SetAnim(26,215);
break;
case "bored 2":
player.SetAnim(26,216);
break;
case "bored 3":
player.SetAnim(26,217);
break;
case "bored 4":
player.SetAnim(26,218);
break;
case "riot":
player.SetAnim(27,219);
break;
case "riot 2":
player.SetAnim(27,220);
break;
case "riot 3":
player.SetAnim(27,221);
break;
case "riot 4":
player.SetAnim(27,222);
break;
case "riot 5":
player.SetAnim(27,223);
break;
case "riot 6":
player.SetAnim(27,224);
break;
case "riot 7":
player.SetAnim(27,225);
break;
case "dance":
player.SetAnim(28,226);
break;
case "dance 2":
player.SetAnim(28,227);
break;
case "dance 3":
player.SetAnim(28,228);
break;
case "dance 4":
player.SetAnim(28,229);
break;
case "dance 5":
player.SetAnim(28,230);
break;
case "dance 6":
player.SetAnim(28,231);
break;
case "dance 7":
player.SetAnim(28,232);
break;
case "drunk":
player.SetAnim(29,210);
break;
default:
MessagePlayer(">> [#FF3636]This animation doesn't exist. Type '/a' to see the list !",player);
}
}
}
#1200
When devs implemented GUI., textdraws have been moved to client-side scripting.
This system will no longer work, since version 04rel004, and there is really no need for it's adaptation.




Custom Menu System v2.0



Since we are able to use textdraws, sprites, custom objects, weapons etc, it's time to create great and useful things, that will make us, and our players, enjoy the game very very much !!
It's our purpose to make our servers better and better !!

I am happy to present you the first Menu System ever made for Vice City Multiplayer !

Every (sub)menu can now support up to 10 options !

Here you can find all files you need to make it work:

Click here to see the source code of S_CMS_v2.nut, without downloading !



I strongly suggest you to create menus and submenus onServerStart/onScriptLoad !!
Why ? Because you need to keep the evidence of the id of the menu you want to use, so you will not damage any other menu.



Description:
   Custom Menu System by Seby ( aka CMSS ) is a system that gives scripters the ability to create their own INTERACTIVE MENU,
up to 10 options, but every option can also have a submenu (with another 10 options) !!

   Version 2.0 works a lot different than v1.0:
      -Now there are 9 sprites, created when the script is loaded. We only show them when needed.
      -The textdraws are all created right in the moment of accessing the menu, but don't worry, it will not reach the VC:MP limit (256) that fast, because it works in this way: when a player X wants to see a menu that is also shown for  player Y, the textdraws will be just shown to X, not re-created ! So the textdraws will be removed only when there will be no viewer.
      -No more double textdraws. ( 2 textdraws were used for one option, in v1.0 - one grey, one white )
      -To avoid the bugs, a player that is watching a menu and leave the server or just get killed without closing it, everything related to menus will be instantly canceled for him. ( menuRageQuit( player ) )
      -You are now able to set the title of a submenu. (not like before, where the titles were auto-set)
      -No need to manually hide the main menu, when you want to show the submenu ! Just use "menuInstance.ShowSubmenu( player, 5 )" and it will do everything for you. Same goes for HideSubmenu function.

   And maybe more, but I don't remember right now... but take a look at the script, and you will understand. :)
   I made it as understable as I could.

   
   The single thing that stays the same as in v1.0, is the way we save menus' instance: " menu[ ID ] "
   So, when you want to add a submenu for that menu, you will do like this:

menu[3].AddSubmenu( 3, "/Option 3 - blabla", "option 1", "option 2", ... )   
   Keys used to interact with the menu, used in my example, are: UP_ARROW, DOWN_ARROW, SPACEBAR (select), BACKSPACE (back)
   
   I hope I didn't miss anything important.




   Here is the list with the new functions'n'events:   

   Menu functions:
 
  • CreateMenu( title, option1, option2, ... )
  • menuRageQuit( player )
  • menuRageQuitAll( )
  • menuInstance.ShowMenu( player )
  • menuInstance.HideMenu( player )
  • menuInstance.AddSubmenu( optionID of mainmenu, title, option1, option2, ... )
  • menuInstance.ShowSubmenu( player, option )
  • menuInstance.HideSubmenu( player, option )

   Menu events:    
 
  • onPlayerEnterMenu( player, menuID )
  • onPlayerExitMenu( player, menuID )
  • onPlayerSwitchOptionsInMenu( player, menuID, oldOption, newOption )
  • onPlayerSelectInMenu( player, menuID, option )
               
   Submenu events:
  • onPlayerEnterSubmenu( player, menuID, submenuID )
  • onPlayerExitSubmenu( player, menuID, submenuID )
  • onPlayerSwitchOptionsInSubmenu( player, menuID, submenuID, oldOption, newOption )
  • onPlayerSelectInSubmenu( player, menuID, submenuID, option )



Credits
Scripter: Seby
Special thanks goes to those guys because I learnt important squirrel stuff from them:
heekz - he teached me how to create class
Knucis - told me about vargv, and how to use them
Gudio - for supporting me in this whole time (he knows what I mean :D), finding the problem when I thought there is no fix for it and teaching me squirrel important stuff.