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Topics - D4rkR420R
Clans and Families / u1 - Ultimate Insurrectionists
« on March 15th, 08:09 PM »
Clan: Ultimate Insurrectionists
Clan Admin: Lederhos
Forum: (required if you dont have discord/IRC channel)
Tags:  [u1], [u1_A], [u1_J]



General members

Apprentice members

Junior members

About Ultimate Insurrectionists:

Ultimate Insurrectionists is a new clan  from Vice City: Multiplayer founded by Lederhos on February 4 of 2022. The entrance of S75 permitted to path a way for new members to join, with d4rkxrd and QarZi joining .The clan focuses on teamwork which is the most essential part of the organization so that there's no chance of falling down. The clan seeks to join the competitive field of the remainings of the VCMP mod and holds high hopes about its possible contribution to the activity of the game. It will perform in all servers, going from the classic Deathmatch servers to Roleplay gaming.
Bugs and Crashes / [BUG] FPS Uncapped
« on April 19th, 2019, 07:01 PM »
The FPS is going over 60FPS hence it looks like 10-20FPS.


What you were doing when the bug happened:
I spawned and seemed to notice the players in the server arguing about it.

What you think caused the bug:

The latest client update so far what I know.
Support / Cannot import an object in Blender
« on April 2nd, 2019, 11:28 PM »
Hello fellow community, hope you're doing great. So, I've been doing some object modeling recently, on Blender, and I'm kinda' facing an issue. You see, I'm constructing this island I have in mind and I made some changes from the golf's island object by modifying its triangles, then I textured it, did some bits and finished. All I had left to do was to double-check if the island was too big or not, so I was thinking of importing this building to determine...

However, when I do import it as a .dff file, this error pops up...

My guess is probably its file size however I ain't sure though. Could someone help me out here? It would be appreciated. Thanks.
Support / Weird behavior with classes
« on January 20th, 2019, 04:12 PM »
Hello everyone, this is KuRuMi^, aka DarkRaZoR^. How're y'all doing today? I'm doing great if you may ask. Okay, so I was working in my server and I seem to notice that my player's class was being modified for every player, therefore I took into a look in the code and I runned an experiment to determine the cause of it. The cause was Squirrel tables stored into my player's class. Here's how the experiment worked out.
Code: [Select]
class Info
ID = 0;
Details = {
Name = "",
Age = 0,
Job = "Citizen"

Code: [Select]
infos <- array( GetMaxPlayers(), null );

Code: [Select]
infos[ player.ID ] = Info();
infos[ player.ID ].ID = player.ID;
infos[ player.ID ].Details.Name = player.Name;
if( player.Name != "TdZ.DarkRaZoR^" ) infos[ player.ID ].Details.Age = 15;
else infos[ player.ID ].Details.Age = 20;

So, I join and my data is set to the Squirrel table in the class, however, when another player joins with another nickname, their data is set to every player who has the same class. Could someone briefly explains this and a solution similar to what I want to do? Thank you for taking your time to read.
Support / The hitEntity's health not updating.
« on December 27th, 2018, 07:14 PM »
Code: [Select]
function Player::PlayerShoot( shooter, weapon, hitEntity, hitPosition )
if( hitEntity && hitEntity.Type == OBJ_PLAYER && shooter == ::pInfo.Instance )
local damaged_player = hitEntity;
Console.Print(  "Target's health: "+ damaged_player.Health +"" );

Why is it that the player's, getting damaged, health is not updating while I'm shooting at him? Bear in mind that ::pInfo.Instance is basically the instance of the user.
Support / Regarding the Rotation3D member.
« on November 16th, 2018, 11:05 PM »
Hello everyone, how's your lovely day going? I'm doing great, if you may ask. I'd like to know if anyone could briefly explain how does the Vector3's values react to the 3D element and how could I make it face to the player? Feedback is appreciated and I thank you for reading this. :)
Support / Question concerning the Listbox's items.
« on September 25th, 2018, 11:26 PM »
Hello everyone, how're y'all doing today? I'm doing great if you may ask. May I ask a question, is there a method I could change the text's color on one of the Listbox's items? I tried slapping in the GUI_FLAG_TEXT_TAGS flag into the Listbox and it doesn't seem to work unfortunately. Feedback and support is appreciated. Thanks. :)
Support / Why am I a statue?
« on September 8th, 2018, 10:53 PM »
So, can y'all give me the causes of why my pedestrian can't move nor type, while I'm spawned? I've a GUI button that spawns the player and the button itself sets its alpha to 0. Not sure if this ever happened to y'all. The pedestrian is not frozen as I tested this on a 04rel004 server (so the server version I'm currently using is 04rel006).
Support / Updating a custom HUD's text somehow.
« on August 18th, 2018, 11:32 PM »

You see, I want to update the ammo of the player's weapon but how could I update it from server to client-side? I tried using a loop with the condition stating if the player's action is ID 16, however, it looped forever. I've a table setup in the client side where I can store the ammo in a variable, so therefore, I can use Script::ScriptProcess to update the text from the image above.
Support / What's a way to retrive the grenade/molotov's position?
« on August 9th, 2018, 12:57 PM »
The titles describes my question. Is it possible or do I've to perform a workaround? I'd like to display a grenade icon at the grenade's position whenever it's thrown.
As the title describes it, I tried firstly storing data into variables, then, I'd like to output a variable storing a text which was before an array, but I separated the items in the array using the JoinArray function. However, the GUILabel ignored the escape characters and threw out the whole text in a line.

Code: [Select]
screen <- GUI.GetScreenSize();
Players1 <- null;
Players2 <- null;
CPlayers <- [ "Bob", "Jerry", "Tom", "TotalNoob" ]; // Pretend this variables existed
CPlayers2 <- [ "Mary", "Bryan", "Billy", "Michael" ]; //  in the server side.

function Script::ScriptLoad()
::Players1 = JoinArray( CPlayers, "\n" );
::Players2 = JoinArray( CPlayers2, "\n" );
Console.Print( ::Players1 ); // Should print out the text indented after the item.
        Label <- GUILabel( VectorScreen( ( screen.X * 0.80 ), ( screen.Y * 0.43 ) ), Colour( 255, 255, 255 ), ::Players1 ); // Doesn't indent the text

So, I ask again, what's a good method to return the player's nicknames stored in the CPlayers array, but indented, in a GUILabel? I don't like the way of creating multiple variables to store player's name.
Hello lovely Vice City Multiplayer community! Today, I'm here to request some help from this piece of code I'm suffering. My question is why won't the loop not move to the next row when I've already implemented GetSQLNextRow?

Here's the code:
Code: [Select]
local a = 0, b = 0, q = QuerySQL( clan, "SELECT Player FROM Members" );
while( GetSQLColumnData( q, 0 ) )
local c1 = QuerySQL( clan, "SELECT Tag, Player FROM Members WHERE Tag = '"+ GetTok( arguments, " ", 1 ) +"'" ), c2 = QuerySQL( clan, "SELECT Tag, Player FROM Members WHERE Tag = '"+ GetTok( arguments, " ", 2 ) +"'" );
if( GetSQLColumnData( c1, 1 ) ) a++;
if( GetSQLColumnData( c2, 1 ) ) b++;
GetSQLNextRow( q );

Note that the first and second arguments are the clan tags specified. Hopefully you'll help me and provide feedback. Thank you.
Script and Content Requests / Angle Calculations
« on March 10th, 2018, 03:24 AM »
Based from the topic's title, I want to calculate the amount of times the player's angle changed each second. I can't find a way to call the function frequently without causing lag issues to the server. I kinda want a function that calls whenever the player's angle is modified. Any ideas you could spill out?
Script and Content Requests / Object Conversion
« on January 9th, 2018, 03:55 PM »
Hello, dear VCMP community. I'm not really experienced with the conversion of SA to VC so could anyone please convert the casino tables & chips to Vice City? This would be really appreciated. Someone attempted to convert these but it failed somehow.
Support / An issue with audio
« on September 23rd, 2017, 06:55 PM »
Hello community members! I hope you had a great day ;D So, let's get started. I'd like to mention that I been trying to modify my weapon sounds with 2 .wav files. I used Far Cry's Weapon mod method to replace the sounds with the new ones. However, once I tried it in-game, the sound was noiseless. Therefore, it lead me up to audio bit rate problems or could be the file size? Here's the details about the file.

As you can see, the bit rate is known to 705kbps. Before, it used to be around 1141 kbps so I converted it to mono & edited the bit rate to 41.1Hz. In conclusion, none of my attempts to fix it worked. Could somebody explain to me the fundamentals for replacing weapon sounds?