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Topics - soulshaker
1
General Discussion / [Request] Regarding Gravity
« on September 17th, 2015, 12:10 AM »
Well it was said before by devs that player.Gravity will not be added, so is it possible to add any particular function which will stop vehicles to float in air(when gravity is changed to low)? Because its almost impossible to drive vehicles when server gravity is set to low :/
2
Videos & Screenshots / Super Punches
« on September 12th, 2015, 08:49 PM »
Note:-
This video is made just for fun. First of all this is not any kind of hack officially because, you can't use it simply against someone. The opponent must have the modified file to enjoy this punches, so if you are thinking that you are going to use this as an hack, it will be just a waste of time :P





3
Snippet Showroom / Avoiding "!" Prefix
« on September 7th, 2015, 01:24 PM »
As we know that we generally use "/" prefix now but some players still tries to use "!" prefix. So to avoid that, we can tell players that "!" prefix is removed from your server(if you really removed it) like this:-



Code: [Select]
function onPlayerChat( player, text )
{
    local msg
    if ( text ) msg = text.tolower();
        {
        if ( text )
        { 
                if ( text.slice( 0, 1 ) == "!" )
                {
                        local i = NumTok( text, " " ), xp = null;
                       
                        if ( i == 1 ) MessagePlayer("[#EE3B3B]>> Error - [#FFFFFE]The server uses / prefix for commands. Try [#00EEEE]/"+ text.slice( 1 ) ,player);
                }
                }
        }             
        return 1;
}
 
function NumTok(string, separator)
{
    local tokenized = split(string, separator);
    return tokenized.len();
    local s = split(string, separator);
    return s.len();
}
4
Object Showroom / [Custom Object] Train(Tracks Included)!!
« on September 7th, 2015, 01:03 PM »
Important:-

I don't own or made the tracks or train model.

Tracks:-
X-Seti
http://www.gtagarage.com/mods/show.php?id=23002


Train:-
Ported for VC:MP by @sseebbyy (I don't know the original creator of the model)

Screens:-








Note:- Installation instruction is given in the file

Update:-

#1 Added Automatic Train System.

#2 Added bridge at the back of stadium.

Thanks to @Kusanagi for providing this
5
Support / Problem with Screenshots!!
« on August 27th, 2015, 01:21 PM »
The Screenshots are appearing blank like this from somedays.


I did a clean installation of VC and VC:MP today, but its still same :/
6
Closed Bug Reports / [Bug] When a player falls after getting hit
« on April 15th, 2015, 12:21 PM »
I noticed this bug many times but I failed to record everytime. This time recorded


https://youtu.be/XbyiW7umUes
7
Snippet Showroom / Real Speedometer!!
« on April 9th, 2015, 10:33 AM »
Made this couple of months ago, so though posting here
Code: [Select]
http://pastebin.com/MX8UsNgh
Enjoy!
8
Snippet Showroom / Automatic Gate
« on February 28th, 2015, 06:22 AM »
Well, there is already a automatic gate function released, but for me its not automatic(you have to press keys to open/close gate). So I tried making something which is really automatic.

Code: [Select]
///VCMP 0.4 Automatic gate system by SouLy^///
Thanks to Gudio for helping me with onPlayerPart function :D
 
This function adds a automatic gate at mansion. Enjoy
 
 
function onScriptLoad()
{
        gate <- CreateObject( 310, 1, -276.618, -495.992, 10.2778, 255 );
        gate_timer <- NewTimer("gatesystem", 500, 0 );
        gate_timer.Paused = true;
        timer_status <- false;
}
 
function onPlayerJoin( player )
{
        if(timer_status == false)
        {
                gate_timer.Paused = false;
                timer_status = true;
                print("Timer Resumed");
        }
}
 
function onPlayerPart( player, reason )
{
        if ( GetPlayers()-1 == 0 )
        {
                gate_timer.Paused = true;
                timer_status = false;
                print( "Timer Paused" );
        }
}
function gatesystem()
{
    local gatestatus = 0;
        for ( local i = 0; i < GetMaxPlayers(); i++ ) 
        {
        local player = FindPlayer( i );
        if ( player )
        {
            if ( player.IsSpawned )
            {
                if ( InPoly( player.Pos.x, player.Pos.y, -276.2,-503.462,-268.675,-502.296,-268.887,-488.42,-276.471,-487.991 ) ) gatestatus = 1;                     
            }
        }
    }
        if ( gatestatus == 1 ) gate.MoveTo( Vector( -268.576, -495.99, 10.2778 ), 2800 );
    else gate.MoveTo( Vector( -276.618, -495.992, 10.2778 ), 2800 );     
}
Pastebin
9
Snippet Showroom / [Script] Spectate System from PB#3
« on February 25th, 2015, 12:35 PM »
First of all, this Function is made by Stormeus( I got from public beta Script). I just extracted this function from the script. So I thought posting it here. Hope it might be useful for others :)

Code: [Select]
====Installation====
 
http://s14.postimg.org/u1skhm2q5/hint_spectate.png
http://s14.postimg.org/cagy35nbh/hint_specmenu.png
 
Put the hint_spectate.png and hint_specmenu.png in /store/sprites folder
 
///Official Events///
 
Global Variables:-
 
BIND_SPEC_TOGGLE      <- null;
BIND_SPEC_NEXT        <- null;
BIND_SPEC_PREV        <- null;
 
SPRITE_SPECHINT       <- null;
SPRITE_SPECTATEMENU   <- null;
 
function onScriptLoad()
{
        SPRITE_SPECHINT = CreateSprite("hint_spectate.png", -150, -384, 0, 0, 0, 255);
        SPRITE_SPECTATEMENU = CreateSprite("hint_specmenu.png", -220, -384, 0, 0, 0, 255);
        BIND_SPEC_TOGGLE      = BindKey( true, 0x53, 0, 0 );
        BIND_SPEC_NEXT        = BindKey( true, 0x27, 0, 0 );
        BIND_SPEC_PREV        = BindKey( true, 0x25, 0, 0 );
}
 
function onPlayerRequestClass( player, classID, team, skin )
{
        if(player.SpectateTarget == null)
        SPRITE_SPECHINT.ShowForPlayer(player);
        else if(player.SpectateTarget == null)
        {
        return 1;
        }
}
 
function onPlayerSpawn( player )
{
player.SpectateTarget = null;
SPRITE_SPECHINT.HideFromPlayer(player);
SPRITE_SPECTATEMENU.HideFromPlayer(player);
}
 
function onKeyDown( player, key )
{
if ( key == BIND_SPEC_NEXT )
        {
                if( player.SpectateTarget != null && !player.Spawned )
                        {
                                local pTargetID = player.SpectateTarget.ID;
                                local pTargetFind = pTargetID + 1;
                                local pNewTarget = null;
 
                                while(pNewTarget == null && pTargetFind != pTargetID)
                                {
                                        if(pTargetFind > GetMaxPlayers() - 1)
                                                pTargetFind = 0;
 
                                        pNewTarget = FindPlayer(pTargetFind++);
                                        if(pNewTarget != null && !pNewTarget.Spawned)
                                                pNewTarget = null;
                                }
 
                                if(pNewTarget == null || pNewTarget.ID == pTargetID)
                                        ClientMessage( "[#ed4242]Error: [#e9e9e9]No one else can be spectated.", player, 0, 0, 0 );
                                else
                                {
                                        player.SpectateTarget = pNewTarget;
                                        local szMsg = "[#e9e9e9]You are now spectating [#80eb7a]" + pNewTarget.Name + " (" + pNewTarget.ID + ")";
                                        MessagePlayer(szMsg, player);
                                }
 
                                return;
                        }
        }
if ( key == BIND_SPEC_PREV )
        {
                if( player.SpectateTarget != null && !player.Spawned )
                        {
                                local pTargetID = player.SpectateTarget.ID;
                                local pTargetFind = pTargetID - 1;
                                local pNewTarget = null;
 
                                while(pNewTarget == null && pTargetFind != pTargetID)
                                {
                                        if(pTargetFind < 0)
                                                pTargetFind = GetMaxPlayers() - 1;
 
                                        pNewTarget = FindPlayer(pTargetFind--);
                                        if(pNewTarget != null && !pNewTarget.Spawned)
                                                pNewTarget = null;
                                }
 
                                if(pNewTarget == null || pNewTarget.ID == pTargetID)
                                        ClientMessage( "[#ed4242]Error: [#e9e9e9]No one else can be spectated.", player, 0, 0, 0 );
                                else
                                {
                                        player.SpectateTarget = pNewTarget;
                                        local szMsg = "[#e9e9e9]You are now spectating [#80eb7a]" + pNewTarget.Name + " (" + pNewTarget.ID + ")";
                                        MessagePlayer(szMsg, player);
                                }
                               
                                return;
                        }
        }
if ( key == BIND_SPEC_TOGGLE )
        {
                        if(!player.Spawned)
                        {
                                if(player.SpectateTarget != null)
                                {
                                        SPRITE_SPECTATEMENU.HideFromPlayer(player);
                                        SPRITE_SPECHINT.ShowForPlayer(player);
                                        player.SpectateTarget = null;
                                }
                                else
                                {
                                        local pTargetID = 0;
                                        local pNewTarget = null;
                               
                                        while(pNewTarget == null && pTargetID < GetMaxPlayers())
                                        {
                                                pNewTarget = FindPlayer(pTargetID++);
                                                if(pNewTarget != null && !pNewTarget.Spawned)
                                                        pNewTarget = null;
                                        }
                               
                                        if(pNewTarget == null)
                                                ClientMessage( "[#ed4242]Error: [#e9e9e9]No one can be spectated at this time.", player, 0, 0, 0 );
                                        else
                                        {
                                                player.SpectateTarget = pNewTarget;
                                                local szMsg = "[#e9e9e9]You are now spectating [#80eb7a]" + pNewTarget.Name + " (" + pNewTarget.ID + ")";
                                                MessagePlayer(szMsg, player);
 
                                                SPRITE_SPECTATEMENU.ShowForPlayer(player);
                                                SPRITE_SPECHINT.HideFromPlayer(player);
                                        }
                                }
 
                                return;
                        }
        }
}
10
General Discussion / [Suggestion] About the client
« on February 19th, 2015, 07:56 PM »
Currently, In the vcmp 0.4 client when a player starts it for the first time and tries to join a server, the nickname of player is "UnknownPlayer" by default and then the client asks the player to change nickname or not. My suggestion is that can the nickname be blank like of 0.3 client so that it will be compulsory to put a nick?
11
Videos & Screenshots / Custom Train test :D
« on December 2nd, 2014, 01:51 PM »
As seby gave me the model of train, so i thought using it today :D

12
Closed Bug Reports / [BUG?] 0.3 server in 0.4 masterlist
« on December 1st, 2014, 09:35 PM »
13
Videos & Screenshots / Walking on air
« on October 27th, 2014, 09:59 AM »
Don't know how it happened, maybe developers can tell us something about this


https://www.youtube.com/watch?v=MWnbGW2ir-Y
14
Closed Bug Reports / [BUG] In GetHandlingData
« on October 25th, 2014, 02:07 PM »
Code: [Select]
<~SouLy^> !exe Message(FindPlayer(0).Vehicle.GetHandlingData(1));
<&LoW> Error:the index 'GetHandlingData' does not exist
<~SouLy^> !exe Message(FindPlayer(0).Vehicle.GetHandlingData());
<&LoW> Error:the index 'GetHandlingData' does not exist
15
Servers / [0.4] Low Gravity Server
« on October 25th, 2014, 09:10 AM »

Server name: [0.4] Low Gravity Server[LG]
IP: 54.169.211.18:8192
Mode: Low Gravity
Forum: Under Construction
IRC : #LG @ GTAnet
Scripter: ThunderStorm
Developer: Souly^

Like vcmp 0.3 we have made low gravity based server for vcmp 0.4 also. Low gravity game mode is supposed to give players a great and new kind of fun while playing. Like 0.3 we have added prop system(this time more props are added) and vehicle system.

Known Bug:-

Cars fly due to low gravity, because in 0.4 a function doesn't exist still now(PLAYER.GRAVITY). Still we are finding ways to fix it :)