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Messages - umar4911
1
General Discussion / VKs Winter Wars 2021 - Register Now
« on February 17th, 09:53 AM »
VKs Winter Wars is originally the VKs Christmas Jolly Event but this time, the event has been shifted to another server.

New features:
- Event server is scripted in SqMod so you can get a smoother version of the event
- Reduced custom content thus less lag
- Better GUI for the event
- No 50-cap limit

For more info, refer to the forum thread or join our Discord server!


Trailer:


https://www.youtube.com/watch?v=mwR8Mjz2JCc
2
General Discussion / [Suggestion] Re: Radar centre, weapon images & pink arrow
« on January 19th, 09:25 AM »
Quote from HunTinG on January 18th, 10:19 PM
there's word around this summer devs may come back and deal with all issues, but that depends only if they have time...
this word is around for years.
3
General Discussion / [Suggestion] Re: Radar centre, weapon images & pink arrow
« on January 18th, 02:25 PM »
Quote from ysc3839 on January 17th, 05:48 PM
I can tell you the 3D arrow was implemented in 0.4.7.
and 0.4.7 never came out
4
General Discussion / Evolution A/D League invitation
« on January 16th, 04:20 PM »


EAD staff are back again presenting to you Season Three of EAD League 2021!
The event that everyone was waiting for to go out there and rock the battlefields with their clan mates!


If you haven't heard about it before, Let's see how it works:
  • Gather your squad and make a team application here.
  • There's a certain amount of rounds to be decided as soon as the teams are decided, in which each team plays one match/round and they don't have to play their matches in order.
  • Each team picks 2 bases from the base list. These bases will stay with them till the league ends.
  • No teams can pick similar bases.
  • The matches are usually 5 v 5, except if both teams agree to play with less than 5, that's okay too.
  • Four bases for each match, with a total of 8 rounds.
  • Team applications has specific requirements this year, Please check it out here before applying.
  • We're very strict about rules, so make sure you check them in the Rules & Regulations.

If you'd like to be part of the staff, Apply as a referee here.!
It's as simple as that. Further information can be found here.
Click here to join EAD League discord
If you have any questions, feel free to ask here and the staff will answer you shortly.

Have a nice one folks, We will be waiting for you.
5
Snippet Showroom / SetSkin and onPlayerSkinChange
« on January 14th, 09:14 AM »
if you change your skin using player.Skin = skin; your weapon resets. In order to avoid that, add this in your script:

Code: [Select]
function CPlayer::SetSkin(skin) {
    local slot = this.Slot;
    this.Skin = skin;
    this.Slot = slot;
}

Now use:
Code: [Select]
player.SetSkin(skinid)



onPlayerSkinChange
If you want this event, use:

Code: [Select]
function CPlayer::SetSkin(skin) {
    local slot = this.Slot, oldskin = this.Skin;
    this.Skin = skin;
    this.Slot = slot;
  onPlayerSkinChange(this, oldskin, skin)
}

Event:
Code: [Select]
function onPlayerSkinChange(player, OldSkin, NewSkin) {
}
6
Snippet Showroom / [Snippet] Re: Host Time (aka hoston)
« on December 17th, 2020, 04:01 AM »
Quote from Inferno on December 16th, 2020, 06:35 PM
Quote from Mr.Dip 2020 on December 16th, 2020, 04:41 PM
does this mean we can host our server in the master list?
You just bumped a 5 years old post to ask that?
._.

Host Time is the uptime to check the time since when the server is up / hosted.

To show your server in masterlist, you need announce plugin and port forwarded internet ( if local hosted ) or VPS
O B V I O U S L Y
7
Support / Re: can't connect to any server
« on November 19th, 2020, 09:35 AM »
Updater URL: http://u04.thijn.ovh

Masterlist URL: http://master.vc-mp.org
9
Servers / [0.4] Re: Arbiter's Official Server
« on August 27th, 2020, 06:18 AM »
Quote from Darkninja on August 27th, 2020, 05:48 AM
Quote from DarkRaZoR^ on August 25th, 2020, 10:21 PM
I heard rumors that this server leaks account passwords from their echo.
Do you have any proof? You can't blame anyone without any proof.We even don't have echo and tell me how we can check password from Echo?
Get some proof and then talk here.
he said he heard "rumors".
10
Snippet Showroom / [Gamedig] Re: VCMP Activity Monitor
« on August 20th, 2020, 07:13 PM »
Quote from SHy^ on August 20th, 2020, 07:10 PM
That's my boi, stated my name at top! Great work :D
P.S: The first link to link server IP is not working ::)
I mentioned:
Replace ip and port with the server's Ip and port like of EAD, the server's IP and port is: 51.255.102.249:8192. Use:
https://vcmp-info.herokuapp.com/51.255.102.249/8192
11
Snippet Showroom / [Gamedig] VCMP Activity Monitor
« on August 20th, 2020, 06:37 PM »
VCMP Server Monitor

Even though it is easy to write the packets but I found this very cool npm library which shortens your work. It returns the all the server information so complete credits to the contributors of the library.


GameDig - Game Server Query Library

All the information about this library is present in it's GitHub Repository.

Link: https://github.com/gamedig/node-gamedig

Note: This library is not specifically for vcmp.


Example

I created a sample script using which you can get the information of a server in JSON. I deployed it on Heroku.

Replace ip and port with the server's Ip and port
https://vcmp-info.herokuapp.com/ip/port


Click here to get server information of LW


Click here to get server information of VKs


The source code is present in my Github Repository.

Example of the JSON code:
Code: [Select]
{
  "msg": "success",
  "state": {
    "name": "VKs official server [VRocker hosting]",
    "map": "",
    "password": false,
    "raw": {
      "version": "04rel006",
      "numplayers": 12,
      "gamemode": "United CA Mode v5.4.1",
      "map": "Vice City"
    },
    "maxplayers": 50,
    "players": [
      {
        "name": "=KF=SHy^LT"
      },
      {
        "name": "[RT]Martyrdom"
      },
      {
        "name": "[RT]ShadowJacK."
      },
      {
        "name": "[F2]MK14"
      },
      {
        "name": "=SdS=SupeR^DaviD*"
      },
      {
        "name": "[WSt]Jhanders"
      },
      {
        "name": "KeNgAhMeD2008"
      },
      {
        "name": "[KFt]Sos^"
      },
      {
        "name": "Jocoka"
      },
      {
        "name": "HUSSIENPRO"
      },
      {
        "name": "Jezza^++"
      },
      {
        "name": "Todor03"
      }
    ],
    "bots": [],
    "connect": "51.38.93.130:8194",
    "ping": 12
  }
}


12
Script Showroom / Re: Vice City: Multiplayer PUBG-DM
« on August 4th, 2020, 01:14 AM »
Quote from Razor. on August 3rd, 2020, 11:52 PM
Code: [Select]
Vice City Multiplayer Server
 -------------------------------
 v0.4, (c) 2007-2014 VC:MP Team

Warning: parameters for 'password' in config were not as expected

Loaded plugin: announce04rel32

Loaded plugin: sqlite04rel32

Loaded plugin: squirrel04rel32

Loaded plugin: hashing04rel32

[WEAPONS] No custom weapons to load.
** Started VC:MP 0.4 Server **
 Port: 8192
 Max players: 50


[MODULE]  Loaded SQLite3 for VC:MP by S.L.C.

[MODULE]  Loaded SqVCMP 0.4 frontend by Stormeus. (v1.0)
[╠°╔íþ╔·DM] À■╬±ã¸ı²│ú╝ËÈÏ & ã¶Â»═Û▒¤...
[╠°╔íþ╔·DM] Battle Over And Restart, Good job!
[╠°╔íþ╔·DM] NEW Battle Restart: Vehicles=[235], Weapons=[1287], Weather=[Sunny], WTime=[06:22].
Player 'EKNorw' ID 0 connected.
[╠°╔íþ╔·DM] ═µ╝Êú║EKNorw ı²│ú¢°╚Ù┴╦À■╬±ã¸ [0.0.0.0] [03/07/2020 - 19:47:21] [Reserved].
Player 'EKNorw' ID 0 disconnected (kicked).
[╠°╔íþ╔·DM] ═µ╝Êú║EKNorw ı²│ú└Ù┐¬┴╦À■╬±ã¸ [03/07/2020 - 19:47:21].
Kicking connecting player at ID 0, unknown error.
Player 'EKNor' ID 0 connected.

AN ERROR HAS OCCURED [parameter 1 has an invalid type 'null' ; expected: 'userdata']

CALLSTACK
*FUNCTION [AccInfo()] scripts/Main.nut line [544]
*FUNCTION [onPlayerJoin()] scripts/Events.nut line [98]

LOCALS
[e] "parameter 1 has an invalid type 'null' ; expected: 'userdata'"
[q] NULL
[player] INSTANCE
[this] TABLE
[player] INSTANCE
[this] TABLE

AN ERROR HAS OCCURED [parameter 1 has an invalid type 'null' ; expected: 'userdata']

CALLSTACK
*FUNCTION [onPlayerRequestClass()] scripts/Events.nut line [35]

LOCALS
[q] NULL
[AccountCount] 0
[UIDGroup] (UID hidden)
[pName] "eknor"
[skin] 0
[team] 0
[classID] 0
[player] INSTANCE
[this] TABLE

How i can resolve this? I just copied and pasted.
Btw, good work with the script. :)
probably some DB failure. Make sure the dbs are created.
13
Support / Re: Occasional server crash
« on July 23rd, 2020, 06:54 AM »
Might be some queries or a function on the player's exit which are taking time causing the original player instance not being removed from the server. Just guessing,
14
General Discussion / Re: What version of vice city should I use?
« on July 22nd, 2020, 12:08 PM »
I believe it's 1.0
15
Client Scripting / [Release] Re: X3DEditor - Buildmode Purpose
« on July 21st, 2020, 06:31 AM »
Quote from NewK on July 21st, 2020, 01:29 AM
Nice work umar. Nice to see more people taking advantage of buildmode to create stuff like this.

There's a 2 things about DecUI internals you should probably know about which will help you improve your editor.

1) The code you're using at the moment will work for all GUIElements but will not work for DecUI components (Grid, Datatable, Circle,  Combobox, etc...). This is because when you do "typeof e" for a DecUI component, it will return "instance" because DecUI components are classes. However, all DecUI components are wrapped in a GUICanvas with the exact same ID as the component. So you just have to check if typeof returns "instance" and if it does, you build the code as if it's a GUICanvas.

2) When printing/copying code to the clipboard, you should avoid additional lookups and use a local variable instead. Avoid doing this:

Code: [Select]
UI.Label("newLabel").Position3D  = ...
UI.Label("newLabel").Rotation3D = ...
UI.Label("newLabel").Size3D   = ...

and do this instead:
Code: [Select]
local newLabel = UI.Label("newLabel");
newLabel.Position3D  = ...
newLabel.Rotation3D =  ...
newLabel.Size3D   = ...

This will be faster and is a good optimization to keep in mind when working with DecUI in general, because every time you do UI<Type>(ID) to fetch something, a tree traversal will be made to find the ID you passed, and if you repeat UI.Label("newLabel") 3 times, you will be making 3 unecessary searches. It's better to just do the search once, save it in a variable ( local always, never global). And then just re-use the same variable. This is an optimization which seems small if you dont  have alot of GUIElements created, but once you start having alot of GUIElements this will make a big difference.
Hey mate. Thank you for pointing those things out. I updated  the respository. It now supports DecUI components and does the optimization.