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Patch 0.3 was just released! Full changelog here: https://t.co/4A50m6IKen

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June 02, 2020, 01:37:02 pm

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Messages - Kesarion

Pages: [1] 2
1
Releases / Re: [Release] Players Markers
« on: March 30, 2020, 03:14:22 pm »
Thank you, that's some nice work.

2
Scripting / Scripting help
« on: March 07, 2020, 11:02:07 am »
I'm trying to script a game mode where people fight in an arena.The code below is responsible of giving the same spawn point and weapon.From what I could test it doesn't seems to work right and I can't figure why. Any ideas?



Well apparently reseeding does cause random values.I removed it at all is ok

MOD please delete the thread.

3
JC2-MP / Re: 100%
« on: February 12, 2020, 12:00:07 pm »
JC2MP does not load the singleplayer mods at all.

4
THANK YOU !
I'll give it a try
Edit : It worked ! Thank you DaAlpha !

5
I need some help!
I'm trying to modify the ABM so write to sql so that another script can use that info.
I have edited the executevehicle function on server side to this
Code: [Select]
function BuyMenu:ExecuteVehicle( player, item, tone1, tone2 )
    if player:GetState() == PlayerState.InVehiclePassenger then
        return false, "You cannot purchase a vehicle while in the passenger seat!"
    end

    if IsValid( self.vehicles[ player:GetId() ] ) then -- if driving a vehicle remove that
        self.vehicles[ player:GetId() ]:Remove()
        self.vehicles[ player:GetId() ] = nil
    end
    local argu = {} -- args is the table that contains all the vehicles values
    argu.model_id           = item:GetModelId()

if item:GetTemplate() ~= nil then
argu.template = item:GetTemplate()
end

if item:GetDecal() ~= nil then
argu.decal = item:GetDecal()
end
 argu.position           = player:GetPosition()
    argu.angle              = player:GetAngle()
    argu.linear_velocity    = player:GetLinearVelocity() * 1.1
    argu.enabled            = true
    argu.tone1              = tone1
    argu.tone2              = tone2

  local cmd = SQL:Command("INSERT INTO vehicles (modelid,pos,angle,col1,col2,ownerid,health,price,storage,trap,guard,insurance,template,decal) values (?,?,?,?,?,?,?,?,?,?,?,?,?,?)")--local cmd = SQL:Command("INSERT INTO vehicles (modelid,pos,angle,col1,col2,ownerid,health,price,storage,trap,guard,insurance,template,ownername,decal) values (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)")
        cmd:Bind( 1, argu.model_id )
cmd:Bind( 2, argu.position )
cmd:Bind( 3, argu.angle )
cmd:Bind( 4, argu.tone1)
cmd:Bind( 5, argu.tone2 )
cmd:Bind( 6, Player:GetSteamId().id)
cmd:Bind( 7, 1 ) -- was health
cmd:Bind( 8, 1000) -- price
cmd:Bind( 9, "|") -- was storage
cmd:Bind( 10, 0) --?  trap what are the off value
cmd:Bind( 11, 0) -- ? what are the off value guard
cmd:Bind( 12, 1) -- insurance
cmd:Bind( 13, argu.template )
--cmd:Bind( 14, Player:GetName())
cmd:Bind( 14, argu.decal )
  cmd:Execute()

    local v = Vehicle.Create( argu )
    self.vehicles[ player:GetId() ] = v

    v:SetUnoccupiedRespawnTime( nil )
v:SetDeathRemove(true)
    player:EnterVehicle( v, VehicleSeat.Driver )
    return true, ""
end

The problem appears when I try to test the script.It gives me errors that it can't write sql since its in a unaccepted format.
Also lists the PlayerFired function
and another line inside it

Code: [Select]
success, err = self:BuyVehicle( player, item, tone1, tone2 )I think that it tries to pass as arguments  the actual items of the menu itself and not the actual values that its supposed to have.

Any ideas would be greatly appreciated.

6
Releases / Re: [Release] Koast WarpGUI
« on: April 08, 2018, 09:34:40 am »
Thank you!  ;D

7
Troubleshooting / Re: Game does not start
« on: April 03, 2018, 02:58:31 pm »
Is there a exe file in the JC folder?
Also go to the game properties local files check integrity button.Let it run and  after that try again.

8
Suggestions / Re: Partially allow "dropzone"
« on: March 20, 2018, 02:28:40 pm »
from what i"ve seen in some servers they can retexture cars and such.I assume this is what he meant.

9
Releases / Re: [Release] HealMe
« on: March 18, 2018, 04:11:54 pm »
Thank you for the script! :)

also i realized that it can be modified as a suicide script.

10
Suggestions / Re: Partially allow "dropzone"
« on: March 16, 2018, 08:29:53 pm »
Im no dev but here are a few reasons
Quote
Why not allow the owners of servers to use the files "dropzone"? Make the "Use Modifications" function in the server config. You could also make filters .blz, .bin, or .eez. For example, you do not want the .bin files to be used on the server - you take it and disconnect it, but others will work.

Dropzone folder is meant in the original game for modifications.This creates a few problems:

Loosing synchronization - the server has no idea what the client is doing.
how do you deal with people with a huge variety of mods?
 
Quote
I'm like a person who has almost 1500 hours and the owner of the server would like to see the function, since I was already bored with the original models of transport, character and so on.

I dont know you and your tastes but the main problem is the lack of original game mods.From what I know there is only 1 role play server -- RLS.Most of the others are freroam style with some mods.

Quote
It is due to this and SAMP is more popular MTA, because it's good when the game can be customized to suit your tastes. But here in SAMP there are no filters for modification and that's why there are cheating modifications.

The kind of modifications that can be done in JC2 MP are mind boggling since there is direct access to the game files(sounds, textures,collision files, game events ). The server allows complete control of the player and game enviroment.

Cheating happens.Even Billion dollar companies  like Rockstar EA UBISOFT cant really stop the cheaters.

11
Scripting / Re: How to build a self - built server in severbrower
« on: March 07, 2018, 12:00:58 pm »
thats  a good insane deal however you have to deal with command line linux witch is not something most people can handle ( including me).
Also considering the OP didn't returned i think he abandoned the idea.

12
Scripting / Re: How to build a self - built server in severbrower
« on: March 04, 2018, 02:09:01 pm »
You will need to buy hosting from a dedicated hoster some are listed at https://wiki.jc-mp.com/Server/Hosts.
They usually install the basic server with default scripts for you.If you want to install more scripts search in the releases section of the forum.

You can also run the server from your home PC but that's not a great idea.
If you wanted to just anounce your server to the server browser edit the config.lua.
Code: [Select]
-- Controls whether the server announces its presence to the master server
    -- and therefore to the server browser.
    -- Default value: true
    Announce                    = true,

13
Releases / Re: [Release] CashCrates - Working Crates With Money!
« on: January 16, 2018, 10:24:09 pm »
LINK BROKEN  message is {"success":false,"error":404,"message":"Not Found"}

14
Work in progress / Re: AFKSystem
« on: October 24, 2017, 04:27:58 pm »
thanks for your generosity ;D

15
According to the wiki:

https://wiki.jc-mp.com/Lua/Client/Game/Functions/FireEvent

Quote
To find the event names, you must extract them from the game's mission files yourself.
Using Gibbed's tools
Download Gibbed's Avalanche Tools, and use ArchiveViewer to extract the pcx.tab, where x is a number from 1-4, (from \steamapps\Just Cause 2\archives_win32\). Then use SmallUnpack on the resulting .blz files (drag the .blz onto the SmallUnpack file). Go into a mission's folder, and use BinConvert on the .bl file (same process as SmallUnpack, drag it) to get an XML file. There, you can use CTRL+F to search for the events.

Also can be used to find various textures, meshes, objects.

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