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Patch 0.3 was just released! Full changelog here:

2 years ago

October 19, 2019, 07:22:34 am

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Messages - ViruZz

Pages: [1] 2
Latest / Re: 0.1.4 Announcement
« on: March 09, 2014, 05:18:53 am »

Scripting / Re: MySQL Tutorial / How to connect to MySQL
« on: February 26, 2014, 08:47:57 pm »
Install lua-rocks then install lua-mysql via the lua-rocks command line.

Server hosting / Re: Server not listed in Server browser
« on: February 22, 2014, 06:22:21 pm »
Corrupt Installation, re-install your server.

Suggestions / Re: PlayerConnect event
« on: February 21, 2014, 07:32:16 pm »
I would recommend using the GameLoad event and kick them after their game is loaded.

Here, I'll create a quick function for you to use.

Client Script

Code: [Select]
*  Quick Example for Castillo
*    Client Script

-- Our Main Class --
class 'cExample'

function cExample:__init()
-- Subscribe the GameLoad Event --
Events:Subscribe("GameLoad", self, self.GameLoad)

function cExample:GameLoad()
-- Once the client game is loaded, tell the server that this specific client game has been loaded --

-- Create our network function to send to the server
GameIsLoaded = function()
local args = {}
Network:Send("GameIsLoaded", args)

cexample = cExample()
-- End of our main class --

Server Script
Code: [Select]

*  Quick Example for Castillo
*    Server Script

-- Our Main Class --

class 'sExample'

function sExample:__init()
-- --

ClientGameIsLoaded = function(args, player)
-- This will get called once the client game is done loading --
-- You can now put a ban check here by using the args specified for the player entity --
-- For example... --

for x in Server:GetPlayers() do
Chat:Send(x, "[Example]: "..player:GetName().." game has loaded.", Color(0xFFFFFFFF))
Network:Subscribe("GameIsLoaded", ClientGameIsLoaded)

sexample = sExample()
-- End of our main class

Suggestions / Re: PlayerConnect event
« on: February 20, 2014, 07:22:32 am »
What do you mean it's not triggered? Mind showing us some code of how you're using this event?

Here's a quick example of how it should be utilized.

Why don't you create your own ban system instead of using the default one? You can have way more control over it and it'll be easy to create. UNIX Time and a saving method is all you need.

Archived / Re: 0.1.2 Release
« on: January 23, 2014, 10:26:00 am »
Guys i still have this issue, before the last update, 0.1.1 i think, i was able to play Just Cause 2 multiplayer without any issues.
I don't own the game, i play it from a shared library on steam, but i was playing this one fine! Until 0.1.1 got released, it keeps saying i require the base game bla bla bla. What changed? What should i do ?

Buy the game.

Archived / Re: 0.1.2 Release
« on: January 23, 2014, 09:59:29 am »
Good job @ The Development Team.

Random / Re: Free Skype Premium for 12 months
« on: December 22, 2013, 03:27:22 am »
That's strange, they don't advertise it as premium. It looks like it's meant to only apply to group video calls. Do you actually get free calling as you would with premium?

I'm not sure actually.

Random / Free Skype Premium for 12 months
« on: December 22, 2013, 12:29:01 am »
For some reason, Skype is now offering 12 months of free premium (A Value of 70 Euros). At first I didn't believe it until I tried it out and it's actually legit.

First you have to go here (An actual official Skype website)

- Enter your Skype email and wait for the following email

After that, follow the instructions, wait around 5 minutes and you'll see a notification on Skype stating you've been given Premium for 12 months.



Releases / Re: [RELEASE] Simple money-saver script
« on: December 20, 2013, 08:18:34 pm »
Your code would cause duplicated rows.

A server requires very little resources, a $5 VPS from Digital Ocean can easily run a few hundred players. The main bottlenecks are usually (in order): bandwidth, CPU, uplink, memory and diskspace.

PS: This is Linux, you won't be able to find a decent Windows VPS for $5.

Releases / Re: Log Function
« on: December 17, 2013, 05:40:59 pm »
Internal Server Error on the link

Here, I pasted it with pastebin instead

Releases / Log Function
« on: December 17, 2013, 05:24:11 pm »
This is just a simple function that I made real quick for my own gamemode and thought I'll share it.

Basically you use Log:Log("file.txt", "message") and log to whatever file you specified. It will also specify the time so the log would be in the following format

Code: [Select]
[11:18:27] test

Anyway, here

Archived / Re: JC2-MP 0.1.0 Released!
« on: December 16, 2013, 06:20:36 pm »
Well done JC-MP.

JC2-MP / Re: Server Not Up?
« on: December 16, 2013, 04:52:29 pm »
They're currently preparing everything for the release in about an hour.

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