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

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June 02, 2020, 12:36:18 pm

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Topics - DaAlpha

Pages: [1]
1
Releases / [Release] Basic Nametags
« on: December 21, 2015, 08:54:59 pm »
Basic Nametags

Description
This module adds nametags above other players' heads. It also adds minimap markers for other players both nearby and across the entire map. A player can chose to only be shown to nearby players on the minimap in exchange for only being able to see other players when they are nearby.

Usage
The nametags and minimap blips will automatically be displayed. Type /minimap into the chat to opt out from other players being able to see your minimap blip on the global map and yourself being able to see global minimap blips of other players.

Pictures
At medium distance


Different health bar colors at different health levels

Minimap blip


Minimum healthbar width cap


Administrator Notes
  • Some basic clientside settings like text and healthbar size can be adjusted at the top of the client script file
  • The interval at which the global minimap positions are updated can be changed at the top of the server script file


2
Bug reports / 0.2 StaticObject.Create() fixed default
« on: November 11, 2015, 11:20:16 am »
When spawning a StaticObject using a table of spawn arguments, fixed defaults to false if it is not specified. I tried spawning one only giving a model, position and angle and I got an error saying that there has to be a collision when fixed is false. When I included fixed = true in the argument table, it worked. According to the wiki page, fixed defaults to true and it was that way in 0.1.4b.

Before (broken):
Code: Lua
  1. local spawnArgs         = {}
  2. spawnArgs.model         = "wea35-tte.lod"
  3. spawnArgs.position      = args.pos
  4. spawnArgs.angle         = args.angle
  5.  
  6. table.insert(self.c4s[args.id], StaticObject.Create(spawnArgs))
  7.  

After (fixed):
Code: Lua
  1. local spawnArgs         = {}
  2. spawnArgs.model         = "wea35-tte.lod"
  3. spawnArgs.position      = args.pos
  4. spawnArgs.angle         = args.angle
  5. spawnArgs.fixed         = true -- fixed set to true manuall
  6.  
  7. table.insert(self.c4s[args.id], StaticObject.Create(spawnArgs))
  8.  

3
Bug reports / 0.2 Render:GetTextSize() ignoring scale
« on: November 10, 2015, 10:24:16 pm »
In 0.2, the scale as third argument for that function is completely ignored. One has to multiply the return value of that function with the scale in order to get the correct numbers. Used to work in 0.1.4b.

Example:
Code: [Select]
print(Render:GetTextSize("DaAlpha", 20, 0.75))
print(Render:GetTextSize("DaAlpha", 20) * 0.75)

prints:
Code: [Select]
22:16:56 | [info ] | [nametags] 74.000000, 20.000000
22:16:56 | [info ] | [nametags] 55.000000, 15.000000

4
Releases / [Release] AdvancedBoost
« on: October 23, 2014, 12:03:20 am »
AdvancedBoost

Description
This module allows a player to artificially boost the forward speed of a vehicle by holding down a button. It comes with a simple GUI to change some basic settings; these preferences will be stored and remembered on reconnect and server restart.

Usage
  • In a land vehicle or boat, hold left shift to boost
  • In a heli or plane, hold Q to boost
  • In any vehicle type, hold LB on the Xbox controller to boost
  • Type /boost into the chat to open the configuration window

Pictures


Administrator Notes
  • Default client settings as well as boost buttons can be changed at the top of the client script file
  • The module writes the player preferences to the default SQLite database every 6 hours and on module unload
  • This interval can be changed at the top of the server script file

GitHub Download
Thanks to the author of the original boost script for the inspiration.

5
Releases / [Release] ProperPassive
« on: October 19, 2014, 01:05:34 am »
ProperPassive

Description
This module allows a player to go into passive mode. In passive mode, a player is invulnerable but also can not use their weapons. While a passive player is in the driver seat of a vehicle, that vehicle will also become invulnerable. While a vehicle is invulnerable, any turrets it might have will not be able to fire.

Usage
Type /passive into the chat to toggle passive mode. The state will be saved and restored on the next join automatically.

Pictures


Administrator Notes
  • Several clientside settings like the cooldown or the appearance of the rendered texts can be changed at the top of the client script file
  • The module writes the list of passive people to the default SQLite database every 6 hours and on module unload
  • This interval can be changed at the top of the server script file
  • When using Philpax' nametags module, it is recommended to lower the tag offset to 10px or lower
  • For administrators upgrading from an older version of this script (before 2016) it is recommended to run the command migratepassive in the server console after loading the module for the first time. This will re-create the database in the correct format without losing any of the stored entries. Running it multiple times will not break anything.

Special Thanks
  • to the authors of the original passive mode (RockyTV and Anzu) for inspiring me to create this
  • to everyone who helped me testing this module (Nimagia, Entzoo, Gutso, Blakey, et al)


6
Releases / [Removed] Rank Management System (SQL based)
« on: September 22, 2014, 10:53:50 pm »
REMOVED

This has been removed because it was way outdated and was not meant to be shared anymore. If you are interested in one, PM me and might code an updated version for you. However, you should keep in mind that this script is only a backend that allows setting/changing/removing a rank (represented by a number) to a player, saving it into the database and syncing it on join/change. What you do with this synced rank is up to you but one thing is sure: it will do nothing without changing the code of other scripts. So if you just want a script that you can download and put in the scripts folder, this is not the script for you.

7
Releases / [Release] Distance to map center (DTC)
« on: June 22, 2014, 12:31:33 am »
Distance to map center

Description
This module displays the distance to the center of the map (located at map coordinates X: 16384 Y: 16384). Why? That's a good question.

How to use
Type /dtc into the chat to print your distance to the map center in the chat.


Pages: [1]