ZitatAlles anzeigenA new feature of SA-MP 0.3 is that the server can change the rates at
which clients update the server with new information. These settings can
effect both bandwidth and CPU.
Explanation:
onfoot_rate (int) The minimum time in milliseconds a client updates the server with new data while running/walking.
incar_rate (int) The minimum time in milliseconds a client updates the server with new data while in a vehicle.
weapon_rate (int) The minimum time in milliseconds a client updates the server with new data while firing a weapon.
stream_distance (float) The distance on the X,Y plane which server entities will stream in for connected players.
stream_rate (int) The number of milliseconds that must elapse before server entities stream distance is re-tested for each player.
Effects:
onfoot_rate Lower values increase sync performance although increase bandwidth.
incar_rate Lower values increase sync performance although increase bandwidth.
weapon_rate Lower values increase sync performance although increase bandwidth.
stream_distance With larger values, players can see server
entities at a greater distance although will require more client
processing and potentially more bandwidth.
stream_rate Lower values increase server CPU as it has to re-check streaming conditions more frequently for each player.
Recommended Settings
1-100 Players
onfoot_rate 40
incar_rate 40
weapon_rate 40
stream_distance 300.0
stream_rate 1000
101-200 Players
onfoot_rate 40
incar_rate 40
weapon_rate 40
stream_distance 250.0
stream_rate 1000
201-500 Players
onfoot_rate 50
incar_rate 50
weapon_rate 50
stream_distance 200.0
stream_rate 2000
The stream_distance and stream_rate can be changed while the server is running e.g. /rcon stream_distance 250.0 or /rcon stream_rate 1000. The onfoot_rate, incar_rate, weapon_rate can also be changed while the server is running, although it will only effect newly connecting players.
Please start with conservative values and lower them if you find you
have excess bandwidth/CPU and want to trade it for extra performance.
Update 13 Oct 2009: Revised the stream_distance numbers lower
because on lowend computers having many vehicles streamed in reduces
performance. 0.2 stream_distance was 210.0 for reference.
Update 15 Oct 2009: Revised the stream_rate value higher because
it's also used to update remote player marker positions. 1 second (1000
ms) is the minimum recommended value when global markers are enabled.
For servers with more than 200 players, player markers are required to
be streamed or completely turned off.
Beiträge von BloodyEric
-
-
Zeig ma den Code dadrüber

-
Kommentier doch nach und nach Zeilen aus, bis du weißt woran es crasht. Vermute aber stark, dass die FarbID 999 das Problem ist:
CreateVehicle(vehid,X,Y,Z,Angle,999,999,-1);
-
Mach mal als erste Zeile von OnDialogResponse
print("Muhahaha"); und teste mal, ob in der Serverkonsole die Nachricht ausgegeben wird, wenn du auf den Dialog klickst.
-
Versuchs ma mit strcmp und vergleich type und "lock"

-
Brauchen tut man es nich, können tut man es wunderbar mit SetPlayerVelocity und ein bisschen Mathematik.
-
-
main()
{
}ins Script einfügen.
-
Was bitte?
-
Einfach im OnVehicleStreamIn Callback das Fahrzeug abschließen.
Mal ne andere Frage:
Gibt es einen Unterschied zwischen:
new i;
for(; i<MAX_PLAYERS; i++)und
for(new i; i<MAX_PLAYERS; i++)
?
-
-
In MTA (wenn ich mich nicht irre seit 1.0.3) kannst du durch eine Funktion zu bestimmten Plätzen, unter anderem auch Interiors gehen. Da packst du einfach deine Objekte rein, dann am Ende ganz normal konvertieren.
-
Nein. Da das Gebäude im SP nur in einer Cutscene verwendet wird, hat Rockstar kein Kollisionsmodell dafür in ausreichender Größe erstellt. Dir bleibt nur, Bodenplatten und Wände mit Objekten solide zu machen oder dir was anderes auszusuchen, wenn du ein Airportinterior haben willst.
-
Um Gottes Willen...

-
Was bitte?
-
Klammerfehler.
-
[TVC] aka The Victim Clan
-
public isPlayerInArea()
{
new Float:X, Float:Y, Float:Z; //We use this to store player position
for(new i=0; i < MAX_PLAYERS; i++) //This line defines a name for all player, the name is "i"
{
GetPlayerPos(i, X,Y,Z); //Here we are storing the player position on the variables X, Y, and Z defined previously
if (X <= -3915 && X >= -3694 && Y <= 401 && Y >= 37)
/* This line is the important one!. Here, is where you change those numbers, by the ones
you get from the /pos command. As you can see, those coordinates, are only the X and Y ones, the Z
doesnt matter*/
{
SetPlayerHealth(i, -999999.9); //This will ensure, that our player gets killed if he tries to enter
}
}
}?
-
Du hast mehr als das SAMP Limit drin, da deine Objekte als letztes kommen werden sie nicht mehr dargestellt. Nimm eine andere Map raus oder benutze einen Objektstreamer.
-