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Showing results for tags 'Sync'.
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Version 1.0.1
3629 downloads
This resource will sync basic things for you such as the doors, windows, tyres, engine, dirt, and lock status. Note that this resource incorporates the disabling of automatic engine toggle. If you get in a car you can only start it by script commands. There are several API functions provided for you to use. Read up on how to use this resource here; https://wiki.gtanet.work/index.php?title=Getting_started_with_Basic_Vehicle_Sync_Resource -
Version 1.0.0
720 downloads
Server-sided script, that getting a real weather hourly and sets it in the gta 5 world. HowTo: I. Install getJSON: npm install get-json --save II. Go to https://developer.accuweather.com/ and register as the Developer. III. To get your new API key, create your WeatherAPP here, https://developer.accuweather.com/user/me/apps On the question: "What programming language is your APP written in?" Answer will be: JavaScript. IV. Go to https://www.accuweather.com/ and find your preferred location on the map or by the search field, for example: Moscow, Russia. To set more accurate location to your preferred, click on the nearest point on the map, for me it is Yakimanka, then click on 'Hourly". V. The URL will look like this: https://www.accuweather.com/en/ru/yakimanka/2515350/hourly-weather-forecast/2515350 Well, 2515350 is the Location Key that we will use further. VI. Let's assemble your AccuWeather URL: http://dataservice.accuweather.com/forecasts/v1/hourly/1hour/YOUR_LOCATION_KEY?apikey=YOUR_API_KEY VII. Paste new AccuWeather URL into the script and save it. Warning! The Trial Version of AccuWeather is limited for 50 requests per day. GitHub -
Hi, Is it possible to sync - RAGE.Game.Ped.CreateSynchronizedScene - RAGE.Game.Ai.TaskSynchronizedScene - RAGE.Game.Ped.SetSynchronizedScenePhase between the clients? If so I can create some nice resources for RAGE. Rockstar was using the NETWORK in GTA:O to accomplish this : NETWORK::NETWORK_CREATE_SYNCHRONISED_SCENE NETWORK_ADD_PED_TO_SYNCHRONISED_SCENE
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Hey, I hope this is read by George among others, we are a server that is currently running with some players on 1.1, but we have the problem that sometimes the players are invisible, the vehicles are invisible, or players suddenly out of the vehicle climb and the car is teleported away, but the vehicles are not only bugged outside the streaming range, but also if a user spawns the vehicle via the garage system (approx. 3 meters away from him) I hope this will be fixed soon, otherwise we have to rewrite all of our scripts to 0.3.7 and are therefore forced to downgrade our version.
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why doesn't the transport engine sync work? for example, when I get in the car and start it, then after getting out of the car, I do not see that the engine is started, but my friend sees?
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Hello. I'm new to rage development. I want to control vehicle doors, hood, trunk with a menu. I managed to do it with client side through setDoorOpen and setDoorShut but I do not know how to do it from server side. I heard manual syncing was a thing, any idea where to get started with manual syncing or if you can help me sync it?
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Hi, I've downloaded the C# 1.1 Attachment Sync but it doesn't work for me as I don't see the object on myself nor on other players when I/they try the /soda command. mapObject returns the correct .Model number, but on using .Exists it returns false. Console logs server: [COMMAND] Machiavelli: /soda current attachments: 337428855 Clientside Changes: private void EntityStreamIn(RAGE.Elements.Entity entity) { var attachments = entity.GetData<List<uint>>("Attachments"); if (attachments != null) { foreach (var key in attachments) { AttachObject(entity, key); } } } private void AttachObject(RAGE.Elements.Entity entity, uint key) { var entityObjects = entity.GetData<Dictionary<uint, MapObject>>("Objects"); if (AttachmentDictionary.ContainsKey(key) && !entityObjects.ContainsKey(key)) { var entityAttachment = AttachmentDictionary[key]; var mapObject = new MapObject(entityAttachment.Model, new Vector3(0, 0, 0), new Vector3(0, 0, 0)) { Dimension = uint.MaxValue }; mapObject.NotifyStreaming = true; // <----------------------------------------- added Chat.Output("attach model: " + entityAttachment.Model); //result: attach model: 114933932 --> (same result for mapObject.Model) var gameEntity = entity.GetGameEntity(); Entity.AttachEntityToEntity(mapObject.Handle, gameEntity.Handle, RAGE.Game.Ped.GetPedBoneIndex(gameEntity.Handle, entityAttachment.BoneId), entityAttachment.Offset.X, entityAttachment.Offset.Y, entityAttachment.Offset.Z, entityAttachment.Rotation.X, entityAttachment.Rotation.Y, entityAttachment.Rotation.Z, false, false, false, false, 2, true); if (Entity.IsEntityAttachedToEntity(mapObject.Handle, gameEntity.Handle)) { OnEntityAttachedEvent?.Invoke(gameEntity, entityAttachment.AttachmentEvent); } entityObjects.Add(key, mapObject); entity.SetData("Objects", entityObjects); } } Can anybody tell me what exactly I need to change and where I have to change it? Like, how do you check if it's streamed/loaded in or not? Might have to change more code in the other files too.
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Version 1.0.0
471 downloads
Source code : https://github.com/J4YT/RAGE-Multiplayer-Attachment-Sync C# Attachment sync for RAGE Multiplayer Server and Client. Equivalent for the Efficient Attachment System made by ragempdev and rootcause https://rage.mp/files/file/144-efficient-attachment-sync Credits to DasNiels for the server-side Efficient Attachment Sync C# https://github.com/DasNiels/EfficientAttachmentSyncCSharp It has only been tested on RAGE Multiplayer 1.1- 1 comment
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If I hit a player, or they die, they move wierdly. Watch the video linked down. It's very annoying, as I want to make a server. https://streamable.com/psp4lg
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Version 1.0.0
764 downloads
This should save you some time writing your own syncing when it comes to using player.setClothes() for values over 255 until 1.0 gets released. The download has example scenarios/commands you can use. Serverside Functions: player.changeClothes(Number componentId, Number drawable, Number texture, Bool save, Bool sync) player.resetClothes() Save parameter: By setting this to true the script will remember these values and re-apply these when using player.resetClothes() Sync parameter: If you set this parameter to false the clothes will only be applied on the target client. Set this to true and everyone will see the clothes! Demonstration: This GIF has both save and sync parameter set to false to preview the selected item before actually purchasing it. Once purchased, both save and sync are set to true to remember the purchased item and to sync it to all other clients https://imgur.com/a/gsySyPc And this GIF shows the same interaction but from the other client https://imgur.com/a/0IankaB