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The shared side is a way to share variables and functions between the client and server in the MTA. However, it is important to understand how it works to avoid errors and unexpected behavior. When you define a variable on the shared side, it is shared between the client and the server. However, the variable is not automatically synchronized between the two. This means that if you change the variable on the server, it will not automatically be updated on the client, and vice versa. To synchronize shared variables, you need to use a synchronization mechanism, such as an event handler or a command. This is necessary because the MTA does not automatically synchronize shared variables between the client and the server. In your example, you defined the SCRIPT_activity and SCRIPT_text variables on the shared side and tried to access them on the server without using an event handler or command. This did not work because the variables were not synchronized between the client and the server. When you used an event handler (onResourceStart) or a command (writeText), you synchronized the shared variables between the client and the server. This allowed the variables to be accessed correctly on the server.2 points
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What is a Helper? Helpers are regular members of the Community who dedicate some of their time to help others. They are recognized by MTA for standing out as friendly and helpful support for scripting, technical and other topics. Helpers serve as role models for the Community and are easily approachable for general advice, problem solving or pointing to the right direction. Helpers can move threads into the correct sections, but cannot assist with moderation, unless they are also a Moderator. They can be identified by their unique rank and colored name. How can I become a Helper? Helpers are recruited through invitation only. There is no way to apply for this role, however we are on constant lookout for, and pick members who provide solid, helpful advice over a longer period of time. To make communication easier between MTA Staff and Helpers, they have their own private channels to liaise and discuss general Forum and Discord issues. It is required to have a Forum account in order to become a Helper, but there are no activity requirements. List of Helpers Tekken iDannz Cuervo_fi Paweł The_GTA Reyomin Vampire Abasalt_Yar Nico834 Kecskusz TMTMTL2 points
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Thank you. I tried creating two server side lua file (I put a variable in first server.lua file, I tried to use it in second file like I tried to use variable without synchronizing in shared side file) and I had to synchronize it in server side too. So, I understood that I have to synchronize variables to use between other script files. But, can you tell me all synchronizing methods? Event Handlers, Commands, and what else? Yes, thank you. Even I tried to use it in shared side: -- shared outputChatBox("Hello MTA World!") And that has been sent to chatbox twice. Because it worked in server and client side, right?1 point
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Fade2Black Survival & DayZ v1.2 We offer you new updates of our server, as Fade2Black Development Team, we continue our developments, we are making an effort to make innovations every month, do not forget them and you should know that this project is a completely volunteer-based project. ** Chat Update** > - the chat delay and message deletion dela has been fixed, if you encounter a problem again, please create a ticket again by suggestions > - chat has a limited message reading history, to overcome this, open chat and you will be able to read some past messages, when chat is closed this limit is limited to only 5 > - Added the ability to scroll chat messages page up and page down. It also resets the scroll when the chat is closed. If you do not scroll back, you will not see new messages > - Added the ability to close the chat with Esc **Scoreboard Update** > - Titles will be given according to ranks, and in the future, in v1.3, you will have titles up to the number of zombies you kill > - flags and flag names will now be visible, pngs of country flags and names will be visible on the scoreboard. **Shader Update** > - the shader vignette issue has been fixed, now you can stick more opacity settings and see the surroundings more transparently. > - shader will look a little more effective on mask and mask type items **Zombies Update** > - the walking and running animations of zombies have been fixed, now you will be able to run away from zombies a little more. **Information UI Update** > - the design of the panel where players can get information has been completely changed, we now have a theme like in DayZ Standalone **The Ghost Valley** > - [Fade2Black Development Team] Discord : https://discord.gg/fade2black Server Address : mtasa://91.134.166.76:220131 point
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Additional context: Serverside is code executed on the server. The application all players are connected to. Clientside is code executed on each client/player his game. There are as many clientsides as there are players in the server. They all run a copy of all clientside scripts. Each player downloads the clientside code from the server. When a player joins the server, in most cases the copy of the code will only run until the download is finished. (with an exception if priority is given to a specific resource) Shared is code executed On the server And a copy of the code is executed on each client / player his game Nothing is shared between them, except for running the same copy of the code.1 point
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Hello everyone! It's been about 10 years since I got to know MTA and the community. Ten years ago I was 18, now I'm 28. Ten years ago I knew absolutely nothing about programming, and MTA plunged me into the wonderful world of scripting, mapping and modeling. I was excited to create my own maps and write my first scripts, which can still be found in the public access (on a different account that I lost access to long ago), I was asking stupid questions and learning the basics of OOP at night... What a time! This project is what made me become a developer, and I've been doing commercial development all these 10 years. I've worked in startups and enterprises, in various cities and countries, using a lot of different programming languages in various fields. All this is purely due to the fact that at some point I found this project, which drew me in immediately and wordlessly, having opened for me the world of programming and showing its possibilities. I still remember creating my first maps and trying to understand how loops and arrays work. I've been a professional developer for a long time now and of course such questions seem silly to me now, but I still remember thanks to what and how I became a developer. Thank you so much to the founders, maintainers, and the entire MTA community for being you! Feel free to share your stories guys1 point
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Hey. That's amazing man. I wish I could say the same, though I have now expanded into other languages and begun working on my first ever real game, so I guess I could say because of MTA I pursued becoming a solo game dev? Originally I begun playing with Lua in Garry's Mod around 2008-2009, but I was a big samp player, when a friend told me about MTA and that it used Lua that was it for me lol. Nearly 15 years later here I still am, with a bit of a hiatus in-between lol. Kids for ya. Take it easy man, glad you're keeping well.1 point
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Hey there, i wanted to post here about something I've been messing around with a bit, an AI assistant (named Helena after one of CJ's gfs) what makes this one bit special is that it can access in-game data and players' stats, locations and it can also execute any function to retrieve information about the server/player in real time to cut the hustle of having to remember different commands for it, you just ask and the assistant delivers. Currently in its very very early stages! and it needs some more work, but whats really exciting is that you can use custom functions, like you can write any script then add it to a functions file that Helena can access and there you go it will understand when to use it and how to run the function to return the output without the need for you to use any command handlers or anything. This assistant uses Groq API (llama model) for fast interactions. using their free plan for quite a generous amount of requests. I just wanted to have some different thoughts and suggestions about this script, and when it's all done I'm planning to post it here for free so anyone can custom modify it for his own use. Shot video showcase :1 point
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Hello! try reinstalling mta, uninstall all MTA files that are normally in "C:\Program Files (x86)\MTA San Andreas 1.6", this will probably solve your problem because the CL23 error is related to core.dll Try disabling your antivirus Your antivirus or firewall may be blocking or removing the core.dll file. try downloading another GTA:SA free from modifications of mods etc... try downloading Microsoft Visual C++, as the MTA depends on libraries provided by these packages to function properly, including the core.dll file. After installing the libraries and restarting your computer, try opening the MTA again to see if the problem is resolved. If you need help, just ask .1 point
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Advanced Compass is a fully client Quality of Life resource to ease navigation in MTA SA world. Features: - A compass Hud display with cardinal and ordinal directions (N, NE, E, SE, S, SW, W, NW) and degree markers. - Blip System: * supports displaying server-made / Client-made blips on the compass and in the game world (for client player only). image: https://imgur.com/o72ASg2 - Blip Management: *GUI for creating blips. *Right-click on map to create or delete blips. *Option to delete all player-created blips at once. * Settings to controls blips visibility (/csettings). image: https://imgur.com/ksXoNbu -Persistence: *Custom blips and settings are saved for your next login. image: https://imgur.com/ajZhLj1 -Commands: */csettings to open settings panel . */blip <Blipid> <visible on compass> <visible in-game world> : a short cut to create a blip at your location. ex: /blip 14 true false : create blip id 14, shows on your compas but not in the game world. Video showcase: Gameplay Video: Download link: advancedcompassv1 | Multi Theft Auto | Community1 point
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Please share an uncompiled version of the code and consider using our community resources website to distribute resources. Reach out to me via PMs with a link to this script/resource from https://community.multitheftauto.com/ and I'll edit the main post for you, until then this stays locked.1 point
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hello, your feedback for MTA makes me and mta players happy, it is a great source of pride that you learned programming and solved some algorithms thanks to mta, I hope everything goes well in your life and I wish to see better days. As a player and developer of MTA, I would like to thank you and myself for choosing MTA. best regards Shady I spent half of my life with the MTA family, like you, I was a player and software development engineer at first, then I met Lua and made an effort to examine all Lua versions, in the following days I started to provide services to MTA players as a full-stack-developer, this has been both voluntary and paid, I have a mta adventure of more than 10 years and I am happy about it, I can say that some periods are the turning point of my life.1 point
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Download Link: Vehicle Replay System Showcase video: This resource allows players to record, replay, and manage vehicle recordings. Commands: /startrec <seconds> - Start recording for the specified duration in seconds. /saverec <name> - Save the current recording with the specified name. /playrec [id] - Play a saved recording by its ID. If no ID is provided, play the most recent recording (including unsaved ones). /stoprep - Stop the currently playing replay. /delrec <id> - Delete a saved recording by its ID. /checkreplays - List all saved replays with their IDs and timestamps. /openrecgui or F6 default hotkey - Open the Replay System GUI. Server Settings: 1. Max replays per player: 5 (default) 2. Max duration: 60 seconds (default) 3. Allow player warping: false (default) These settings can be modified in the `replay_config.xml` file by the server owner only. The server checks for changes in these settings when the resource starts and updates them accordingly. Features: 1. Set vehicle as camera target: Players can choose to set the replay vehicle as the camera target during playback. 2. Stop replay: Players can stop an ongoing replay using the /stoprep command or through the GUI. 3. Delete replay: Players can delete their saved replays using the /delrec command or through the GUI. 4. Automatic saving: Players can choose to automatically save a recording when starting it. 5. Replay list: The GUI provides a list of saved replays with details such as ID, name, vehicle, timestamp, duration, and location. (*If you're experiencing issues with starting the replay through the GUI, USE COMMANDS they are more reliable*). 6. Warp to replay location: Players can warp to the starting location of a saved replay (if allowed by server settings). 7. Customizable hotkeys: Players can change the hotkey to toggle the GUI. 8. Default recording duration: Players can set a default recording duration in the settings. Important Notes (Please read): - Each player is given total of 5 recordings, with a maximum duration of 60 seconds each, due to performance reasons. - Recording is saved on the server side, max size for a recording (60 seconds) is approximately 0.8 MB. (4 MB total for each player). - Decreasing max_duration or max_replays_per_player will cause old replays that exceed the new limit to be deleted. - This resource **STILL IN BETA**. Users may encounter bugs, performance issues, or sometimes experience long loading times when starting a replay or populating the recordings list. - Restart the resource if replays are not behaving as expected. - Report bugs back to [email protected] Additional Notes: - The script uses a SQLite database to store replay data on the server. - Replays are saved with various details, including vehicle properties like color, paintjob, and license plate. - The script includes a system to prevent saving duplicate replays. - There's a countdown feature when starting a new recording. - The recording progress is displayed on the screen during active recording.1 point
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It could be a temporary issue with the website or your browser. Try clearing your browser cache and restarting your computer. If that doesn't work, try using a different browser or device. Also, make sure the zip file doesn't contain any files that might be corrupted.1 point
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متجر مركبات للبيع, الميزة : تقدر تضيف المركبات من داخل السيرفر مباشرة للشراء تواصل على الخاص.1 point
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Hi, I feel like this requires a little more information for this to pass as a legitimate sales post. As someone who has both bought and sold resources, I would recommend you add a little more description, explaining the capabilities of the script, maybe some screenshots and a video, it would go a long way. @Tut may be able to shed a little better light from an administration perspective. TM1 point
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Solution: local shader = dxCreateShader("texture.fx", 0, 0, false, "ped") Thanks @IIYAMA for help!1 point
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Anyone that started to experience MTA crashes in "libcef" today, can solve it by reinstalling from homepage > "Download" button (or quicker: https://mirror-cdn.multitheftauto.com/mtasa/main/mtasa-1.6.exe). It only happened with auto updater due to a bug in that, and it has been disabled until fixed. "Reinstalling" MTA doesn't change anything, it's an in-place upgrade so none of your configs or files get modified.1 point
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The SCM Interpreter (New Discord server: https://discord.gg/GBPZ9GvVdw) Filled with excitement I am here to announce a project that I have been working on together with @GTX named Sphene. In this post I will be talking about SCM, what Sphene has to do with it, our current development and what we plan for the future. Before I tell you what Sphene is I first need to give you some background on what SCM is as this plays an important factor in this project. I will not keep you waiting so let's get starting! What is SCM? Many of you may have heard, seen or even tampered with a well known file "main.scm" in your GTA: San Andreas installation. This file (notice the '.scm' extension) contains all the mission scripts that are available in singleplayer. Essentially the whole story-line and its side-missions are stored in here. The reality for side-missions is a bit more complicated but for the sake of this explanation we'll keep that aside as to keep it simple. SCM is the name of the language this file has been written in by Rockstar Games. Since it was made by them and the file is compiled (converted into a format that can be easily read by the game but not easily by a human) we unfortunately do not know what the original code looked like. Modders all across the world use a tool named SannyBuilder to write SCM themselves but this is very unlikely to look anywhere near the original format created by Rockstar Games. But, this does not matter much to us as it still compiles into the same format readable by the game. Essentially a compiled SCM file contains a big variety of "instructions" which tell the game what to do. For example there is an instruction that makes the game spawn a car on specific coordinates, tell a ped to drive or that tells the game to jump to a different location in the script and execute the instructions on this new position. For those wanting more in-depth information I highly recommend to read the SCM section in the "GTA SA modding book" by fastman92 which can be found here. So, what does Sphene have to do with this? Sphene is a SCM Interpreter, as in, it can run files created in the SCM language and which are compiled, including the "main.scm" file from the singleplayer game. This means that we can recreate all of singleplayer within Multi Theft Auto and further extend it with a big variety of features and improvements. Sounds great, doesn't it? It sounds easier than it is in reality however. The reality is that, as explained in the SCM section, these scripts tell the game what steps to perform, but the game still has to perform them. What does this mean? Well, it means we have to implement each instruction ourselves and make sure we stick as close to the actual game while doing so. Some instructions are fairly easy and quick to implement while others are a lot more complicated. Why? Because on many instructions the game doesn't perform just a single action. Let us take the instruction (or as we commonly refer to an instruction: opcode) to make a car drive as an example: 0704: car $car_pointer drive_to 1250 -75.5 13.25 Taken from 'SASCM.ini' included in SannyBuilder 3. The identifier for this instruction is '0704', through this Sphene knows this is the car_drive_to instruction and how many parameters (information given together with this instruction, in this case what car we want to get driving and to which location) to expect. Seems easy enough, except that there is no simple MTA function to get a car driving to a specific location. No, instead we have to write our own logic to make this possible. This can become very complex very quickly, especially as the exact functionality of many instructions isn't even known. Reverse engineering Because of this complexity and the need to make Sphene work as close to the actual game as possible we have started to reverse engineer GTA SA. Reverse engineering means that we try to make sense of the compiled code of the actual game and try to turn it into human readable code. This is easier said than done though, it's a lot more complex than reverse engineering a SCM file is. Luckily the big modding community (including MTA devs/contributors) have managed to reverse engineer big chunks of the game already, we just have to fill in the gaps that hasn't been reverse engineered yet but that contains chunks of code we require to make Sphene as accurate as possible. Contributing to Multi Theft Auto Using this knowledge and to make development easier for us (and simultaneously contributing to the MTA community as a whole) we have started contributing to the Multi Theft Auto codebase. There already is a work in progress pull request (a request for code to be added to MTA) to make it possible for players to drive client-side vehicles, damage them and other improvements. This is not only useful for us but many other servers as well. Okay, what is the purpose then? Why don't we just play singleplayer? Good question. Sphene will introduce many new options to make the game behave differently. This can be a setting to have much smarter ped AI's (making the game more difficult) to other settings to enhance the gameplay or raise its difficulty. We're not just interpreting the SCM but can actively improve it. There surely must be more to it? Oh, you bet. Did you ever want to play the storyline together with a friend (or multiple friends)? We are introducing Co-Op which allows exactly this. Naturally this version of the game will contain small changes to accommodate for the existence of multiple players and will be a lot harder. Although extra settings can raise that difficulty even more (1 HP limit anyone?). (Click to enlarge) This is a concept design of the Co-Op lobby designed by AnarchY. Anything else? Did I forget to mention that we are also planning support for GTA III and GTA Vice City (data files will have to be provided by yourself in order to load these in, to make sure you do own these games legitimately) into Sphene? I did? Well, I am happy to announce that we have already start adding basic support for these games and are hoping to make them available not long after we complete the support for GTA: San Andreas. The difficulty of implementing support for these games is of course greater as we have to import their full maps, recreate their controls, etc... That's nice, but how is the current development going? I am glad that you are asking. Sphene started out as a personal experiment but has quickly grown into a big and stable project. We started with implementing support for basic instructions and basic game logic that allowed us to fully get a tiny, custom, SCM file with a small mission working. This mission consisted of the following steps: Step in the nearly exploding car marked by the arrow. Drive the car to a checkpoint without further damaging it. Get out of the car and kill the NPC with the arrow above its head. Mission passed Very simple, but great for initially testing the interpreter. Screenshots were taken from an internal video at the time of said development. A small debug panel (improved in later stages) is seen on the right showing the instructions being executed by the interpreter. (Click to enlarge) This worked great, so now it was time to start implementing the instructions for the actual game. This proved to be challenging very quickly due to the high amount of instructions the game calls before even visually showing anything to you. But, eventually we did implement the instructions and proper text drawing support for the well known start of the game. That was a great start. Although it didn't go as well as planned as this text kept disappearing and re-appearing in a loop. Great. Now I had to figure out why this was the case. In order words, I had to start reverse engineering all the instructions Sphene was going through and manually going through the compiled SCM file instruction by instruction to make sure Sphene was interpreting everything correctly. Eventually I managed to find the issue and resolved it. A larger version of the debug panel was then being developed (for more in-depth information) and later on improved multiple times. It didn't take too long before everything was implemented to allow us to get to the famous "Grove Street -Home." sequence. Complete with audio! (Click to enlarge) We then proceeded to improve performance further and mostly do bug fixing. Currently the interpreter can handle instructions up to the sequence in the first mission where you need to get on a bike after a Ballas drive-by occurs. Although due to the amount and type of instructions implemented we did already make it possible for Sphene to run the Kickstart and Bloodring (partially) minigames as well. This truly shows that when we implement more and more instructions a lot more of the game will automatically start becoming available. (Click to enlarge) Future development We are of course still implementing a lot of instructions, improving our overall code (fixing bugs and improving performance), adding more game logic, etc. Not only that, we actually have attempted (and will continue working on it in the future) to implement cutscenes. This did not go well at first as it caused a lot of crashes, misaligned objects, etc. But we got it reasonably working, aside from the NPC's that are not animated whatsoever and float weirdly in the air. We hope to get cutscenes up and running soon. The lobby (for Co-Op) will also be implemented soon and similarly we will start develop on the Co-Op portion of Sphene. After we launch a first version (with GTA: San Andreas support) we will continue development on the GTA: Vice City and GTA III portions. We also plan (and slowly started) to develop a decompiler and compiler for SCM straight into Sphene and build our own language around it that compiles to SCM. This will allow for user created storyline's, missions, etc that also work in singleplayer if you so desire. The reason we'll be building our own language rather than using the SannyBuilder syntax is simply the fact that there is no standard SCM coding syntax out there and the SannyBuilder one is often too complex and not intuitive for most people. We want our implementation of it to be closer to what people expect from modern programming languages. (Click to enlarge) That's it for this post. Please leave any questions and/or remarks in the comments! Sincerely, Megadreams1 point
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Yes, I've already did strings like that, and it works correctly (not when I'm trying to do multiple statement). I can't remember, where I found it, but it was on MTAWiki 99%, or some resource which was referenced by wiki. Example: local insertString = "INSERT INTO `houses`\ (`house_owner_id`, `house_enter_x`, \ `house_enter_y`, `house_enter_z`, `house_enter_rotation`, \ `house_exit_x`, `house_exit_y`, `house_exit_z`, \ `house_exit_world`, `house_exit_dimension`, `house_exit_rotation`, \ `house_interior_type`, `house_base_price`, `house_current_price`) \ VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?);" Works 100% good, no errors or data corruption in tables. I didn't knew about this, I'll check. But if the problem in that flag, this is weird, that error by MySQL. Yes, this is the solution. Thank you very much, I would never have guessed where is the problem.1 point
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Are you sure those newlines are correct? As far as I can remember the following is considered a newline in Lua: \n Or auto newlines: local test = [[ newline newline newline newline ]] But I can be mistaken, maybe MySQL also accepts your way. Also make sure multi_statements is enabled, see: https://wiki.multitheftauto.com/wiki/DbConnect1 point
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The problem stopped occuring. It seems that this did the trick. Thank you for help.1 point
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Always happy to see comeback! Looking forward to launch.1 point
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Remote access is disabled. I'll add addEvents to the resources and i'll reply if it changed something or not. However it is still strange for me, because i've never seen this happen before.1 point
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Are you using addDebugHook function somewhere in your resources? Also the addEvent function should also be called at the resource where addEventHandler is being used.1 point
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if (time >= 500 and time < 600) then local progress = (time - 500) / 100 -- Normalize progress between 0 and 1 selection_color = tocolor(interpolateBetween( 0, 255, 0, 255, 0, 0, progress, "Linear")) end1 point
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Thanks, I will do some test using checkPassiveTimer, It would be nice in the future, the same event that controls the repeated execution of events could also tell you which event is being indiscriminately executed. This could help (in my opinion) make older resources lighter or let you know what event are the modders trying to exploit.1 point
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Use the performancebrowser and monitorice your client to see what resource have the data leaks1 point
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There is not really a non expensive way except for the debughook, which is CPU expensive to use. From my perspective, the more complex you make this threshold mechanism, the faster your server will be downed. For sensitive events attached to for example a database, you want to have some kind of firewall, for example: checkPassiveTimer (utility with clean-up)1 point
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For best reception I've moved your question into the scripting section.1 point
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This is where I keep a list of all the free & open source MTA resources/projects I've created and made available to the community. Join my Discord community where I post updates of all my projects! https://discord.gg/eUK7HcnT2J Click the images to access each project's landing page. All resources are available on community.mtasa.com (unless otherwise specificed). Other releases: IPL Tools: GTA:SA & SAMP .IDE Search Tool: https://github.com/Fernando-A-Rocha/mta-ide-search I hope you find my contributions useful. Suggestions are always welcome as well as criticism. Enjoy!1 point
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Also make sure you have disabled "Always show download window" in the mta settings.1 point
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Download (Github) https://github.com/gta191977649/MTASA-SkyGfx Note: the resource updates frequently, please always check the github for the latest verion SkyGfx (Sky is name of Renderware for the PS2, any semblance to the actual sky is purely accidental) brings accurate PS2 and Xbox graphics to the PC version of San Andreas, Vice City and III. if you enjoy vanilla San Andreas graphic, this mod is essential to have. to learn more about it from the original author (AAP), please see here. Now i will straight go through the documentation. Screenshots The Thanks List ren712 - for shaders & coronas help aap - for the original work & renderware engine help What have done or working in progress? Not Start yet/ not invesgate ? Partically Works Done & Fully Supported Pre-request Library Timecyc Parser Rendering the timecyc interpolation directly from timecyc.dat, interpretation algorithm conveted from librwgta. custom_coronas For rendering the classicFX, like VC style vehicle big headlight, trail light effect. DGS - (Optional) for the debugTools, But you're need dgs to work, i just a bit lazy with gui things Features Postfx Trails(Blur) - blurLeft,blurTop,blurRight,blurBottom works! Radiosity - Color Filter - ? PS2 PC Mobile - Night Version Goggles - Infrared Goggles - Building Pipeline SimplePS - BuildingVS - ? partially, some engine data requires to work, still working on that BuildingVSFX - For model with specular lighting property Not even start yet Vehicle Pipeline PS2 Pipeline - Done, you happy? Xbox Pipeline - ? Only specular lighting works. Pipeline tweaks radiosityFilterPasses - radiosityRenderPasses - radiosityIntensity - zwriteThreshold - detailMaps - leedsShininessMult - neoShininessMult - neoSpecularityMult - envShininessMult - envSpecularityMult - envPower - envFresnel - sunGlare - just see my feature PR. ps2ModulateBuilding - World Effect Dual Pass Render - Yeah, it's done, thanks to ren712 PS2 Alpha Test not even start yet Grass dualPassGrass - it overrides by dual pass render. grassBackfaceCull - grassAddAmbient - grassFixPlacement - only can do it via modify the mta engine ps2ModulateGrass - Shadows pedShadows - stencilShadows - Misc disableClouds - disableGamma - neoWaterDrops(xbox rain postfx) - neoBloodDrops - transparentLockon - lightningIlluminatesWorld - toogle timecyc lighting on world object. fixPcCarLight - coronaZtest - ? partially works, however this will breaks and bugs up the other corona's ztesting in mta. needs to work on a new solution. fixShadows - Special Misc FX (Unique addon by nurupo) vehicleClassicFx Show VC/III liked vehicle big headlight and light trails when you rotate the screen vehicleTrailLength Length of light trails (buffered frame) vehicleTrailDrawDist What distance should trails start visiable? vehicleHeadLightAlpha Alpha multiplier for head light vehicleRearLightAlpha Alpha multiplier for rear light buildingExtraBrightness Multiplier for building extra brightness vehicleExtraBrightness Multiplier for building extra brightness stochasticFilter Make repeative texture look better, ported from Valdir da Costa Júnior Bugs/Issue Sun can see through by walls -> Due to zTest disabled fixed by manually re-create sun from shader, thanks to Ren712 Element garbage collection for vehicle classic fx1 point
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Is this a joke? Haha, you didn't read my post... I'm asking for a way to figure out which trigger is causing me problems, I don't want to control invalid triggers..0 points