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With MTA:DayZ being pretty much how we want it to be (except for a few minor details), we figured that it's time to move on, to our next project: MTA:Battlegrounds. This time, we do not aim to recreate Playerunknown's Battlegrounds (PUBG for short), instead, we are drawing inspiration from it while creating our very own Battle Royale gamemode. It's true that MTA offers a lot of Battle Royale servers, but none of them possess the same gravitational pull PUBG offers, something we wish to replicate. We've already started development, but we arrived at a point where we, due to respective private lives issues, kinda hit a wall, which is why we need and ask for help. HOW CAN I HELP? First of all, consider the following: we will not release any of the source code immediately. Before we do so, we must do a lot of testing, bug fixing, patching up security holes etc., so it's for the best of everyone if your only intention to join the team is because you wish to partake in this long and arduous journey and help create a gamemode worthy of its reputation. If your sole intention is to leak the script, you'll only damage your reputation, and you'd cause development to cease completely, because no one wishes to deal with the repercussions and all the drama that comes along with it. What we need right now is this: 1) A few dedicated scripters with a lot of experience in Lua, preferably with some gamemode creation experience under his belt 2) A testing server, independent from any restrictions or people (like, "I offer you my server in exchange for the script" is an absolute no-go) 3) A lot of player testers (once a playable alpha is out, we will send a short notification along with an "invitation code" of sorts) 4) Some donations to fund the forum and website (it's down due to financial constraints) The Team: L - that's me. One of the devs (and for a while, the only) of MTA:DayZ, I have around 5 years of Lua experience and am still steadily improving, also tend to be the most active one. Ciber96 - moderator of the spanish section, responsible for reviving MTA:DayZ development, boasts an impressive track record in terms of website managment and coding (from what I can gather, at least). 1B0Y - dev of a thousand roleplay gamemodes. Known for submitting code for any problem, though he has the odd tendency to not properly test it. neves768 - has become quite a trustworthy fella, very skilled and well versed in the ways of Lua. Designed the MySQL system for MTA:DayZ no problem. We're looking for active devs, mind you. Not the kind that is occasionally seen (or heard) at on our Discord channel, but really someone who pushes update after update and is willing to discuss all matters Battlegrounds. We're not asking you to dedicate your life to it, it'd just be pleasant to work with someone who knows what he's doing, how he's doing it and, as a result, is doing it often. REQUIREMENTS IN A NUTSHELL: 1) Must have Lua experience (at least 2 years worth) 2) Showcase at least 1 script/gamemode that is fairly complex and NOT stolen from somebody else 3) Willing to work in a team 4) Willing to spend at least 1 hour per day for Battlegrounds (daily submission of patches are not required per se, simply looking at the current code and perhaps pointing out bugs or improvements usually suffices) 5) Awesomeness must be par of the course 6) Proper english, por favor! B2-C1 is a MINIMUM REQUIREMENT AND WILL BE TESTED BY ME: https://www.londonschool.com/de/level-scale/ (NO EXCEPTIONS!) If you think all of these apply to you, do not hesitate to send me a private message detailing your motivations (no wall of text, please, a short essay consisting of 5-6 sentences is enough to get the gist). Prepare to undergo a lengthy evaluation process, because as I've alluded to above, no one wishes to deal with a leaker. The community will, eventually, be able to access the source of the gamemode, but until then, please just bear and have patience with us. What would you prefer, a high-class desert that demands you take a moment to slow down and enjoy its complexity and the resulting satisfaction...or mindlessly chomp down on some chips without breaking a sweat, like a pig? Figured that much. If you have any questions, feel free to ask them here. FORUM: https://nullsystems.xyz/site/index.php2 points
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A sponsor, by definition, is one who gives something free of charge. Paying them is a contradiction in terms1 point
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@UnchiuDawg using the function engineApplyShaderToWorldTexture has an argument that allows you to change the texture of a particular object eith the shader without the need to replace the textures of all the other objects that share the same original texture. Anyway, I mentioned that just to let you know, eventho that might not help a lot since it is a lighting issue.1 point
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Here's a small example local lyrics = { {time=2000,words="This is the first line"}, --These lyrics show for 2000ms (2 seconds), then moves to next. {time=1000,words="Second line"}, --Same again here, they show for 1000ms (1 second) then moves to next {time=5000,words="Some more awesome lyrics"}, {time=3500,words="I like turtles"} } local currentLyric = 0 local tick function renderLyrics() local currentLyricTime = lyrics[currentLyric].time --How long should the current lyric display for? if getTickCount() > tick+currentLyricTime then --Is it time to move to the next lyric? tick = getTickCount() --If so, reset the tick count for current lyric if currentLyric < #lyrics then --Are there any more lyrics left to display? currentLyric = currentLyric + 1 --If so, move to next lyric in table else currentLyric = 0 --Else, we reset everything and stop rendering lyrics tick = nil removeEventHandler("onClientRender", root, renderLyrics) return end end --do dxDrawText here with lyrics[currentLyric].words (the current lyrics that should be displayed) end function startLyrics() --Call this to start the lyrics currentLyric = 1 --Start lyrics at line 1 tick = getTickCount() --Get the tick count when current lyric starts addEventHandler("onClientRender", root, renderLyrics) end I haven't tested, its just a general idea for you to simplify this. What you're doing seems way too over complicated, even without seeing code.1 point
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Well, use one function and one var which will be the dx text's text and set a hundered timers which change the var value, that is easier I think. Something like that; local local var = "" addEvenHandler("...",root,function() dxDrawText(var,sx,sy,w,h...) end) setTimer(function() var = "One word" end,6000,1) -- you can make one timer too if u use tables, but since you dont use them just make a hundered timer.1 point
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That's a bad way to do it. Instead of each word inside a function, store your words/lyrics in a table and have 1 render function which works out by getTickCount (or timers) which lyric to show on the screen. Much easier and not to mention more efficient.1 point
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getElementData and set are totally safe to use upon rendering. In fact they should be faster since they only sync upon change. You may also use MTA functions in renders and heavier map distance calculations. Panel rendering is going to eat your FPS a bit though, but there is no other way around unless you find a custom sort of way to load things like I did which fits your needs.1 point
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I'm not using getElementData in render, but its up to you. Im using onClientElementDataChange.1 point
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Hello @UnchiuDawg, This particular building/object is prelighted that way by the original Rockstar Developers. This means it's not possible to get rid of this peculiar lighting by shaders (as far as I know) with prelighting you pre light an object, for example a road, so certain lights are rendered there and thus saving memory. You can however take this specific object, export it, prelight it yourself, and import it once again in your own server/map. Here is a prelighting tutorial CodyJ(L) once send to me: http://gtaforums.com/topic/273217-3dsmax-radiosity-advanced-lighting/ Good luck!1 point
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Maybe the texture of that building has a night version which is brighter. You can't modify the textures in detail with scripts, so I don't think you can make it good, unless you edit some textures. But that's just my opinion.1 point
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He doesn't need to shutdown his server everytime editing the ACL. Stop your admin panel /stop admin. Edit & Save your edited ACL Use aclReload function then start your admin panel again /start admin Wiki example: function reloadACL ( source, command ) -- Check if they're an admin... if ( isObjectInACLGroup ( "user." .. getAccountName ( getPlayerAccount ( source )), aclGetGroup ( "Admin" ) ) ) then local reload = aclReload() -- Reload the ACL if ( reload ) then -- Check it was reloaded successfully outputChatBox ( "ACL was successfully reloaded.", source, 255, 0, 0 ) -- If so, output it else -- If not, output it (line below) outputChatBox ( "An unknown error occured. Please check the ACL file exists.", source, 255, 0, 0 ) end else -- If they're not an admin, output it (below) outputChatBox ( "You must be an admin to use this command!", source, 255, 0, 0 ) end end addCommandHandler ( "reloadACL", reloadACL )1 point
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Possibly something to do with adding so many onClientRender events? Just out of interest, why do you need so many different render events? It seems incredibly inefficient. Why not just have 1 render event and use timers to know which lyrics to show on screen1 point
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I will try to explain how it works. Every function has it's own environment containing variables to which function has access. But as you're using loadstring it returns function that could be called by func() or pcall(func) and this function's environment would be set to global state(_G) by default. Because of that, if you're loading scripts from maps made by people, they will be able to call any function or trigger any event, finally, ruin your server. Function environment won't let do that, because you can manage what functions can script use. For instance, local code = "a = 6 outputChatBox(a)" local loadedCode = loadstring(code) -- returns function. loadedCode() will also work to call this code local newEnv = {outputChatBox = outputChatBox} -- we put function to use it in code setfenv(loadedCode, newEnv) -- now this code is safe and can't access _G local executedCode = pcall(loadedCode) if executedCode then outputDebugString("Code loaded!", 3) end About perfomancebrowser, run ipb resource and use /ipb to open ingame browser. Also useful posts by Arezu: Hope, I helped a bit.1 point
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As I understand it you've got two 'bars' there, which I'll assume represent health and armor. I can give you an example of how I would work out all of my Dx positions; local sX, sY = guiGetScreenSize() local mainWidth,mainHeight = 300, 50 --Main size for everything local mainX, mainY = (sX / 2) - (mainWidth / 2), (sY / 2) - (mainHeight / 2) --Main position for everything. local healthW, healthH = (mainWidth / 2), (mainHeight / 2) --Work out the sizes for the health bar, based off the main sizes local armorW, armorH = (mainWidth / 2), (mainHeight / 2) --Same for the armor bar local healthX, healthY = mainX, mainY --Work out the position for the health bar, based off the main positions local armorX, armorY = mainX + (mainWidth / 2), mainY --Same for the armor bar dxDrawRectangle(mainX, mainY, mainWidth, mainHeight, tocolor(0,0,0)) dxDrawRectangle(healthX, healthY, healthWidth, healthHeight, tocolor(255,0,0)) dxDrawRectangle(armorX, armorY, armorWidth, armorHeight, tocolor(0,0,255)) To do an outline, you'd just have to do this: local outlineThickness = 1 local outlineTopX, outlineTopY = mainX, mainY-outlineThickness local outlineTopWidth, outlineTopHeight = mainWidth, outlineThickness local outlineBottomX, outlineBottomY = mainX, mainY+mainHeight local outlineBottomWidth, outlineBottomHeight = mainWidth, outlineThickness local outlineLeftX, outlineLeftY = mainX-outlineThickness, mainY local outlineLeftWidth, outlineLeftHeight = outlineThickness, mainHeight local outlineRightX, outlineRightY = mainX+mainWidth, mainY local outlineRightWidth, outlineRightHeight = outlineThickness, mainHeight dxDrawRectangle(outlineTopX, outlineTopY, outlineTopWidth, outlineTopHeight, tocolor(255,255,255)) dxDrawRectangle(outlineBottomX, outlineBottomY, outlineBottomWidth, outlineBottomHeight, tocolor(255,255,255)) dxDrawRectangle(outlineLeftX, outlineLeftY, outlineLeftWidth, outlineLeftHeight, tocolor(255,255,255)) dxDrawRectangle(outlineRightX, outlineRightY, outlineRightWidth, outlineRightHeight, tocolor(255,255,255)) This might seem like a lot more work and code, but trust me - it's so much cleaner and more importantly easy to manage since everything is based directly from two main positions & sizes. The main principle is to work out the positions for everything based off the main / parent ones. Makes it a hell of a lot easier if you decide the whole gui needs moving position. I haven't tested this, just a quick example. Hope it helps1 point
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local spawns = { { -2030.1610107422, 172.25221252441, 28.8359375, 90.0 }, { 423.2495, 453.2564, 564.6321, 120.6928 } } local rnd = math.random( #spawns ) spawnPlayer( player, spawns[rnd][1], spawns[rnd][2], spawns[rnd][3], spawns[rnd][4])1 point
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Now Combo Box is finished! Plz updatedgs and see the update log : http://angel.mtaip.cn:233/dgsUpdate1 point
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It is now in GitHub. GitHub Source : https://github.com/thisdp/dgs/tree/master1 point
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You have to go inside an interior and then leave it to disable that sound which is already playing.0 points
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السلام عليكم ورحمة الله وبركاته كيف الاحوال حبايب قلبي اليوم ان شاء الله حبيت اعرض عليكم عرض بسيط هو تصميم تيم مختص في برمجة المواقع بدال ما الوالحد يصمم الموقع لحاله يكون تيم متخصص بالعمل ذا وطبعا بتكون في سكربتات php ولغات اخرى بتطلع وبنبيعها لصفحه لنا مع الوقت باذن الله لكن ابي رايكم بالموضوع ملاحظه لدخول التيم كل ما عليك انه يكون عندك خلفيه في احد لغات برمجة المواقع انا عن نفسي مب محترف بها لكن على الاقل معي خلفيه في اكثر من لغه خاصه بالمواقع html-php-javascript(query)-css على الاقل اي لفيه بسيطه وبنساعد بعض باذن الله على العموم الامر مجرد فكره لكن اشوف لها مستقبل حلو فلو حبيتو تشاركو حياكم الله0 points
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Yeh i did that already and it got fixed, i didnt want to do it at first because i didnt want to loose my downloaded mods and SSs, anyways i made a backup of them then reinstalled MTA.0 points
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Some dependencies might be missing. Could you take and post a screenshot of the whole folder? (+ one of C:\Program Files (x86)\MTA San Andreas 1.5\server\). Apart from that have you already tried reinstalling MTA?0 points
