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Showing content with the highest reputation on 26/02/18 in Posts
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Download: https://community.multitheftauto.com/?p=resources&s=details&id=15260 The best vehicle reflection shader around, unique: takes no FPS toll. It looks close to real ENB and it has rewritten effects which uses techniques to avoid performance toll like all circulating shaders suffer from; f.e, it creates reflection based purely on GTA default surface materials. @Ren_712, the most recognized FX/shader developer around MTA, assisted with rewriting the effect not long ago, but has never released it. Until now, it was a resource private to me based on a custom order I gave to Ren_712. It took weeks of development to get it to it's current appearance and a few months to perfect it, as it's tricky to try recreate ENB with MTA FX and make the reflection appear more qualitative than existing ones, while also scrapping any performance toll. I may be claiming it's ''the best'' around, but it's for you to judge: https://imgur.com/a/U8MLN. I am convinced that it is due to several factors: it looks deeper/has a qualitative reflection (almost) simulating ENB, eliminating GPU performance toll while doing that (the appearance) even better than preceding released shaders (which did take a toll), making it the ultimate combination. Open spoiler for sample images of reflection effect: Some will like the ENB resemblance, and others will find the reflection too shiny or deep. You can modify that easily and adapt it to your wishes using the variables in client_carshader.lua. The intensity, brightness, deepness and visibility of the reflection can be tweaked in there, so you can make a ''custom'' version just like ENB's get edited and released as custom ENB. You can make it look differently (more than just less prominent effect) while retaining the optimized techniques it uses against lag. It's possible to simulate the lightest possible shader that doesn't look ''extremely reflective''.2 points
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الكود هذا انا مبرمجه قبل 5 سنوات جرب addEvent("SpawnMyVehicle", true) addEventHandler("SpawnMyVehicle", root, function(id) local data = dbPoll(dbQuery(db, "SELECT * FROM VehicleList WHERE Account = ? AND ID = ?", getAccountName(getPlayerAccount(source)), id), -1) if type(data) == "table" and #data ~= 0 then if getVehicleByID(id) then outButDxChat ("#58FAF4Your Vehicle #FFFF00"..getVehicleNameFromModel(data[1]["Model"]).." #58FAF4is already spawned.", source, 255, 85, 0, true) else local sv = getElementData(source, "spawnedVehicle") if sv and isElement(sv) and getElementType(sv) == "vehicle" then destroyVehicle(sv) end local color = split(data[1]["Colors"], ',') r1 = color[1] or 255 g1 = color[2] or 255 b1 = color[3] or 255 r2 = color[4] or 255 g2 = color[5] or 255 b2 = color[6] or 255 vehicle = createVehicle(data[1]["Model"], data[1]["X"], data[1]["Y"], data[1]["Z"], 0, 0, data[1]["RotZ"]) setElementData(source, "spawnedVehicle", vehicle, false) setElementData(vehicle, "ID", id) local upd = split(tostring(data[1]["Upgrades"]), ',') for i, upgrade in ipairs(upd) do addVehicleUpgrade(vehicle, upgrade) end local Paintjob = data[1]["Paintjob"] or 3 setVehiclePaintjob(vehicle, Paintjob) setVehicleColor(vehicle, r1, g1, b1, r2, g2, b2) if data[1]["HP"] <= 255.5 then data[1]["HP"] = 255 end setElementHealth(vehicle, data[1]["HP"]) setElementData(vehicle, "Owner", source) setElementData(vehicle, "v-Owner", getPlayerName(source)) setElementData(vehicle, "vehicleFuel", tonumber(data[1]["Fuel"])) setElementData(vehicle, "tuning.airRide", data[1]["airride"]) setElementData(vehicle, "tuning.lsdDoor", data[1]["DoorStat"]) setElementData(vehicle, "tuning.neon", data[1]["Neon"]) setElementData(vehicle, "tuning.bulletProofTires", data[1]["BulletProof"]) setVehicleHandling(vehicle, "driveType", data[1]["driveType"]) setVehicleHandling(vehicle, "engineAcceleration", data[1]["engineAcceleration"]) setVehicleHandling(vehicle, "mass", data[1]["Mass"]) setVehicleHandling(vehicle, "brakeDeceleration", data[1]["brakeDeceleration"]) vv[vehicle] = setTimer(function(source) if not isElement(source) then killTimer(vv[source]) vv[source] = nil end if isElement(source) and getElementHealth(source) <= 255 then setElementHealth(source, 255.5) setVehicleDamageProof(source, true) setVehicleEngineState(source, false) end end, 50, 0, vehicle) addEventHandler("onVehicleDamage", vehicle, function(loss) local account = getAccountName(getPlayerAccount(getElementData(source, "Owner"))) local Fuel = tonumber(getElementData(source, "vehicleFuel" )) or 100 setTimer(function(source) if isElement(source) then dbExec(db, "UPDATE VehicleList SET HP = ?, Fuel = ? WHERE Account = ? AND Model = ?", getElementHealth(source), Fuel, account, getElementModel(source)) updateVehicleInfo(getElementData(source, "Owner")) end end, 100, 1, source) end) addEventHandler("onVehicleEnter", vehicle, function(player) if getElementHealth(source) <= 255.5 then setVehicleEngineState(source, false) else if isVehicleDamageProof(source) then setVehicleDamageProof(source, false) end end end) outButDxChat ("#FFAA00#58FAF4Your Vehicle #FFFF00"..getVehicleNameFromModel(data[1]["Model"]).." #00FF00has been spawned.", source, 255, 85, 0, true) end else outButDxChat ("#FFAA00#FF0000There might be problem with this vehicle, please call an admin.", source, 255, 85, 0, true) end end)2 points
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Some pull requests are over a year old, there's 23 pending, and a lot of them have this tag: "pr:needs-testing" I would be happy to test these if there was a way to test them without having to go to all the effort of compiling my own build. Correct me if I'm wrong but 'master' is 1.6 and therefore basically all pull requests could be merged to master right now (or make a branch where all pull requests are merged to) and then we'd be able to test it all with the 1.6 nightly and then the whole community would have the ability to test all pull requests, then we can confirm whether or not the pull requests work. 1.6 is a long way off so there'd be plenty of time for any bugs to get discovered and if we're given a few weeks notice before a 1.6 release we can do general testing to see if any random bugs have popped up. A lot more pull requests might actually get made if they got merged, back when I made some source pathces, it was demotivating to see my patches get ignored, then I just lost interest. The people with pending pull requests from months ago are probably feeling the same thing. To be honest, all the pull requests combined could actually be good enough for a new release especially when there's "Added dynamic ped ID allocating" and if there was dynamic object ID allocating I'd be begging for 1.6 to get released. All you guys gotta do is check their code to make sure it looks legit, then I can do all the ingame testing.1 point
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Vice City Roleplay is an entirely new roleplaying experience made completely from scratch utilizing MTA's latest script features in currently in Closed Beta. Our service exhibits a wide array of features, ranging from common functionalities such as factions and vehicle dealerships to a unique vehicle sound system based off of RPM with manual and automatic gear shifting or a slot based inventory system. The server is set in current day Vice City and due to the entire map being hosted on the server, players can connect and play without having to install a single client-side modification. The server tailors to your needs by giving players the ability to adjust the object streaming distance to their own preferences. The core features are listed below: Roleplay in Vice City. An entirely new script: Scripted from the ground up. Multi-faction system: Players can be in 3 factions at the same time, whilst each faction provides 5 sub-divisions. Unrestricted faction ranks: Each member of a faction can have a unique rank set to them. Jobs-system: Players can make money in a simple way by working jobs, such as thrash masters or taxi drivers. Business-system: Players can start their own business and link jobs to them, meaning you can hire people to your business as thrash masters who will collect garbage. A slot-based inventory-system. Makes players able to expand their inventories using backpacks, which they can drop on the ground whilst the contents of it save. A right click menu allows players to interact with the objects in their inventory such as equipping different types of body armor. A Health System that calculates damage and simulates pain, and bleeding effects based off of the type of injuries such as cuts, blunt trauma, and even the caliber of a bullet. A Suppression system which makes firefights even more intense and realistic. An in-depth weapon-system which utilizes an entire library of firearms, magazines, and calibers where firearms can be named after real-life counterparts and will be displayed using the correct image in the inventory. Magazine compatibility checks ensure that the correct magazines can only be used in compatible weapon systems. Interior System: Enter interiors without delay or lag, even when entering interiors located in San Andreas. Or create your own using our Interior Builder. Place each wall or floor individually and in different sizes, making the perfect interior for your character. Furniture System: After you purchase or create your own interior, you can purchase furniture and model your home to your own liking. Texture System: Makes players able to texture anything from a Wall, Floor, Couch or Television, using a library provided by the server, or their own by simply putting in a link. A Vehicle System that uses custom vehicle sounds and calculates RPM, allowing cars to use any sound in our library independently whilst also giving players to option to purchase automatic or manual transmission vehicles. An MDC System that integrates both a dispatch and a web-interface, allowing easy callsign distribution, dispatching and accessing of reports. As states the features listed above are our core systems, meaning there's much more for players to enjoy and much more will be added as the server development progresses. Below you can go through some of our media and updates released in the past. Vice City Roleplay Teaser #1 Interior Building Timelapse Teaser #2 Sale Rules & Information Private Message Offers Only (@Dias) Payments by PayPal No maintenance contracts Full Game mode & Database structure are included in this sale1 point
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Hello! I started working on a vehicle realism system project, and I would like to introduce it to you. What does the system (will) contain? Currently has: - Custom sounds for vehicles - Custom damage "handling" (scroll down a little bit to see what I mean by that) - Players can't push the vehicles with "bare hands", by just running into them, vehicles will stay in one place, but you can push a car with another car or other vehicle I just started working on this, it is in alpha state, so right now it has a lot of bugs, but not so much that I can't make a video about it, so video coming soon (I already recorded it, I just have to edit, render and upload it)! Will feature: - Panels on vehicles (mostly cars) won't break if you collide with something if you are not going so fast, kind of a bug fix, since GTA SA handles these door and etc. breakings really bad, but if you go with high speed the damage will be applied - Probably a little bit complex (at least more complex than current ones) fuel and some other engine systems - Interaction with vehicles, like opening doors from outside, etc. - More realistic handlings - Realistic ramming system, for example if you hit an other player at high speed, your car won't fly up in the air, making the other player just fall down in front of the vehicle and losing a little bit of health - another example: if you collide with a breakable fence, bollard, lamp or something at high speed, it will break more easily, depending on the object you collided with - Engine failure system - breakdowns - Some basic stuff for cars, like travel meter, indicators and etc. - Custom events and functions, like onVehicleRepair, etc. - Custom siren sounds and sirens, flashers for emergency and other vehicles with sirens - Vehicles will get dirty depending on the surface you drive it on, for example, gets dirty on: mud, grass, sand etc. surfaces, and nothing will happen if you drive on surfaces like: concrete, road, etc. Therefore you will have to get your car to a carwash. That's it for now, I can't remember anything else I wanted to do, if something comes into my mind I will just put it in the "Will feature" section. So what do I mean by custom damage handling? You will see it in the video, but for a short explanation: Right now every vehicle's health will only go down to 650 HP, not below, from there, if you collide with something and the vehicle lost more HP than 75 HP, your vehicle will start releasing smoke from the rear tyres. From now on, your vehicle has an element data, which means that your vehicle is overheating and damaged, that's why there is smoke coming out from it, but not in the regular way. You can damage your vehicle however you want, it won't blow up until it loses 150 or more HP. If your vehicle loses 150 (or more) HP, it will be set on fire at the same spot, next to the rear tyres, just like in GTA IV, however, you can still drive it. From this moment, you have 10 seconds to leave your vehicle and run away, after 10 seconds it will blow up. Of course, you will be able to fix and remove the smoke leaking from the vehicle, but you won't be able to "cancel" the blowing up process by fixing the vehicle. So this is what I mean by "custom damage handling", it is a little bit harder to blow up a vehicle, it's like it has more health, since you can damage it with hands and weapons that doesn't remove more HP than 150 at once. As I already wrote, video will be coming soon! P.S.: Sorry for the (grammar) mistakes in sentences, if I made any, I'm not perfect at English. v0.1 - Custom sounds for vehicles - Custom damage "handling" (scroll down a little bit to see what I mean by that) - Players can't push the vehicles with "bare hands", by just running into them, vehicles will stay in one place, but you can push a car with another car or other vehicle Video:1 point
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الحمد لله رب العالمين والصلاة والسلام على أشرف الأنبياء والمرسلين ، نبينا محمد وعلى آصحآبه جمعين ، كيفكم ان شاء الله بخير ,؟ كا العاده نجيب لكم سكربت جميل اسم السكربت : : System AdminEx السكربت وش هو .. ؟ السكربت عباره عن انك تصك واحد مخالفه بدون ماتروح وتتعب نفسك من الاسل تكتب اسم حسابه بـ مربع البحث ثمن تحدد عليه ثمن تحدد ايام المخالف بشرط انها لاتزيد عن 4 ايام ثمن تكتب سبب المخالف ثمن تعطيه مخالفه و بعد مايخلص عدد الايام المحدد تنفك تلقائي مثل : انا صكيت واحد الساعه 1 الظهر صكيته يوم مخالف راح بكرا الساعه 1 الظهر راح تنفك تلقائي هذا مهم لـ سيرفرات الهجوله وغيرها من يوجد لديهم نظام مخالفه مميزات السكربت : 1- اعطاء المخالفه بـ سهوله و فكه تلقائي بعد الفتره المحدده 2- لـ يمكن اعطاء مخالفه اكثر ممن 4 ايام ( الي يبي المود اكثر من 4 يتواصل معي سكايبي ) 3- يوجد مربع بحث لـ حسابات السيرفر 4- حمايه لـ زر اعطاء مخالفه عندما يتم اعطاء احد مخالفه سيتم اقفاله لمدة ( 10 ثواني ) 5- جميع الاوامر موجوده في ملف ( Command.lua ) كود: كود: طريقة السكربت : لـ فتح الوحه عليك بـ كتابة الامر Mn لـ تغير الكلمه من ملف ( Command.lua ) 2- بعد فتح الوحه يوجد قريد ليست يوجد فيه حساب الاعبين و فوقه مربع بحث و يوجد مربعين اخرين واحد لـ سبب المخالفه و الاخر لـ ايام المخالفه صوره من لوحة السكربت : واخير رابط التحميل رابط التحميل من هناhttp://mtaarabs.com/vb/showthread.php?t=1518 طبعآ السكربت مشفر لـ حفظ الحقوق ( جميع الحقوق محفوظه لـ مجتمع العرب Mta ) مهم : اي مشكله توجهك عليك بـ ارسال رساله لي على الخاص او عبر السكايبي : MnHmAr مهم : يرجى عدم عمل رستارت للمود لكي لـ يتم اعادة وقت المخالفه + سيتم حله في الاصدآر القادم ان شاء الله الأهداء الى : برستيج MoDeR2014 Abdul KariM سعد الغامدي Mr.SAUD ibrahim Master Naif Alharbi N3xT Mr.Tn6el رونالدو Mr.CoR MR.NaiF-MTA بويكآ xMoHaNaD iMr.Ahmed + لكل مجتمع العرب1 point
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local radius = 520 local MySphere = createColSphere(0, 0, 3, radius) function changeSize() radius = radius - 10 destroyElement(MySphere) MySphere = createColSphere(0, 0, 3, radius) end setTimer(changeSize, 1000, 0)1 point
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Tente isto: local skins = {["burros"] = 122, ["victor"] = 123, ["Marcos"] = 77} -- id da skin associada ao solicitante function skinprivate(player, commandName) local conta = getPlayerAccount(player) if not conta or isGuestAccount(conta) then return end local contaNome = getAccountName(conta) local skinID = skins[contaNome] or false if skinID then setElementModel( player, skinID ) else outputChatBox("[SERVER] Acesso Negado.", player, 255,0,0,true) end end addCommandHandler("minhaskin", skinprivate);1 point
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Multiple resources and multiple files. Every resource for every gamemode component. (hud, external interfaces) And each file for sub tasks. Sometimes it can be difficult to determine if you should split it up or not. Which can sometimes mean that it can actually be both. When split it up? > If the tasks which the code full fill, are entirely different from each other. As @CodyJ(L) did mention: performance There are two types of performance showing up when doing this: Computer performance. Your own performance. (writing/reading code speed) You will slowly learn how to keep those balanced, based on experience and inspiration.1 point
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Yes, could be bad depending on your code style. Because files are also code blocks. Which limit the accessibility of local variables. Example, where it can go wrong: File 1 local variableName = "can't be changed outside of this file" function show () iprint(variableName) end File 2 variableName = "yes" show () -- call the function show It should output: "can't be changed outside of this file" Because the local variable can't be changed outside of it's scope. Now put it in 1 file. local variableName = "can't be changed outside of this file" function show () iprint(variableName) end variableName = "yes" show () -- call the function show It should output: "yes" We have 1 file, 1 file scope. The `variableName` is available at the place where it is overwritten. (so the local variable will be overwritten)1 point
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ما عندي خبرة بالبرمجة لكن تقدر تعمل الوحة تفتح لرتبة و لما الاعب يوصل 20 ساعة اعطيه الرتبة اسهل :]1 point
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That vehicle.ide is for GTA IV - You need the original one for GTA:SA I suggest you reinstall GTA:SA1 point
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triggerClientEvent ( player, "sess", root ) * It would be nice if you correct me instead of saying that it doesn't work.1 point
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triggerClientEvent ( source, "sess", root ) Syntax: bool triggerClientEvent ( [table/element sendTo=getRootElement()], string name, element sourceElement, [arguments...] ) https://wiki.multitheftauto.com/wiki/TriggerClientEvent Required Arguments sourceElement: The element that is the source of the event. name: The name of the event to trigger client side. You should register this event with addEvent and add at least one event handler using addEventHandler Optional Arguments NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments. sendTo: The event will be sent to all players that are children of the specified element. By default this is the root element, and hence the event is sent to all players. If you specify a single player it will just be sent to that player. This argument can also be a table of player elements. arguments...: A list of arguments to trigger with the event. You can pass any lua data type (except functions). You can also pass elements. You might want to reply here as well...1 point
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Try again (i.e. execute the win-install-data.bat script to get the new netc module). It should be fixed now.1 point
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Any help is appreciated. You can download the build artifacts from AppVeyor: Go to the PR GitHub site and scroll down. Click "Show all checks" and "Details" in the "continuous-integration/appveyor/pr" row. Switch to the "Artifacts" tab Download and extract "InstallFiles.zip" Providing a build that contains all pull requests that have the "pr:needs-testing" label assigned is a pretty good idea actually. I'm definitely going to discuss that with the other devs.1 point
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#3 is actually wrong, there's an issue with restoring objects atm. Also with #2 There is a point in replacing SAs map, it gets so boring after a while However, MTA sided you can do everything you need This map for instance actually runs better in MTA then it does in standard SA.1 point
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Find C:\Program Files (x86)\Rockstar Games\GTA San Andreas\data\vehicles.ide and upload to https://upload.mtasa.com/ and post link here1 point
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function playerJustGotDied() local x, y, z = getElementPosition ( source) if (getZoneName (x, y, z, true) == "Las Venturas") then local money = createPickup(x, y, z, 3, 1212) outputChatBox("öldün") end end addEventHandler("onPlayerWasted", getRootElement(), playerJustGotDied); I did not test1 point
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MTA-Indicators This resource allows player to create custom indicators, both static positions and indicators following target element are possible to be created using this. Main features: Well optimized code, thousands of indicators can be created without causing lags on most PC's. OOP codebase. The resource is very customizable, there are function to get/set pretty much every variable. Example video of it in action: Details and download on Github: Github - MTA-Indicators1 point
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UPDATE Made the script completely English by default. Updated the camera functions and changed the hotkey from "fire" to "b". All of the settings above can be changed in config > settings.xml.1 point
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