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Showing content with the highest reputation on 01/05/18 in all areas
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2 points
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Hey, after a long time I am releasing a newer version of this Multigamemode. You can find it on Github. Some Features: - Create as many arenas as you like by just calling a simple function providing a name and other properties. - Allow players to create their own arenas, in which they are automatically added as an admin for their arena. These custom arenas are destroyed the moment everyone has left them. - Use the Training button to train every map available on the server. - Common features like respawn, rewind, cp/tp etc. to help practising maps. - Custom ACL system: Each arena has their own acl file, yet you still can define global admins in the usual server acl. - A few maps have been included to make it easier to test and show the way how maps have to be organized. A little screenshot of the Lobby: More Screenshots can be found on Github for now. In order to use this Multigamemode, you will have to follow a quick instruction: Some of you might have seen this Multigamemode on the DDC server. This is a slightly different version from what we use on DDC. It excludes a few resource such as Userpanel or Stats, as they rely on our MySQL database and therefore cannot be shared so easy. Also, you will have to change the way Login works, if you want to login using an account of the mta server or remotely by using a website. Right now you can only login with an account on the ddc forum, as most people are gonna change the login to what they need anyway. Not everything is done in the best way and I would probably do some things differently now, but it works quite good and might be a good base for people to start their own project. If you want to contribute, you can create a pull request on Github. Bonsai1 point
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Hello! I've been working with MTA team on implementing the ability to play custom IFP animations in MTA since a couple of months. Today, I want to notify you all that it's done after a lot work, this means you can create your own IFP animations in 3ds Max using Kam's script, play them in MTA:SA (not released yet) using Lua scripting functions. I've created my pull request on github which you can find here. Everything's pretty much done, but there's one problem, the pull request cannot be merged into the master branch because there's a lot of code to go through, this will make fixing bugs very difficult, so we'll need to test everything in every way possible before releasing. MTA used to have a lot of developers back in the days who designed the core of the software that we have today, I appreciate their work, and I'm forever grateful for their contribution. There are still a few developers from the MTA team and other old contributors who spends hours upon hours on making MTA better, and get literally nothing out of MTA for their work, but they still do it . My point is, MTA has potential, and together, we can make it better, not having enough time to test everything out is on the main reason why we still don't have this feature implemented into MTA's main branch, so I'm here to ask the community for help in testing this feature. There are so many gamemodes that can take advantage of this feature. We still have plenty of RP servers here, and they still keep increasing till this day. RP servers have almost everything they need, server developers keep trying their best to push the limits in order to have more realism, I honestly believe this will fix that problem, or at least improve it. Here are two video: What is IFP? IFP is the animation file format for GTA III, SA, and VC. Adding support for this file format will allow us to play any custom animation which are made for GTA:SA and GTA:VC. You can load as many IFP files you wish to, you can have hundreds of thousands of animations. Note: GTA III animations are not supported for now. How you can help: As much as everyone wants to have custom animations in MTA, I would love to see them as well. You can help by testing different IFP files, and report bugs on this thread. Download the new MTA:SA from here: https://ci.appveyor.com/api/buildjobs/67st54i25p8ge8is/artifacts/InstallFiles.zip Right-click on InstallFiles.zip, extract the files to some location on your computer, I usually extract them to my desktop. Download the resources from here: https://drive.google.com/file/d/1TIK0-M3CNFR_1Yjn6pjImrS7184SS8jS/view?usp=sharing Create a folder with name "resources" in InstallFiles\server\mods\deathmatch, and extract resources.zip to InstallFiles\server\mods\deathmatch\resources. Start your MTA:SA server from location: InstallFiles\server\MTA Server.exe, and then start the ifp test resource from console "start ifptest" Now launch MTA from InstallFiles\Multi Theft Auto.exe, join your server. Use keys 1, 2, 3, 4, or 5 to play the custom parkour animation from parkour.ifp in ifptest. How to report bugs? When you are playing custom animations, if something's not working the way it should be, or if MTA crashes then please fill this form and reply to this thread: IFP download link: (put the download link here for IFP, so I can download and test it myself) Description: (Explain what the bug is) Steps To Reproduce: (write the steps on how I can reproduce the bug myself) Example: IFP download link: https://www.website.com/gta4.ifp Description: When I play this animation named "CartWheel," I can't move for a while, and MTA crashes. Steps To Reproduce: 1. Load "gta4.ifp". 2. play animation named "CartWheel" using setPedAnimation. 3. MTA crashes. If you want to submit the bug report by PM on forum then feel free to do so. I've added the resource "ifptest" to show you how to play custom animations. You can check how I did it by checking InstallFiles\server\mods\deathmatch\resources\ifptest\client.lua. About the new Lua functions, quoting myself: "There are three new Lua functions added: // loads IFP with a custom block name ifp engineLoadIFP ( string ifp_file_path, string custom_block_name ) // this will replace an internal GTA animation with custom one, it's a light-weight operation, // don't worry too much about performance. Different peds can have different running, walking, // crouching, shooting, etc. animations all running simultaneously because we are not actually // replacing animation hierarchies, we are merely storing everything in std::map which is in // CClientPed. When an animation triggers, we get the ped by clump, and play the animation // we wish to play. setPedAnimation works a little different than this, but the idea is same. bool engineReplaceAnimation ( ped thePed, string block_name, string anim_name, string custom_block_name, string custom_anim_name ) // This will restore animation replaced using engineReplaceAnimation, if only 1 parameter // is provided which is ped, then it will restore all animations, if block name is also provided, // then it will restore animations of that block only, if animation name is provided as well, // it will restore that specific animation only. bool engineRestoreAnimation ( ped thePed [, string block_name, string anim_name ] ) " To add your own ifp file, just add this to meta.xml: <file src="YourIFPFileNameHere.ifp" /> then in client-side Lua script, you can do: local customIfp = engineLoadIFP ("YourIfpNameHere.ifp", "YourCustomBlockNameHere") setPedAnimation ( localPlayer, "YourCustomBlockNameHere", "YourCustomAnimationNameHere" ) If you have any questions, write them here.1 point
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Olá pessoal! Irei compartilhar com vocês um servidor que não se desenvolve á mais de um ano. Porém, agora em 2018 decidimos voltar com esse desenvolvimento. Nosso entuito é fazer um servidor que seja no modo play, baseado no rpg e roleplay. Estamos no inicio, poucas coisas foram feitas, vou citar algumas e com o tempo vou atualizando o tópico. Desejamos incentivar a comunida brasileira á inovar em seus servidores, infelizmente os servidores brasileiros não possui algum diferencial e estamos na missão de trazer isso. Obrigado pela paciência em ler esse tópico. Contamos com uma equipe formada por seis membros Blowid, harper, Strikergfx, davila, DaeRon e Fellow. - Sistema GangWar – Concluído. - Sistema de Grupos – Concluído. - Sistema de Base – Concluído. - Sistema de Radar com GPS –Concluído, porém em breve terá atualizações. - Sistema de skins de armamento customizados e acessorios – Concluído. - Heits no Estilo GTA V – Concluído. - Concessionária e gerenciamento de veículos – Concluído. - Assalto a caixa eletrônico [ATM] – Concluído. Site | Discord | Facebook1 point
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اوة شت دائما المبرمج يتعب ويغلط غلطة بسيطة يروح كل تعبة , وصراحة معذور احمد + قهر صحيح فية قانون يمنع المساعدة ع شيء مسروق ولكن اشوف تابل زمان يطبق ذا القانون ع مودات جراند العرب لانة تعبان فيها بس رايي انا ي احمد طالما انتشرت اعتبرها هدية للجميع هههه + وتطور خبرتك بانشاء احسن منها الف مرة1 point
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You want to eat zombies. ! This will tell you, when you have eaten your zombie: Client https://wiki.multitheftauto.com/wiki/OnClientPedWasted Server https://wiki.multitheftauto.com/wiki/OnPedWasted bon appétit / eet smakelijk / enjoy your dinner !1 point
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هو كلامه ماهو عن التحديث والخ ’, يقول انه حدث وصار النت بطيء لذلك يقوم بتعطيل خاصية الانرتنت المحدود وبس1 point
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Well it looks like you didn't enable OOP in the meta.xml, using <oop>true</oop>1 point
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Thank you! It works! I can't understand why it didn't work before. Maybe i wrote a formula wrong1 point
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Well yeah.. it's quite simple really. Just create a separate table with the values of the nested tables and insert it.. there's not much to it. local poll = { ["nazev"] = "And", ["obsah"] = ' Yeah ipsum dolor sit amet, consectetur adipiscing elit. Integer rutrum quam mauris, sed \n commodo odio auctor malesuada. Sed lacus lacus, \n semper a nisi nec, condimentum tincidunt sem. \n Aliquam et odio nulla.', ["hlasoval"] = 0, ["Ano"] = 10, ["Ne"] = 15, } Ankety:insert(poll)1 point
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try to use another formula addCommandHandler("mycmd",function(cmd, stre, stre2, value) if (stre and stre2 and value) then print("stre = "..(string.lower(stre))) print("stre2 = "..(string.upper(stre2))) end end) is it work?1 point
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guiLabelAddEffect Client-only function https://wiki.multitheftauto.com/wiki/GuiLabelAddEffect1 point
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It's some sort of a pseudo code, but it should give you an idea.. As @Shayf said, setTimer doesn't really go well with animations, it will be slow and clunky. local inRenderHealth = 0 local renderStart = getTickCount() function drawHealth() local playerHealth = Math.ceil ( getElementHealth ( localPlayer ) ) if(inRenderHealth ~= playerHealth ) renderStart = getTickCount() end local now = getTickCount() local endTime = renderStart + 500 local elapsedTime = now - renderStart local duration = endTime - renderStart local progress = elapsedTime / duration local inRenderHealth, _, _ = interpolateBetween ( inRenderHealth, 0, 0, playerHealth, 0, 0, progress, "Linear") dxDrawRectangle ( 0, 0, inRenderHealth * 4, 20 ) end1 point
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نيهاهاهاهاها حبيب قلبي والله هههههه انا السالفه ذي عذبتني لمدة 2 اسبوع عشان الاقي حلها0 points
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كوكب المريخ ليش ؟ تبي تقابلني ؟ هههههههههههه انصحك لا تقابلني قريبا بغزو كوكب الارض موهاهاهاهاهاهاههاهاها نيهاهاههاهاهاهاها0 points