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COMPLEX ROLEPLAY Despre noi. Salutare, mă numesc IAN și vreau să vă prezint proiectul la care lucrez în prezent. Îmi place foarte mult roleplay-ul și m-am gândit să încep un gamemode roleplay „from scratch”. Știu că toată lumea spune că deja roleplay-ul nu mai este ce a fost o data și că nici nu va fi, dar eu tind să cred ca acest server va fi un „game changer”, deoarece încerc să fac acest lucru pe placul tuturor persoanelor, cât și pentru cei ce joaca SA:MP dar și pentru cei de pe MTA (poate așa mai ridicăm comunitatea asta). Momentan lucrez singur la proiect, deci nu cred ca vor apărea update-uri foarte des pe acest topic, dar mi-am pus în gând sa îl termin. Ce am făcut până acum? Sistem pentru conectarea bazei de date, MySQL. Sistem de autentificare. Sistem de creare a unui caracter, dar și de a selecta unul. Toate comenzile pentru admini ce țin de jucători, dar și de vehicule. Sistem de vehicule, cu o librărie care îți permite să pui nume „custom” mașinilor. Nametag pentru toți jucătorii. Sistemul de grade pentru admini, fmt, vmt, supporteri, ș.a.m.d. Atunci când mergi, chiar dacă apeși pe „W”, mergi ca și cum ai fi apăsat pe „ALT”. Interfața server-ului este bazată pe „DGS”, librăria DirectX a lui thisdp. Echipa CX:RP. După cum am mai menționat și mai sus, momentan lucrez singur la acest proiect. Link-uri utile. Discord: https://discord.gg/ubZvYRF Vă mulțumesc pentru timpul acordat. Respectul meu pentru comunitatea MTA România.2 points
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pDownloader version 1.2.1 Better looking progress bar and players can play while downloading files. Video: https://streamable.com/bedf40 Documentation moved to GitHub! Go to GitHub...1 point
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Tired of editing meta.xml, editing your script, and looking up whatever modelID? Not even mentioned handling changes? Here's the perfect solution! Never having to edit meta.xml, never being too lazy to add new mods, no problems with custom handing, and working vehicle collisions. That's exactly what this resource does for you. It works simple, it checks your folder to see if it contains any new mod, and if it does the script will automatically add it to the meta.xml and restart the resource. And it doesn't stay with that! It also loads any custom handling to your vehicle and even loads vehicle collisions successfully! Isn't that great? First of all, this resource needs access to the restartResource function in order to work properly! You can simply add is as admin to the ACL. I don't know what is the minimum level to restart a resource lol Also, it's highly reccomended to change the resource name! If two servers use this resource, and you play on both, you will have to download the resource everytime you join the other server. So, this is easier for players, and saves you bandwidth usage. If you don't change the name, you will get notified anyway How does it work? Well simple. Just get a mod from any website, for example gtainside.com. Make sure all the files you place are lowercase, and thus not UPPERCASE! If not, ModLoader won't catch your mods. Also, make sure the file-extenstion is lowercase too. To install a mod: Vehicles Place the DFF and TXD in the "vehicles" folder. Also, in the mod you downloaded you might have a readme.txt containing a custom handling line. To install that handling: Create a new file, with the same name as your DFF and TXD, and .hnd as extension. So, for example, if you're adding a new infernus, call this file "infernus.hnd". Now open this file with notepad or any other text editor, place the handling line in it, and save it. Done! Note that custom collisions are DISABLED by default! To enable them, open replacer_c.lua and change allowCollisions to true. The reason why it's disabled is due instability problems. Vehicles that need a custom collision, need to be replaced again when there's a vehicle of that model streamed in. So, what I'm doing is creating that vehicle and then replace it. 1 - 5 custom vehicles shouldn't give a big problem, but imagine what happens when you have replaced every single vehicle of the game. Yeah, that won't work.. I'm looking into a way to fix this though. Important note Since version 1.0.3, ModLoader takes a little more time to load collisions. It can load 10 collisions consecutive with an interval of 300 MS.This means, if you have all 212 vehicles replaced, it will take a minute to load them all but it's almost guaranteed you won't crash.You can load more vehicles consecutive by changing "maxVehicles" in replacer_c.lua, but I do not recommend this. The reason I made it like this is to replace vehicles more stable. I've been experiencing crashes when there are too many vehicles replaced at a single time. Skins and weapons Simply place the DFF and TXD in the "skins" or "weapons" folder, depending what you want to replace. Note that special skins can't be replaced! Also, I've included an option to delete mods since 1.0.1. It works simple with this command: mdel [moddir] [modname] So, if you want to delete the vehiclemod infernus for example, the command is "mdel vehicles infernus". This deletes the TXD, DFF and the optional HND file. Besides, if you want to CLEAR the complete mod directory use the command: mclear [moddir] So, if you want to clear all vehicle mods, use "mdel vehicles". And ofcourse, ingame you use a slash ( '/' ) in front of a command https://community.multitheftauto.com/index.php?p=resources&s=details&id=3016 Yes, all cool and stuff but there's coming more! For the next version I'm adding weapondata support. Yes, that's right! Cazomino05 is currently working on functions to change weapon data, so this will be included in the next version. Also, if MTA ever gets fileScanDir i'm going to do map-support. So, full new map mods that fully work! But, as there are litterally THOUSANDS of objects that can be replaced ( unlike the rest, peds+weapons+vehicles hardly reach 700 ) I really need a fileScanDir function to make that working.1 point
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Slipe is an open source framework that enables anyone to write scripts for MTA:San Andreas in C# instead of Lua, wrapping all MTA elements and classes and including some .NET Core namespaces. It is based on CSharp.Lua by Yang Huan. Slipe features: Runs on Windows and Linux Built in continuous deployment support with (GitHub) webhooks Object oriented wrappers for all MTA elements Async/await for MTA functions that use callbacks C# style Http requests, sockets and XML methods. Use Visual Studio and its Intellisense Type safety You can find more information about the project on https://prod.mta-slipe.com. Our Discord Our Github The project is still in Alpha, and since it is open source anyone is welcome to contribute1 point
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مثال بسيط local teams = { ["SWAT"] = { spawn = { {222,222,222}, {222,222,222}, {222,222,222}, {222,222,222}, {222,222,222}, }, color = {0,0,255} } }, ["Grove"] = { spawn = { {222,222,222}, {222,222,222}, {222,222,222}, {222,222,222}, {222,222,222}, }, color = {0,255,0} } } } local spawns = teams["SWAT"].spawn local x,y,z = unpack ( spawns[ math.random (#spawns) ] )1 point
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server-side addCommandHandler ("blips", function (thePlayer, cmd) if isObjectInACLGroup ("user." ..getAccountName(getPlayerAccount(thePlayer)), aclGetGroup ("Admin")) then triggerClientEvent (thePlayer, "validationRequest", thePlayer) else outputChatBox ("Você não tem permissão!", thePlayer, 255, 30, 30) end end) client-side function blips () if getElementData(localPlayer, "blips", true) then setElementData(localPlayer, "blips", false) outputChatBox ("Blips desligado") else setElementData(localPlayer, "blips", true) outputChatBox ("Blips ligado") end end -- addCommandHandler("blips", blips) addEvent ("validationRequest", true) addEventHandler ("validationRequest", getRootElement(), blips)1 point
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Yes.. I wrote the question first then thought about that ... sorry ? and thank you. You helped me a lot1 point
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There is an up and down state. (press/release) https://wiki.multitheftauto.com/wiki/OnDgsMouseClick function BttnClick(button, state) -- button: left/right/middle -- state: up/down if button == "left" and state == "down" then end end1 point
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Thanks. I trying with thisdp's DX GUI System but for some reason it's display "clicked" multiple times in chatbox when I click to the "Sell" button... What do I doing wrong? I need to check the button left or right & the state of the button? function test() window = DGS:dgsCreateWindow(screenW - 278 - 10, (screenH - 237) / 2, 278, 237,"Your weapon list",false) gridlist = DGS:dgsCreateGridList (0.04, 0.11, 0.92, 0.78, true, window ) column = DGS:dgsGridListAddColumn(gridlist, "Weapons", 0.5) for k, v in ipairs(items) do row = DGS:dgsGridListAddRow(gridlist, v[1]) DGS:dgsGridListSetItemText ( gridlist, row, column, v[1] ) end button = DGS:dgsCreateButton(0.62, 0.88, 0.34, 0.08, "Sell", true, gridlist) addEventHandler ( "onDgsMouseClick", button, BttnClick, false ) end addEventHandler ( "onClientResourceStart", resourceRoot, test ) function BttnClick() outputChatBox("clicked") end1 point
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Tira do lado do client e oloca do lado do server o AddCommandHandler, verifica se o player é da acl admin com IsObjectInACLGroup (no código de exemplo da página já mostra como que faz) e, se o usuário for da ACL que você colocar como condição, dá um TriggerClientEvent na sua função de blips.1 point
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I already gave you the components that are in my first post. I don't think I can explain it any better, unless you ask specific questions. DX is an (after) effect, not an element, therefore those rectangle/text things on your screen are nothing but "AIR". Which means that if you want to check if you clicked on them, you need to check if the cursor position is within the position of the things you are about to draw. If the concept of DX-UI is unclear, how about you try something that shows DX and but works as a GUI? There is also a whole wiki . @thisdp did a very good job including all features from the original GUI and more.1 point
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منور ملك الكوميكس .. اكثر صورة اضحكتني رقم 2 .. لمن تسوي مود بدون مزاج يحصل اكثر من الي فلصوره واعتقد المبرمجين كذا ..1 point
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Não pode. Essa função é do lado server apenas. Diga-nos o que você está tentando fazer para que possamos dar a melhor alternativa - geralmente você faz um trigger (triggerClientEvent), verificando e validando o acesso pelo lado server.1 point
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Today i proudly present to you: OSWS (OpenSourceWaterShader) for MTA: San Andreas! What is this? This resource is a project that i started long ago in order to finally (!) get a decent water shader working for MTA that benefits everybody. The main goal is to get an amazing shader where everyone should contribute to make it the very best looking water that we can get for this game engine. The code is pretty well optimized and the performance should be good for everyone, but a shader model 3.0 graphics card is REQUIRED for this resource! The effect is applied to the water texture itself. It is NOT a post-processing water shader. This means that we do not have to deal with any issues that come with post-processing, for example smoke and any other effect that is rendering behind the drawn water. The downside of this method is the fact that we can not (as far as i know) add refraction to the stuff that is below the water surface. But maybe some genius knows a way to make it happen, or fix the rendering issues of post-processed water. Stuff like that is the main reason why i decided to make this resource a community project, improvements for everyone! Features: Water reflections, surface refraction: Shore fading, shore foam: Dynamic_sky support with sun + moon specular lighting: DOWNLOAD: https://community.multitheftauto.com/index.php?p=resources&s=details&id=18239 DOWNLOAD DYNAMIC_SKY RESOURCE BY @Ren_712: https://community.multitheftauto.com/index.php?p=resources&s=details&id=68281 point
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In this publication I want to share some of the work that I have been creating with some of its specifications, I make resources on request you can write to my discord mcnciolas208#9405 This job is a pizza delivery man. The main characteristics that this has are: Show occupation on scoreboard It does not allow to have more than 2 motorcycles at the same time At each delivery you receive the money and an extra tip Timer when getting off the bike to go deliver the order and return, by not returning on time the bike disappears and will start again At the end of all deliveries an extra bonus is given The Values of money for delivery, bonus money, minimum tip and maximum tip are configurable Download Job Pizza Delivery Job show: This job is a garbage collector. The main characteristics it has are: Show occupation on scoreboard At each delivery you reveive the money At the end of all deliveries an extra bonus is given The values of money for delivery and bonus money are configurable When making a delivery it takes 5 seconds to continue to the next point Download Link Garbage Colector Job show: This job is from a drug maker. The main characteristics it has are: Drug use system Purchase of materials for drug production Plantations and Factory for each player Possible improvements (only visible by the player) for plantations and manufactures Improvements in manufacturing time, germination time, quantity of drugs, quantity of materials, visual improvements Download Link Drug System Job show:1 point
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مش شايف اخطاء بس جرب تخلي الايفينت للروت واتاكد ان فيه حد بيدمجك او انك وقعت من فوق سيكل وانت بتجرب السكربت لانك حاطط تحقق علي الاتاكر1 point
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Hello. Today I am giving you a gamemode inspired by the PUBG game! Without unnecessary talk, I will show you how to properly enable gamemode! It's easy to run this gamemode. Begin with adding this to mods > deathmatch > acl > "Admin" group bottom: <object name="resource.pubg"></object> <object name="resource.pubg_config"></object> So it will look like this: <group name="Admin"> <acl name="Moderator"></acl> <acl name="SuperModerator"></acl> <acl name="Admin"></acl> <acl name="RPC"></acl> <object name="resource.admin"></object> <object name="resource.webadmin"></object> <object name="resource.acpanel"></object> <object name="resource.pubg"></object> <object name="resource.pb_config"></object> *optionally; admin account for you, using <object name="user.yourAccount"></object> at the bottom. After doing that, open mtaserver.conf and add this at bottom (REMOVE all existing auto-start resources); <!-- pubg is the default gamemode. Remove the following line to prevent it from starting. --> <resource src="pubg" startup="1" protected="0" /> The main gamemode is supposed to start all other depending resources with <include resource="resourceName" /> in meta.xml of the main gamemode resource. So, after adding "pubg" / the main resource to autostartup, it should be sorted already. Now, start the server and play! No accounts or SQL DB required for playing, guest-based! It also contains commands such as: pb-start force || This command forces gamemode start, no matter the amount of players in lobby. pb-starttimer || This command force-starts the timer (default: 60 secs) to start running before auto-launching a new game from lobby, irrespective of amount of players. pb-end dimension || Ends a certain gaming session abruptly, use the dimension ID's for lobbies that are printed to Server console (MTA Server(64).exe) to identify and stop a game while its still running. pb-minplayers [min] || Override a player minimum for specific lobby Video: Download: https://www91.zippyshare.com/v/aSjy6xLh/file.html1 point
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This is my server. The gui is made by dgs. ( I am bad in design sry)1 point
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Try this Previous weapon function getPreviousWeapon() local tempSlot = {} local curSlot = getPedWeaponSlot(localPlayer) if (curSlot == 0) and (getPedWeapon(localPlayer) == 0 or getPedWeapon(localPlayer) == 1) then curSlot = 13 end tempSlot["ID"] = 13 repeat tempSlot["ID"] = tempSlot["ID"]-1 until (tempSlot["ID"] < curSlot) and not (tempSlot["ID"] ~= 0 and getPedWeapon(localPlayer, tempSlot["ID"]) == 0) return getPedWeapon(localPlayer, tempSlot["ID"]) end Next Weapon function getNextWeapon() local tempSlot = {} local curSlot = getPedWeaponSlot(localPlayer) if (curSlot == 12) then curSlot = - 1 end tempSlot["ID"] = - 1 repeat tempSlot["ID"] = tempSlot["ID"] + 1 if tempSlot["ID"] == 13 then tempSlot["ID"] = -1 curSlot = -1 end until (tempSlot["ID"] > curSlot) and not (tempSlot["ID"] ~= 0 and getPedWeapon(localPlayer, tempSlot["ID"]) == 0) return getPedWeapon(localPlayer, tempSlot["ID"]) end getPedTotalAmmo , getPedAmmoInClip, getSlotFromWeapon1 point
