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Showing content with the highest reputation on 03/07/21 in all areas

  1. Few days ago i started discussion about javascript in mta, for more details checkout https://github.com/multitheftauto/mtasa-blue/discussions/2008 I'm waiting for opinions, suggestions, and everything what can help, here, on at github I already made working "hello world" example
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  2. MTA: Welcome To San Andreas For thoese who loves old-school San Andreas! bbs.sparrow.moe IP: mtasa://wtsa.sparrow.moe:22003 Introdcution Welcome to San Andreas (WTSA) is a nostalgia GTASA server. Imagine what would it be like if R* had the plan to make the San Andreas Online back in 2004? The goal of this project is to re-create the original game experience but can play under the multiplayer environment. takes you back to the childwood, golden ps2 aesthetic age! The concept of gameplay is designed close to the single-player San Andreas experience, kind of like gta-online, but with no crazy mods like the other free-roam server. Everything in here is keeping in the vanilla of the original game style. We spent the majority of time working on the small details, such as the UI, world atmosphere, and gameplay, to make sure everything looked much like in the vanilla game. if you are a old-school San Andreas fan who wants to take a time back to the childhood memories, definitely check out this server. Features Many single-player features are planning to add to this server, such as open-world npc, missions, gyms, collectibles, etc. majority of the single-player features will be available. However, some of the features are lightly modified, adapted to the multiplayer gameplay. this includes Open World Traffic NPC (similar to GTA Online) , Also with NPC Cops System! PS2 Features Graphics Sun Lens Trails Effect Maps SA Beta Maps Mulholland Safehouse Alcatraz Prison island Weapon Pickups all around SA (Like in single player) Single player missions (some of them you can play in coop!) Paramedic Villgina Firefighter Taxi driver Bus driver Valet Icecream vendor Well to many of them all bring back! Safe House Gym Treadmill, benchpress, free weights all back! All moves (fighting style) Player Status muscle, steamier, fat, all of them are working! Challenges Events Dance, low rider (able to play in op) Pool minigame (can play in op as well!) Base jumps Collectables Househorle Oybper Snapshots Spay tags Schools Fly school Drive school Boat school Airport license access! And more! NOTE: Currently, the server is still under the DEVELOPMENT and hosted under public testing purpose, thus it may contain issues and bugs that need to revolve. we really want to make this place into what old-school San Andreas players really loves so your suggestion is very important to this project. so if you have encountered any issues or suggestions please definitely feel free to let us know. Media & Screenshots Have fun on MTA!
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  3. SAMP MAP LOADER This resources adds the ability to load your favourite SA-MP maps into the MTA-SA! Screens Even works on this kinds of crazy map Resource Structure sampobj - provides the core functionality to load the samp.img, cols & texture materials. sampmap - SAMP Maploader, loads the map files either from specific format or SA-MP Texture-Studio file. Usage places the sampobj and sampmap into your mta-resrouces folder in sampmap resources, find a file nammed sampmap.lua , it already contains a example map made by samp texture-studio (special thanks to author Unu Alex for the creation of this hard work.), you can add your own map under this file. start the resources sampobj and sampmap & enjoy, you can check out /testmap command to teleport you to the sample example samp map. Exports sampobj createSAMPObject(model_id,x,y,z,rx,ry,rz) note the mode_id can be either sa stock object or an id from samp_model. setObjectMaterial(object,mat_index,model_id,lib_name,txd_name,color) Issues & todos in future Currently the material color is somehow bugged, especially the one contains the alpha materials. Drawdistance issue, due to the engine limitation the max distances viewdistance of a normal object is 300 unit, if your map contains the wide areas of custom samp objects, the far distances objects might not visible. Currently no SetObjectMaterialText Support, i'll do it in the furture, do check up my github ? High Memory Useage, due to the MTA current don't have the support of server-side defined object ids, therefore inorder to keep the original samp model id works i did a big mapping array to keep the mta-allocated ids & orignal samp ids in relation. however the down-side is the high RAM use, it might needs to takes some further optimzation in the furtue. Download & Github Due to the limitation 20MB of MTA-Commnity resources, I've upload the whole project into the github. https://github.com/gta191977649/MTA-SAMP-OBJ Happy Mapping & Hunting?
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  4. Hello I'm presenting you with a map I made. I didn't convert any mod from GTASA, I have created this in Map Editor with scripts As you know, the water canals are empty in the los santos. I filled it with water scripts I hope you like it You can download the map in video description and please don't forget to subscribe my channel if you want to see more stuff NOTE: I don't know if anybody already made a map or script like this for MTA, I am sorry about that. I give it for free
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  5. Ah, got it. My bad. I've edited these functions: function createObjectAndColShape(player) if not playerData[player] then -- If there is no player in the table index, then playerData[player] = {} -- we create a table to store all objects, it will accumulate the objects whenever this function is called end -- I don't now what these "myx", "myy" and "myz" are, I presume that's the player's position or matrix. I will use player's position local myx, myy, myz = getElementPosition(player) local object = createObject(8873, myx, myy, myz) local colshape = createColSphere(myx, myy, myz, 320) setElementData(colshape, "col", object) setElementData(colshape, "colplayer", player) table.insert(playerData[player], {object, colshape}) end function destroyObjectAndColShape(player) if type(playerData[player]) ~= "table" then return false end for player, assets in pairs(playerData[player]) do for index, element in pairs(assets) do if isElement(element) then destroyElement(element) end end end playerData[player] = nil end
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  6. I think the only way if you cancel the chat message's event. > onClientChatMessage, cancelEvent local blockedMsg = { "login: You successfully logged in", "login: You are already logged in", } local length = #blockedMsg addEventHandler("onClientChatMessage", root, function(text) for i = 1, length do if blockedMsg[i] == text then return cancelEvent() end end end)
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