Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 15/08/21 in Posts

  1. Lights Add-on for MTA:SA Map Editor Download resource on GitHub > This resource is still a beta release and under construction. Use at your own peril. You want to add lights inside the MTA:SA Map Editor? You've come to the right place. Installation You must download and install the following resources to use this resource: dl_core by @Ren_712 dl_lightmanager by @Ren_712 Once you've installed the prerequisites, we can install this resource! Download the latest release on GitHub Put the resource inside your MTA San Andreas 1.5/server/mods/deathmatch/resources folder Refresh resources by running refreshall in your server console The add-on is ready for use! How to use in map editor Start the map editor resource (editor) or enter the Map Editor from the main menu Click "definitions" from the top editor menu Add "editor_addon_lights" to your definitions and press OK "dl_lightmanager" resource should have been automatically started, if this is not the case, please start it manually Hover on the buttons in the bottom-left corner, and scroll your mouse wheel once Click the "Light" button to place a new light into the game world Double-click the light to change its properties Once you've finished with your map, save the map in a resource How to use with a saved map Start your map resource together with this "editor_addon_lights" resource, and you should be able to see the lights placed in the game world using your defined settings! License MIT License Copyright (c) 2021 patrikjuvonen Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Download resource on GitHub >
    1 point
  2. addEventHandler( "onPlayerDamage", root, function (attacker, damage_causing, bodypart, loss) local Dano = damage_causing local Dinheiro = getPlayerMoney( source ) local Multiplicador = 2 takePlayerMoney( source, Dinheiro-Dano*Multiplicador ) end) não testei, deve ser adicionado num script server side, ele pega quanto tem de dinheiro, quanto de dano foi feito, multiplica o dano e remove este valor de dinheiro do player
    1 point
  3. Olá! Se você está começando, nada melhor que visitar alguns links super úteis para entender a base, antes de tentar fazer qualquer coisa. Veja estes links: Tutorial de Lua + conceitos do MTA:SA Playlist de Lua para MTA:SA + projeto Entendendo a Wiki do MTA A base é importante para você não cometer erros bobos.
    1 point
  4. Hi, welcome to the forums! Your thread has been moved to a more language-specific section so you can get help in your native language.
    1 point
  5. Interior inspiration: GTA V Fleeca Bank Specification: ● Low Poly ✔ ● Full Lighting Day/Night ✔ ● Optimization ✔ ● Lighting effects [Lamps] ✔ ● Materials ✔ Payment methods: Paypal / Payhip Price: 20$ Payhip: https://payhip.com/b/pGNy7 Any question contact me on Discord: TheDarkQ#1707
    1 point
  6. Fala, galera. Pra quem sempre quis saber como escrever os próprios scripts para MTA, mas nunca conseguiu se organizar para começar, eu trago a solução. Estou construindo uma playlist de vídeos relacionados a script para MTA. O foco principal é ensinar a API do MTA e não necessariamente programação em Lua, portanto, para aqueles que desejam acompanhar melhor é recomendado que já saiba programar em Lua. Por outro lado, não sinta-se incapaz de seguir a playlist mesmo não sabendo Lua. Você pode tentar entrar de cabeça, sem ter esse background muito sólido. Vai ser mais difícil, mas não é impossível. Eu já vi alguns gringos fazendo um post numa espécie de thread para seus próprios vídeos, mas não sei se é contra as regras. Se for, desculpe. Eu vou ir mantendo o vídeo mais atualizado no topo. Mas a playlist pode ser conferida aqui. MTA SCRIPT #22: Sistema de Exports MTA SCRIPT #21: Introdução à tabelas e OOP MTA SCRIPT #20: DX Scripting - Exibindo imagens na tela MTA SCRIPT #19: DX Scripting - Animações com InterpolateBetween MTA SCRIPT #18: DX Scripting - OnClientCursorMove MTA SCRIPT #17: DX Scripting - OnClientClick MTA SCRIPT #16: DX Scripting - Posição e Escala pt.2 MTA SCRIPT #15: DX Scripting - Posição e Escala pt.1 MTA SCRIPT #14: DX Scripting - Introdução MTA SCRIPT #13: Solucionando problemas de código MTA SCRIPT #12: Controle de Acesso (ACL) MTA SCRIPT #11: Pickups MTA SCRIPT #10: Markers MTA SCRIPT #09: Bind de teclas MTA SCRIPT #08: Manipulando eventos pt.2 MTA SCRIPT #07: Manipulando eventos pt.1 MTA SCRIPT #06: Variáveis globais predefinidas e Árvore de elementos MTA SCRIPT #05: Introdução aos comandos MTA SCRIPT #04: Script de Cliente x Servidor x Compartilhado MTA SCRIPT #03: Escrevendo seu primeiro resource MTA SCRIPT #02: Administrando o servidor MTA SCRIPT #01: Preparando o ambiente
    1 point
  7. 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=6828
    1 point
×
×
  • Create New...