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Showing content with the highest reputation on 12/09/21 in Posts
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Sphene is a SCM Interpreter in development for Multi Theft Auto. It is capable of running the mission scripts and parsing many other game files in order to recreate the storyline, minigames and anything else the default game has within Multi Theft Auto. We will then add Co-Op on top of it. In this video you are able to see Sphene run the N.O.E mission with only very minor bugs (such as the radar sound not always working). We did not specifically target this mission but the more we are able to implement all the game logic the more parts of the game become available. This is the first mission to be fully playable from start to end.2 points
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@CrystalMV Yes it does, this is the power behind on your NPC HLC Traffic. Big for creating this legendary tool .2 points
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Yes, rendering, that's what I had in mind. And it's nice to know you use coroutines, a very useful mechanism that is underused. If you implement all those game features, it could eventually replace single player. I mean even people who just want to play alone, could do so on their own local servers, with ability to run other MTA resources being the bonus. This inspires me to do some related scripting, not necessarily something exclusively for MTA, but something that could be used on MTA.2 points
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Eu tenho um script que spawna Skin por comando, basicamente quem estiver na acl e executar um comando ele recebe uma skin. Eu Queria Mudar, em vez de spawnar uma skin spawnar um carro quem poder me ajudar '-' function Gang1 ( player ) local accName = getAccountName ( getPlayerAccount (player) ) if isObjectInACLGroup ("user."..accName, aclGetGroup ( "amora" ) ) then setElementModel(player, 56) setElementData(player, "56",56) outputChatBox("Você usou a skin da gangue Exemplo ", player, 0, 25, 0, false) end end addCommandHandler("skin",Gang1)1 point
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For that reason Sphene will also feature a compiler/decompiler directly build-in and in time a way to create SCM scripts using a in-game editor (like DYOM) that can be both run in Sphene and singleplayer. But with Sphene you could have the added benefit of being able to add a Co-Op experience on top of your missions. Naturally this is just something I'd love to see but that's not going to be finished for quite a while. NOTE: We are looking for a community manager to help us with building out our community and help us figure out said strategies.1 point
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To me CO-OP was the first idea I had when searching for GTA SA multiplayer back in 2008. But I think that we will have to advertise this feature to people that use DYOM or CLEO as content creators. Just imagine if Megadreams does all this work for nothing. If we get the passion of these people then it is more likely that their followers will reach us too. Like with any strong addition to our multiplayer engine we also need a good release strategy. This could be the thing that attracts people!1 point
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Wow, I've had an idea like this myself a long time ago - didn't think that someday someone would make this. Where does the SCM execution take place? Server or client? When I had the idea, I was thinking it should be on client because some parts of SCM scripts are supposed to work without delay for the player. For example, if we have an operation "wait 0", execution will wait for the next frame before proceeding. But what I considered the problem was that if the script creates elements (like vehicles) and they're supposed to be synced, the client has to tell the server to create the element, and since there will be a delay before the client becomes aware of that element, execution will have to pause as SCM script won't be able to use the element which doesn't exist on the client yet. But now it doesn't look like a big problem, just making some wrapper that will take care of sync stuff, and operating on that wrapper. On the other hand, relying on client to tell the server what to do may cause problems like hackers creating lots of cars in one place, or creating an army of peds and sending them after some player But making all SCM scripts of GTA work with this is much more than just making an interpreter, right? SCM relies on lots of other functionality that has to be reimplemented in Lua. Ped AI, zones, gang wars, wanted levels. I mean some of those things are big enough to be made into separate projects, with SCM interpreter using them as dependencies. Anyway, looks great, and I hope you guys will be able to do even better.1 point
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Hi. With the most recent update we are now able to hijack vehicles and take npc peds out of vehicles. I took the opportunity to edit MTA's traffic resource and add a working traffic system to MTA! I'm planning on using it in my own server once it launches. What can we do with it? * How many traffic vehicles will spawn depends on the online player count. * Each player will add a few vehicles to global vehicle limit. * You can set a hard cap so that even if we have too many players, we won't exceed a certain vehicle count. * Vehicles will spawn in locations where there are players. * Vehicles will automatically despawn when there is nobody near them, and new ones will spawn. * You can hijack vehicles from driver peds. * You can enter the passenger seat, they will take you around San Andreas. * They work wonderfully with my NPC ped script and they'll be careful not to run over any peds, and my peds will get out of the way when there is a vehicle coming towards them. * Driver peds can be killed, there will be chaos though. * It can be a bit draining on the client side at times, but it won't cause server-side lag in any way. * More stuff that I'm too lazy to list The resource itself is quite impressive and those edits make it suitable for big and small servers alike. Also check out my NPC ped script which is quite detailed and even introduces civilians, gangs, mafia, cops and the swat: Here is a video which also shows my npc peds for a little bit: Cheers!1 point
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local vehicleIds = {400, 401, 402, 403, 404, 405, 406, 407, 408, 409, 410, 411, 412, 413, 414, 415, 416, 417, 418, 419, 420, 421, 422, 423, 424, 425, 426, 427, 428, 429, 430, 431, 432, 433, 434, 435, 436, 437, 438, 439, 440, 441, 442, 443, 444, 445, 446, 447, 448, 449, 450, 451, 452, 453, 454, 455, 456, 457, 458, 459, 460, 461, 462, 463, 464, 465, 466, 467, 468, 469, 470, 471, 472, 473, 474, 475, 476, 477, 478, 479, 480, 481, 482, 483, 484, 485, 486, 487, 488, 489, 490, 491, 492, 493, 494, 495, 496, 497, 498, 499, 500, 501, 502, 503, 504, 505, 506, 507, 508, 509, 510, 511, 512, 513, 514, 515, 516, 517, 518, 519, 520, 521, 522, 523, 524, 525, 526, 527, 528, 529, 530, 531, 532, 533, 534, 535, 536, 537, 538, 539, 540, 541, 542, 543, 544, 545, 546, 547, 548, 549, 550, 551, 552, 553, 554, 555, 556, 557, 558, 559, 560, 561, 562, 563, 564, 565, 566, 567, 568, 569, 570, 571, 572, 573, 574, 575, 576, 577, 578, 579, 580, 581, 582, 583, 584, 585, 586, 587, 588, 589, 590, 591, 592, 593, 594, 595, 596, 597, 598, 599, 600, 601, 602, 603, 604, 605, 606, 607, 608, 609, 610, 611 } function carPlayerInPlayer(player, _, idPlayer, idVehicle) local target = tonumber(idPlayer) local crt = tonumber(idVehicle) local id = getPlayerID(target) local Vehicle = getVehicleByID(crt) if id then if veh[id] and isElement(veh[id]) then destroyElement(veh[id]) veh[id] = nil end iprint(id) iprint(Vehicle) if Vehicle then local x,y,z = getElementPosition(id) veh[id] = createVehicle(crt, x,y,z) warpPedIntoVehicle(id, veh[id]) end end end addCommandHandler('c', carPlayerInPlayer) addEventHandler('onPlayerQuit', getRootElement(), function() if veh[source] and isElement(veh[source]) then destroyElement(veh[source]) veh[source] = nil end end) function getVehicleByID(vehID) vehID = tonumber(vehID) if (vehID) then for _, veh in ipairs(vehicleIds) do if (vehID == veh) then return veh end end end return false end function getPlayerID(id) v = false for i, player in ipairs(getElementsByType("player")) do if getElementData(player, "ID") == id then v = player break end end return v end0 points
