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Showing content with the highest reputation on 23/11/21 in Posts

  1. You can create the illusion of a bigger map by dynamically loading in-and-out the map. For example, in SP you have got the mission where CJ flies to Liberty City. By moving far away from the map, so much that the frustum cannot see it anymore due to the far-clip setting, you can load out the map and replace it. The dimensions feature was meant to allow multiple MTA maps placed on the same foundation of GTA:SA map. Thus the dimensions feature alone is not sufficient. Take a look at the following MTA scripting details: removeWorldModel engineReplaceModel engineRequestModel createObject createWater There is a really good MTA model library resource created by @FernandoMTAwhich can help you with dynamic model management. You could wait until MTA has worked out their own version of a GTA Trilogy based multiplayer mod. Since the GTA San Andreas Trilogy game is 64bits it can support a lot more and bigger mods than the old engine.
    2 points
  2. I have assessed the situation by inspecting the dxscoreboard resource. It looks like my assumption was wrong that generic cells would support color coding. Instead, the color coding appears to be only supported for player and team names! With that let-down in mind I was able to find the root of the problem: dxDrawText( content, topX+theX+s(1), y+s(1), topX+x+s(1+column.width), y+s(11)+dxGetFontHeight( fontscale(contentFont, scoreboardScale), contentFont ), tocolor( 0, 0, 0, a or 255 ), fontscale(contentFont, s(1)), contentFont, "left", "top", true, false, drawOverGUI ) dxDrawText( content, topX+theX, y, topX+x+s(column.width), y+dxGetFontHeight( fontscale(contentFont, scoreboardScale), contentFont ), tocolor( r or 255, g or 255, b or 255, a or 255 ), fontscale(contentFont, s(1)), contentFont, "left", "top", true, false, drawOverGUI ) At lines 750, 751 for player rows and 659, 660 for teams in the officially bundled scoreboard resource for the MTA server. It looks like you have to extend the drawing logic of this resource. I suggest you to try adding a cell-based color overwrite value that gets applied in all scenarios. Since that resource is written like a trainwreck, trying to please very special interests, I cannot guide you into a specific overhaul direction. You need to make sure that you apply proper book-keeping related to row removal and addition. Then you need to make the distinctions between player and team rows. It really looks like a mess, but good luck! Also that player count appears to be a basic configuration option for the dxscoreboard resource, so the resource you use does not seem to be that custom in hindsight.
    1 point
  3. Hello eoL|Shady, let me continue our little chat we had through private messaging. Thank you for providing the image of your scoreboard resource. It looks like it is a customized dxscoreboard resource. There is even a player count included into the pane! Nice work. Since you are using a custom resource I am not sure how much of it is actually intact and what has changed in comparison to the original. Based on the original I would try using the #RRGGBB color coding as mentioned for the dxDrawText function to color the cell text content. You could even use the original dxscoreboard scoreboardSetColumnTextFunction clientside function to prefix the text content with a color code. Full red is #FF0000, full blue is #0000FF.
    1 point
  4. E aí, @SciptNovato! Para isso, você precisa multiplicar todos os valores (sx, sy, sz) por algum número. Exemplo: function setVehicleBoost(vehicle, boostMultiplier) local velocityX, velocityY, velocityZ = getElementVelocity(vehicle) setElementVelocity(vehicle, velocityX * boostMultiplier, velocityY * boostMultiplier, velocityZ * boostMultiplier) end addCommandHandler("boost", function(player) local veh = getPedOccupiedVehicle(player) if veh then setVehicleBoost(veh, 1.20) end end) Criei uma função para que seja possível reutilizá-la em outras partes do seu código, caso haja. E por favor, indente o seu código sempre que possível, você pode ver mais sobre indentação aqui neste tutorial:
    1 point
  5. Objects can be mapped up to 8000x8000 just fine, but as far as I'm aware there are technical limitations outside of the fixed size mentioned above. In a closed project we're mapping at the boundaries of 8000/8000, with custom models using engineReplaceModel to pick out objects that are mapped at the opposite side of the map, that way we can replace the objects for players who are far away to not load the models at their original placement. We might change now that engineRequestModel function has been refined and bugs fixed recently. In case you need help converting your IPL files to MTA, here's a good converter.
    1 point
  6. The water.dat file is not a natively usable file in MTA - we have a set of scripting functions to cover this instead. The createWater function should help get you started.
    1 point
  7. local Coords = { -- Deixe isso fora das funções. {123, -321, 12}, -- Coordenada 1 {123, -321, 12}, -- Coordenada 2 {123, -321, 12}, -- Coordenada 3 } -- Quando for usar no script: local x, y, z = unpack (Coords[math.random(#Coords)])
    1 point
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