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Showing content with the highest reputation on 26/01/22 in all areas

  1. inside = createMarker( -1883.283203125, 865.4765625, 35.171875, "arrow", 4.0, 0, 255, 255 ) Removed the 56.0 because that argument to createMarker made no sense.
    3 points
  2. Summary: Off the end of my hiatus, I returned to MTA after 6 years to pick up LUA once again and make something cool of the game that I(and many others), love the most. I was originally going to develop the gamemode to a playable point and then open source it for others to contribute and play, but after talks with a few people I have decided to keep the project private and host it when completed. So at the moment, this project is a Work In Progress, and I'm working on it on my own. But in such a short space of time, it has came a long way. The script is written the script from scratch, beginning on the 22/12/2022. I wanted the script tailored to be exactly what we need from it, no other garbage. I know these are advertisements for "Servers to Play On", but I'd like to see how much interest I can drum up to see if there's a potential playerbase, thus not wasting my time. The Lore: The background story to the lore of the server scenario is that it's 6 months into the zombie apocalypse. If you've made it this far, you must have some kind of clue so please roleplay as though you do. People are scarce, energy and fuel is scarce, items are scarce. Zombies move around in large herds. You must do what you have to do to survive. The source of the virus is unknown, but you're welcome to conspire your own theories. Roleplay: This is a roleplaying server, however you are only asked to roleplay when it affects another players experience. For instance, when encountering new players, trading with players, firefights, stealing another players vehicles/items etc. If you're playing solo and there's no-one around, play as you wish. If a bear :~s in the woods, and nobody is around... Staff: I'd like to keep staff interaction with roleplay minimal, so you can play without the need to report for an admin, and have them come to complete a task. I believe staff should only require involvement with player to player, or game-breaking bugs. Showcase: I will include a few links to screenshots, videos etc here to stuff I've been working on or made, but I can't promise I'll stay completely up to date with it. Fishing: https://youtu.be/-vuAC-4Iouo Vehicle Dashboard: https://youtu.be/ePV3rRbt7j0 Abseiling & NVG's: https://youtu.be/T-o8_IqDhaY Prone Animation: https://youtu.be/tAr61LadAdg Vehicle Refueling: https://youtu.be/92BPKAVXy2E Character Descriptions: https://youtu.be/XpcJlCVtFao Weapon Raising/Lowering & Sprinting: https://youtu.be/aQQj9thAXZA Vehicle Crashes: https://youtu.be/HzD6e8x_GW4 Realistic Vehicle Handling: https://youtu.be/sqG4hut3J_M Reload & Dry Firing Sounds: https://youtu.be/AC22-DD3_p4 Weapons, Magazines & Ammunition: https://youtu.be/WWitr8Q9QuA Player, Vehicle & Container Inventories, Character Customization & Clothing States: https://youtu.be/TGP4IjYeiEw Base Building W.I.P Demo: https://youtu.be/qunJQDzSIzU Scuba Diving W.I.P Demo: https://youtu.be/38NPWMAjicA Custom Text Signposts: https://www.youtube.com/watch?v=yzJFJ3FvPT0 Weapon Attachments: https://youtu.be/Dmll7y9r_i0 Switching Pistol Animations: https://www.youtube.com/watch?v=KAa1rAHDuwk Website: http://6monthzin.com/ Discord: https://discord.gg/FSUYd3mK
    2 points
  3. Does your code only take money when entering the marker1? And you want all markers to do the same thing? If yes, take a look at this tutorial: (If that is not the case, please be a bit more specific.)
    2 points
  4. inside = createMarker( -1883.283203125, 865.4765625, 35.171875,56.0,"arrow",4.0,0,255,255) -- Removed local inhouse = createMarker( -1883.283203125, 865.4765625, 35.171875,56.0,"arrow",4.0,0,255,255) -- Moved to here. function createmymarker() local inhouse = createMarker( -1883.283203125, 865.4765625, 35.171875,56.0,"arrow",4.0,0,255,255) -- Moved from here. setElementPosition(theplayer,-1883.283203125, 865.4765625, 35.171875) setElementInterior(theplayer, 18) end addEventHandler("onMarkerHit", inhouse, createmymarker) -- Now is the inhouse variable available here and the warning shouldn't show up any more. @SinaAmp local inhouse = createMarker( -1883.283203125, 865.4765625, 35.171875,56.0,"arrow",4.0,0,255,255) function createmymarker() setElementPosition(theplayer,-1883.283203125, 865.4765625, 35.171875) setElementInterior(theplayer, 18) end addEventHandler("onMarkerHit", inhouse, createmymarker)
    2 points
  5. Hello Community! Today i proudly present you the project I was working on for years: The probably most realistic competitive world war 2 server of all time for MTA! Maybe you remember the Brandenburger Gate image from mtasa.com or moddb? The time has come to live that dream! http://gta-saaw.blogspot.de/?m=1 FEATURES -2 teams, U.S. Army vs. German Wehrmacht -competitive, ticket based gamemode with stealth elements, up to 52 players -different map types: -TDM (small maps, infantry only) -WAR (big maps, everything allowed) -AIRSTRIKE (self explaining) -TANK WAR (large maps with masses of vehicles) -more planned! -22 different vehicles (Tiger tank, B-17G Bomber...) -Level/ability system -custom sounds, skins, effects and what not -shaders en masse, you can enable/disable them -improved physics, improved bullet sync -a lot of synced custom weapons -realistic weaponry for vehicles (Coaxial MGs, bombs...) -realistic damage model (front/rear armor) -supply system (trucks can deliver ammo to vehicles) -different ammo types (armor piercing, High explosive...) -custom mini-maps for radar -cockpit view for armored vehicles and aircraft -detailed LOD system for the big maps -many, many other smaller things More will come soon. A new addition currently in development are Warships - yes, you read that correct:
    1 point
  6. no problem if you have any other questions, open a new thread and I will help you as much as I can ?
    1 point
  7. 1 point
  8. yes, I tested it, it didn't work. How about doing it on the server side with "onVehicleStartExit" instead? server: function blockPlayerExitIfLocked() if(isVehicleLocked(source)) then cancelEvent() end end addEventHandler("onVehicleStartExit", root, blockPlayerExitIfLocked)
    1 point
  9. function blockPlayerExitIfLocked() if(isVehicleLocked(source)) then cancelEvent() end end addEventHandler("onClientVehicleStartExit", root, blockPlayerExitIfLocked) can you try this if we test normally if you don't mind?
    1 point
  10. If the problem is indeed with the size of the marker as Burak said. And you want to keep your smaller marker,
    1 point
  11. marker1 = createMarker(163.017578125, -89.5458984375, 1000.8046875,"cylinder",1.5) try increasing the size of the marker a little bit 1.5
    1 point
  12. I tested your code and didn't see any problem. As IIYAMA said, do you want to do this to all of these markers? edit: actually, there is another bug here, because of the size of the marker, onMarkerHit event is not triggered, it only triggers when teleported, so I changed the size of the marker to 2.0 and the problem was resolved. Is your problem something related to this?
    1 point
  13. Se você entendeu, pode mostrar dando um like no comentário,eu posso ajudar mais. Você pode seguir meu perfil se quiser.
    1 point
  14. -- Name, Model / False(Not drop), Scale / False, X Rotation / False, Player Model / False(Not skin), {"InventoryArea",Slots}, {"Weapon Name",ID} / False(Not Ammo), {farm,residential,military,industrial,supermarket} / {false,false,false,false,false} (Not loot), loot chance for crate of 100 / false {"AK-47",355,1,90,false,{"Primary Weapon",3},false,{false,false,5,false,false},{20,2}}, {"M4",356,1,90,false,{"Primary Weapon",3},false,{false,false,5,false,false},{20,2}}, {"AK-KA76",355,1,90,false,{"Primary Weapon",3},false,{false,false,5,false,false},{20,2}}, {"M512",3551,3,90,false,{"Primary Weapon",3},false,{false,false,5,false,false},{20,2}}, Você pode configurá-los fazendo RPG Config weaponRangeTable = { {30,115}, -- AK-47 {31,115}, -- M4 } addEventHandler ( "onClientResourceStart", resourceRoot, function () txd = engineLoadTXD ("gun.txd") engineImportTXD (txd, 26) --GUNID dff = engineLoadDFF ("gun.dff") engineReplaceModel (dff, 26) --GUNID end ) o que quero dizer é alterar txd e dff e você pode verificá-los apenas com getElementData Você pode inserir diferentes números de objetos e pronto.
    1 point
  15. local inhouse = createMarker(-1883.283203125, 865.4765625, 35.171875,"arrow",4.0,0,255,255) function createmymarker(hitElement) setElementPosition(hitElement,-1883.283203125, 865.4765625, 35.171875) setElementInterior(hitElement, 18) end addEventHandler("onMarkerHit", inhouse, createmymarker) now it is better
    1 point
  16. No Problem. The solution to your inquiry is that simple. And I know from your background that you are of German heritage. Thus if you want to have German-only support requests answered by me, please post threads in the German sub-forums and mention my name. I am fully competent to answer in German only if it helps you understand the topics much better.
    1 point
  17. You have to use the same function in the marker-hit and marker-leave event handlers. German: du sollst die gleiche Funktion in den Marker-Treffer und Marker-Verlassen Ereignis-Behandlern nutzen.
    1 point
  18. function blockPlayerExitIfLocked() if (source:getData("vehicles:locked") == 1) then cancelEvent() end end addEventHandler("onClientVehicleStartExit", root, blockPlayerExitIfLocked) not sure but test this
    1 point
  19. Frankly speaking, I don't have any idea how does it work! That's a brilliant script, dude. I wish I could script like you Yup, I got that, thank ya!
    1 point
  20. Hello J-N, in case you need a script to detect the door-open-and-close event clientside I have scripted a little something for you. meta.xml <meta> <script src="doorevents_client.lua" type="client" /> <script src="doors_test.lua" type="client" /> </meta> doorevents_client.lua local veh_doorInfos = {}; local valid_veh_doors = { 0, 1, 2, 3, 4, 5 }; local function getVehicleDoorInfo(veh) local info = veh_doorInfos[veh]; if (info) then return info; end; info = {}; for m,n in ipairs(valid_veh_doors) do info[n] = not ( getVehicleDoorOpenRatio(veh, n) == 0 ); end veh_doorInfos[veh] = info; return info; end addEventHandler("onClientElementDestroy", root, function() if not (getElementType(source) == "vehicle") then return; end; veh_doorInfos[source] = nil; end ); addEvent("onClientVehicleDoorOpenChange"); addEventHandler("onClientRender", root, function() for m,veh in ipairs(getElementsByType("vehicle")) do local vdi = getVehicleDoorInfo(veh); for m,n in ipairs(valid_veh_doors) do local isNotClosed = not ( getVehicleDoorOpenRatio(veh, n) == 0 ); if not (vdi[n] == isNotClosed) then vdi[n] = isNotClosed; triggerEvent("onClientVehicleDoorOpenChange", veh, n, isNotClosed); end end end end ); doors_test.lua addEventHandler("onClientVehicleDoorOpenChange", root, function(doorIndex, isNotClosed) outputChatBox("door nr. " .. doorIndex .. " is open: " .. tostring(isNotClosed)); end ); Hopefully this can come in handy for you!
    1 point
  21. As promised the new update has been published! https://github.com/Fernando-A-Rocha/mta-add-models/releases/tag/v1.6.9 Your server needs to be updated to 1.5.9-9.21125.0 Enjoy and let me know if you'd like to see anything changed or new features.
    1 point
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