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Showing content with the highest reputation on 20/02/23 in all areas

  1. All tutorials uploaded to the channel can be seen from this thread.
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  2. I made this video today for people who don't know how to change their theme.
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  3. Zeitgeist HDM Tournament I ZHT is solo tournament that consists of 20 hard DM maps and no hunter fights. Winner is the player who passes the furthest distance and manages to do so before other players. Prizes We are excited to announce a large prize pool of 390$ ! The breakdown of the prize pool is as follows: Registration You can register here ! Registrations must be posted before Sunday, 26.02.2023, 23:59 CET. Information All matches will take place on our Event Server. ( mtsa://161.97.122.142:22003 ) Make sure to join Zeitgeist discord server in order to stay up to date. What's HDM ?
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  4. Awesome work gonna keep and eye on it 100%
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  5. The basics of retexturing:
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  6. E aí, @SciptNovato. Beleza? Você pode usar math.floor (para arredondar para baixo) ou math.ceil (para arredondar para cima). Exemplo: local number = 25.912 print(math.floor(number)) -- 25 print(math.ceil(number)) -- 26
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  7. El siguiente es un ejemplo de shader que se puede utilizar para lograr el efecto deseado: uniform sampler2D texture0; void main() { vec4 color = texture2D(texture0, gl_TexCoord[0].st); float gray = (color.r + color.g + color.b) / 3.0; gl_FragColor = vec4(vec3(gray), color.a); } Este shader convierte cada píxel en su equivalente en escala de grises, lo que resulta en una imagen en blanco y negro. El shader toma una textura como entrada (la variable "texture0" en el código), que será la textura del objeto al que se aplica el shader. Para aplicar este shader solo al jugador local y no al ped, puedes usar la función "isElementStreamedIn" para verificar si el objeto está siendo transmitido al jugador antes de aplicar el shader. Aquí hay un ejemplo de cómo se podría usar esta función: local localPlayer = getLocalPlayer() local ped = getElementData(localPlayer, "attachedPed") -- suponiendo que el ped está vinculado al jugador local de alguna manera local object = -- el objeto al que se aplicará el shader if isElementStreamedIn(object) and not isElementStreamedIn(ped) then dxSetShader(object, "shader.fx") else dxSetShader(object, false) end Este código verifica si el objeto está siendo transmitido al jugador y si el ped no lo está. Si se cumplen ambas condiciones, se aplica el shader al objeto. Si no, se desactiva el shader. Espero que esto te ayude a crear el shader que necesitas. Si tienes alguna otra pregunta, no dudes en preguntar aquí o en la sección de es-scripting en el servidor de Discord de MTA para obtener ayuda en vivo.
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  8. Right now the priority is improving/remaking the MTA Map Editor, fixing & modernizing its current features and adding new ones, because this is the main "editor/studio" tool already available to every MTA player at the moment. It should allow you to make most of the classic MTA game modes like race, deathmatch, PVP, etc. And we can expand ontop of that. I feel like a separate/new visual editor is not the right thing to do now. Map Editor needs attention as I mentioned above. Finally, in my opinion, learning to code and creating unique scripts from scratch is the way to go
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  9. Setting up a MTA local server:
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  10. Also always use client variable server-side instead of source and/or passing the localPlayer as an argument when referring to the player that triggered a server event.
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  11. Just a note. Instead of doing a source validation. -- The source for this event is always 'resourceRoot' if source ~= resourceRoot then reportNaughtyness( eventName, client, "source" ) return end You can also disable propagate: addEvent("onRaiseTheRoof", true) addEventHandler("onRaiseTheRoof", resourceRoot, function(arg1, arg2) end, false -- < disable propagate ) While it does not report naughtiness, it is very easy to add.
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